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Eliminating RMT Problem with New Economy System
Leviathan.Rihoko
サーバ: Leviathan
Game: FFXI
Posts: 127
By Leviathan.Rihoko 2010-05-24 06:16:53
New Economy System
I was thinking of a new economy system generally for MMORPG games (which you pay monthly fees)in order to prevent any kind of in game currency transfers between players. My toughts are really utopic and most of you would not like it, however this seems to me the only solution to end bots and real money trade in games as they seem to remain major problem for MMORPG games, ruining every good thing.
Well system works like this, remove auction house, remove any kind of in game currency trade and transfer option between players. You may transfer between your characters only restricted to a single account. Every item, every resource, every crafted final product will have buy and sell prices set beforehand (where prices can change in small amounts according to in game supply and demand or faction influence level without ruining game balance) and basically economy will run through NPC vendors. Every NPC will buy your items either drop or crafted (you will make profit from crafting as well if you succeed in your crafts, and if you happen to produce a high quality item you will make more money) at reasonable prices and will put them on
sales list which others players can buy them reasonably at a higher price. Prices will change according to world drop rates and according to rarity. So if you want best gear you work hard to get them. No cheating, all fair environment for players.
I know the idea that leaving economy to NPCs may ruin the basic nature of free market economy within games for some of you, however in game currency sellers and buyers will always exist and will ruin our fun otherwise. In addition, I never enjoyed the economy run by players in FFXI, where you were selling high percent of your craft returns to NPCs anyways. These are games anyways, what real players would want is having fun within a fair environment. In addition bot detection systems will still remain in order to prevent players to make unfair profits even their intention is not to sell in game currency, and will be banned immediately.
Please don't tell me that I should quit online games and play solo on other casual games, that my suggestions still works for an online game, where the resources that can be found on NPCs would totally depend on whole player progress, as you would not find materials and gears elsewhere unless world drop. Basically if you work hard you will become more successful than others, wouldn't this be fair for everyone?
Automatic Loot Distribution
Another point I want to remark is the automatic loot distribution system especially for end game activities. Game will record every player progress such as which jobs leveled how many times that character entered activities etc. and when a drop occur it will be automatically distributed to most deserved player. This sure would eliminate the confusions players face and as well as RMT even in game item sellers for gil. So we won't see people with uber gear who doesn't know how to play their jobs.
These were some ideas from me. Thank you for reading.
Leviathan.Willoflame
サーバ: Leviathan
Game: FFXI
Posts: 136
By Leviathan.Willoflame 2010-05-24 06:26:54
I hate being negative, but an idea such as this needs criticism!
Well, see, it would be interesting to see how this would fair in an MMO, I'm curious myself. It's actually not a bad setup. I'm sure there's more to it than what you've described. But yes, that would for sure end RMT to my knowledge.
That being said, let's say we were in sky, and we divided up into 2 groups. Group 1 gets a Gem of the West (Despot), and they get a Gem of the South (Brigandish Blade). Group 2 gets a Diorite, and converts it into an Autmnstone (Ullikiumi), and on the way up to the Ulli camp, they take out Faust for a Summerstone.
Well, then you have half of a Byakko & Suzaku pop on both teams. What do you do? Would sky have to work like Limbus, and have someone join the other groups to lot the Gems/Stones? But that's inconvenient, seeing as sky is 3 different zones.
Not only that, but what if you're the first person to get a new item that SE released in a new update... You cant use it on your job, and you solo'd the NM to get it. You know that millions of other people would kill for an item like the one you got. Oh well, guess I'll NPC it! Lol, do you see my point? It kinda ruins the whole point of an MMO, and makes it more like a single player game with other people playing the same single player game.
P.S. Did you know you can send unbroken Dynamis glasses through the delivery box? lol
Edit: I won't be on all day to discuss this with you. :(
[+]
サーバ: Ifrit
Game: FFXI
Posts: 2328
By Ifrit.Darkanaseur 2010-05-24 06:31:36
You mean you sell x item to an NPC who gives you money, then another player can purchase that item from the NPC and his/her money is just deleted from the server?
That theory works, but you're also removing the concept of trading between players. How would you just give other players certain items? Someone runs out of Shihei, oh well gotta go to a vendor? And if you made an allowance for trade between players of just items, not currency, then RMT could still exploit it. They could farm xx value in materials/items and trade it to a player to NPC.
No real solution to RMT unfortunately.
[+]
サーバ: Odin
Game: FFXI
Posts: 1304
By Odin.Dirtyfinger 2010-05-24 06:32:01
It sound's a tiny bit boring to me. Selling crafted items does not only benefit me but also the buyer, giving him options to become greater than he could at his current time due to not having the relevant craft leveled. The system as it is does need tweaking yes, but I do not feel your system is it I'm afraid.
I like having an interactive environment with the inclusion of Auction House's and Bazaar function, it gives it a more RL feel to it all.
If SE were that bothered about RMT, they would have made it possible for players to buy the gil from them, as no RMT company can beat SE prices on their own virtual goods.
サーバ: Asura
Game: FFXI
Posts: 5163
By Asura.Daleterrence 2010-05-24 06:56:36
Leviathan.Rihoko said: New Economy System
I was thinking of a new economy system generally for MMORPG games (which you pay monthly fees)in order to prevent any kind of in game currency transfers between players. My toughts are really utopic and most of you would not like it, however this seems to me the only solution to end bots and real money trade in games as they seem to remain major problem for MMORPG games, ruining every good thing.
