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RMT and other gaming conflicts
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This may be a stupid question... but why has this conversation progressed seemingly as if degree doesn't matter? At least, in one sense... I'm an outsider just watching, but it seems to me that the activities, regardless of the motives of anyone involved, are only a problem when the volume is high, and high volumes are exactly what they can spot and stop (or at least slow down considerably) by banning the offenders.
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Originally posted by crashhelmet View PostThere's another issue to deal with as far as RMT is concerned. While I don't know how the RMTAH in D3 secifically works, because I'm refusing to play it.
In WoW, there was an issue with gold being stolen and not farmed in its traditional sense. Players were having their accounts hacked, banks and coffers emptied, and the gold was sold by these sites.
What kind of security is in place to prevent someone from hacking an account and buying things with someone else's money?
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There's another issue to deal with as far as RMT is concerned. While I don't know how the RMTAH in D3 secifically works, because I'm refusing to play it.
In WoW, there was an issue with gold being stolen and not farmed in its traditional sense. Players were having their accounts hacked, banks and coffers emptied, and the gold was sold by these sites.
What kind of security is in place to prevent someone from hacking an account and buying things with someone else's money?
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Originally posted by Nekojin View PostI think you'd have to do a lot of work to prove that it's the RMT that is the driving force for the problems. I believe that it's a convenient and visible scapegoat, not the actual problem.
Originally posted by Nekojin View PostAnything a for-cash twink can do in WoW, a normal, non-cash-spending player can do. It requires a bit more time, and it may require having a decent guild at your back, but as you said - time is well accounted for in the development process.
Not exactly happy fun time for your normal customers.
Originally posted by Nekojin View PostBots are a separate issue - please don't conflate them. Bots are fairly easy to detect, and as far as I know, Blizzard has done a pretty good job at bot-stomping.
Originally posted by Nekojin View PostI've seen plenty of live groups doing exactly what you're talking about as well. 16-hour play cycles, multiple players switching out on an account to keep it going 24-7. All of these are things that normal (IE, non-gold-seller) players do as well.
Originally posted by Nekojin View PostSo, again, suppose we take the RMT out of it. Make it so that it's impossible somehow. A Wizard Did it. People still play for unhealthy amounts of time, generating huge sums of in-game currency that they then have little use for, nothing significant to spend it on. So if they start dishing out their cash to other players, you'd see the exact same destabilizing effect.
Originally posted by Nekojin View PostAs I keep saying, you can't just ban someone just because a large sum of gold changes hands. That's a good way to lose valued customers. And I have yet to hear of Blizzard banning players for buying gold.
Its against their TOS. End of story. WoW banned people for it. DaoC banned people for it. Warhammer banned people for it. Hell, Warhammer use to keep a running counter of the bans on their main website as a laugh.
Originally posted by Nekojin View PostThat aside, even if we agree that banning gold-buyers is a good idea, you still have the problem of the gold itself. Unless you're banning them within minutes of the transfer, odds are good that they've already bought the items that they were buying the gold for in the first place, and the gold is still in the economy.
It being still in the economy is half the problem though. Again, this is my point here. The balance of the game is designed around a certain amount of average earning power per gamer of gold going into the economy. Goldfarmers tilt that average earning power higher. Adding more gold to the economy than the game is designed to adjust for.
When that happens, you get scenarios like my old WoW server and my old DaoC server: AH prices go up due to the inflation resulting in items that were normally obtainable by non goldbuyers to now be unaffordable for them. Forcing people who are not goldbuyers to either buy gold to keep up or simply quit and find another game thats better balanced. And who wants to play a game that forces you to pay to keep up?
It ruins the game balance.
Originally posted by Nekojin View PostI assert, still, that the problem is a lack of sufficient gold-sinks in the economy. There's not enough places drawing down the average player gold, so you have persistent inflation going on, and the only practical gold-sinks (in WoW) end up being one-off vanity items, rather than ongoing expenses. Who needs more than one land mount and one air mount? While top-tier raiding with high-end potions, repair costs, and so on are a bit of a gold-sink, it's not a very big one.
Earning power itself needs to be reduced. EVE does this all the time adjusting earning power, resource supply vs demand, etc. But EVE keeps two full time economists on staff. Something WoW should probably consider instead of hiring clinical psychologists to help them craft addictive activities. ;p
I think we're in relative agreement as to the causes here, just not the solution.
Originally posted by Nekojin View PostSo rather than rail against something you can't really stop, it's more effective to find some way to turn it around, and make it into something that benefits the community.
Originally posted by Nekojin View PostAs I said before, there's no such thing as a fair game. There's always something tipping the scales. An Arena team that uses Ventrilo for coordination has an advantage over a team that doesn't use voice chat. A team that practices six hours a day has an advantage over a team that doesn't practice. A coordinated team has an advantage over a PUG face-rolling team. Such is the way it works.
Everyone has a chance to develop skill. Not everyone has a ton of money they can just throw away at entertainment.
Originally posted by Nekojin View PostI disagree that it's a strawman, it's simply a point you don't want to argue against.
Originally posted by Nekojin View PostI didn't say that it wasn't a clever idea. I was pointing out that RMT has been in EVE since long before CCCP introduced PLEX, and it was even tacitly accepted by the devs. There was even a forum for monitored trading of in-game funds for subscription purchases.
And my point is that EVE is a game whose design can incorporate it that has checks and balances to ensure it doesn't go off the rails. In order for a game to have RMT/Goldselling of this nature, it must be of a game design that can incorporate it on a level basis for its players. CCP created a mutually beneficial arrangement. One gets gold, the other gets subscription time for in game money. Its clever and I wish more games would incorporate something like that.