Well system works like this, remove auction house, remove any kind of in game currency trade and transfer option between players. You may transfer between your characters only restricted to a single account. Every item, every resource, every crafted final product will have buy and sell prices set beforehand (where prices can change in small amounts according to in game supply and demand or faction influence level without ruining game balance) and basically economy will run through NPC vendors. Every NPC will buy your items either drop or crafted (you will make profit from crafting as well if you succeed in your crafts, and if you happen to produce a high quality item you will make more money) at reasonable prices and will put them on
sales list which others players can buy them reasonably at a higher price. Prices will change according to world drop rates and according to rarity. So if you want best gear you work hard to get them. No cheating, all fair environment for players.
I know the idea that leaving economy to NPCs may ruin the basic nature of free market economy within games for some of you, however in game currency sellers and buyers will always exist and will ruin our fun otherwise. In addition, I never enjoyed the economy run by players in FFXI, where you were selling high percent of your craft returns to NPCs anyways. These are games anyways, what real players would want is having fun within a fair environment. In addition bot detection systems will still remain in order to prevent players to make unfair profits even their intention is not to sell in game currency, and will be banned immediately.
Please don't tell me that I should quit online games and play solo on other casual games, that my suggestions still works for an online game, where the resources that can be found on NPCs would totally depend on whole player progress, as you would not find materials and gears elsewhere unless world drop. Basically if you work hard you will become more successful than others, wouldn't this be fair for everyone?
Automatic Loot Distribution
Another point I want to remark is the automatic loot distribution system especially for end game activities. Game will record every player progress such as which jobs leveled how many times that character entered activities etc. and when a drop occur it will be automatically distributed to most deserved player. This sure would eliminate the confusions players face and as well as RMT even in game item sellers for gil. So we won't see people with uber gear who doesn't know how to play their jobs.
These were some ideas from me. Thank you for reading.
I'm going to give this a short answer, I just got up, might come back and give it a better one later. It might work for another game, but not for FFXI, for obvious reasons. And the way 14 is going, doesn't look like that is going to use this sort of model either.
Valefor.Eldrich
サーバ: Valefor
Game: FFXI
Posts: 22
By Valefor.Eldrich 2010-05-24 07:01:44
That's pretty close to a government-run economy. I believe they call that socialism.
Ragnarok.Dani
サーバ: Ragnarok
Game: FFXI
Posts: 47
By Ragnarok.Dani 2010-05-24 07:06:13
For me a big part of this game has always been "gambling" the AH. Finding and stocking mats when people are undercutting. Waiting for the right time to put up my own crafts for the right price, to ether sell fast or for a nice bonus profit if noone else is selling. To me a very big part of the game would be lost.
As for the auto loot. I think it would be very hard to get people to join shouts from people known with high "player progress" everyone would be forced to do everythiong in static groups. Why would i join a shout for something i have no shot at obtaining with my low player progress?
Thu not at all bad ideas for some new game maybe
By Eirinne 2010-05-24 07:13:56
Valefor.Eldrich said: That's pretty close to a government-run economy. I believe they call that socialism. just like real life!
Kujata.Akeda
サーバ: Kujata
Game: FFXI
Posts: 1698
By Kujata.Akeda 2010-05-24 13:32:48
Leviathan.Rihoko said: Well system works like this, remove auction house, remove any kind of in game currency trade and transfer option between players.
Might as well make it a single player game if you're going to do that.
That takes away a big piece of the social interaction part of the game. No more giving things you don't need/want to friends, or buying things (like consumables) on-behalf of others. It would just create a large time sink of going from NPC to NPC hoping someone sold what you wanted so you could buy.
If they wanted to remove RMT activity there's a lot of really aggressive things they could do.
New Economy System
I was thinking of a new economy system generally for MMORPG games (which you pay monthly fees)in order to prevent any kind of in game currency transfers between players. My toughts are really utopic and most of you would not like it, however this seems to me the only solution to end bots and real money trade in games as they seem to remain major problem for MMORPG games, ruining every good thing.
Well system works like this, remove auction house, remove any kind of in game currency trade and transfer option between players. You may transfer between your characters only restricted to a single account. Every item, every resource, every crafted final product will have buy and sell prices set beforehand (where prices can change in small amounts according to in game supply and demand or faction influence level without ruining game balance) and basically economy will run through NPC vendors. Every NPC will buy your items either drop or crafted (you will make profit from crafting as well if you succeed in your crafts, and if you happen to produce a high quality item you will make more money) at reasonable prices and will put them on
sales list which others players can buy them reasonably at a higher price. Prices will change according to world drop rates and according to rarity. So if you want best gear you work hard to get them. No cheating, all fair environment for players.
I know the idea that leaving economy to NPCs may ruin the basic nature of free market economy within games for some of you, however in game currency sellers and buyers will always exist and will ruin our fun otherwise. In addition, I never enjoyed the economy run by players in FFXI, where you were selling high percent of your craft returns to NPCs anyways. These are games anyways, what real players would want is having fun within a fair environment. In addition bot detection systems will still remain in order to prevent players to make unfair profits even their intention is not to sell in game currency, and will be banned immediately.
Please don't tell me that I should quit online games and play solo on other casual games, that my suggestions still works for an online game, where the resources that can be found on NPCs would totally depend on whole player progress, as you would not find materials and gears elsewhere unless world drop. Basically if you work hard you will become more successful than others, wouldn't this be fair for everyone?
Automatic Loot Distribution
Another point I want to remark is the automatic loot distribution system especially for end game activities. Game will record every player progress such as which jobs leveled how many times that character entered activities etc. and when a drop occur it will be automatically distributed to most deserved player. This sure would eliminate the confusions players face and as well as RMT even in game item sellers for gil. So we won't see people with uber gear who doesn't know how to play their jobs.
These were some ideas from me. Thank you for reading.
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