But.....EVE can pull this off because its levelless and doesn't have traditional RPG trappings such as bind on equip or epic items. Its also a hardcore UO style game where you risk what you use just by using it. It functions within the confines of the game's design and benefits the community while shutting out third parties like goldfarmers who don't give a rats ass about respecting the community or the game's mechanics.
EVE's confines are much different from a traditional MMO like WoW. Which is why it can work there. A traditional MMO, such as WoW, can have its economy and balance fly apart when RMT/Goldselling is introduced. Because it wasn't designed with it in mind. Hell, WoW isn't even designed with its own non-goldbuying earning power in mind.
The answer isn't just allowing RMT/Goldselling though, its designing a game that can handle it by incorporating it fairly or managing the metric of an existing game better. The problem is the traditional MMO doesn't handle it well because it always uses a very wide powerscale and allows too much effectiveness to be netted from equipment rather than player skill. You can buy too much power and you have no risk of losing it after you buy it.
Originally posted by Nekojin View PostExcept that the Orc can't possibly lose $1200 worth of gear in the process. And I agree, it was a dipshit move. I'd love to hear the explanation behind it.
Originally posted by Nekojin View PostThat's not really true. You can buy a character from another player, and CCCP even supports it (they'll transfer a character from one account to another for a fee). So I could spend a few hundred dollars (or whatever the going rate is), and buy a character with the skills and ships that I wanted.
Also, most people use the char transfer to transfer alts to their main account and visa versa for training purposes. Thats what I used it for.
Originally posted by Nekojin View PostAnd I'm trying to point out that the division that you want is functionally impossible. It's a pie-in-the-sky dream. There isn't a game out there where spending real-money cash is the only way to get to the top. The few games that have sold top-tier gear to players directly have died.
Originally posted by Nekojin View PostEverything you say here (right up until you mention bots, and sometimes even then) can be applied to so-called power-gamers - people who play a game for great amounts of their free time, and angle for every edge they can find. But that's considered socially acceptable.
Originally posted by Nekojin View PostIt may not be by design, but it's possible. And extremely difficult, if not outright impossible, to stop. I know people (in the guild I usually run with, when I play WoW) who have bought gold repeatedly. They choose to do so, and they'll freely loan gold to guildmates when asked. They just choose to buy the gold, and play Battlegrounds or Arenas (or other less-profitable ways to spend their time) than spending hours farming.Last edited by Gravekeeper; 05-20-2012, 12:18 PM.
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Originally posted by Gravekeeper View PostRMT/Goldselling disrupts the balance of a traditional MMORPG. That's a fact. We've already seen it happen numerous times.
In which case: What about the players that want to play the traditional game and not the game where their real world wallet becomes a factor in success?
They are not generating it out of thin air, but they are generating it through applying more playtime than the average human is capable of and are likely doing it by finding the most gold per hour avenue of profit they can and denying access to it that source to other players. Or through disrupting the activities of regular players.
Goldfarmers are typically running several bots at once that they're keeping tabs on and those bots are essentially strip mining a resource. A resource which they'll run other players off of if they try to likewise utilize it. In order to achieve the same affect, you would need a group of 4-8 players that play 24/7 doing one activity over and over and then passing all of their income to a single player. I scenario you're not going to see normally unless one player is running a cult.
I've seen plenty of live groups doing exactly what you're talking about as well. 16-hour play cycles, multiple players switching out on an account to keep it going 24-7. All of these are things that normal (IE, non-gold-seller) players do as well.
So, again, suppose we take the RMT out of it. Make it so that it's impossible somehow. A Wizard Did it. People still play for unhealthy amounts of time, generating huge sums of in-game currency that they then have little use for, nothing significant to spend it on. So if they start dishing out their cash to other players, you'd see the exact same destabilizing effect.
You ban both him and the people that recieved said large sum thus removing it from the economy. The typical MMO datamines a huge amount of game metrics. Its not like the gold mysteriously vanishes once the goldseller gives it to someone.
That aside, even if we agree that banning gold-buyers is a good idea, you still have the problem of the gold itself. Unless you're banning them within minutes of the transfer, odds are good that they've already bought the items that they were buying the gold for in the first place, and the gold is still in the economy.
I assert, still, that the problem is a lack of sufficient gold-sinks in the economy. There's not enough places drawing down the average player gold, so you have persistent inflation going on, and the only practical gold-sinks (in WoW) end up being one-off vanity items, rather than ongoing expenses. Who needs more than one land mount and one air mount? While top-tier raiding with high-end potions, repair costs, and so on are a bit of a gold-sink, it's not a very big one.
I seriously do not understand your position. As it seems to be "We should just let people ruin our game because stopping them would take effort"?
So rather than rail against something you can't really stop, it's more effective to find some way to turn it around, and make it into something that benefits the community.
Those imbalances exist within the ruleset of the game and the game is designed around them. The entire point of a game as opposed to real life is to have a playing field that is level to all of its players.
Who wants to play a game thats unfair? Seriously? You'd seriously buy a game that said "Well, its $60 for the game, but $120 if you want it to be fair"?
Time is a completely different issue and a strawman argument. Time is accounted for within the game design. We're taking about an external force altering game balance.
PLEX has been around for 4 years. I fail to see why that makes it less of a clever idea.
And the guy in question was an amazing dipshit. You don't undock with PLEX. Especially not in a Tech I Frigate into the middle of Jita. Its basically the equavilent of running a naked level 3 Orc into Stormwind.
Not exactly, the design of EVE is atypical. It has no levels, only assets. But the assets you can utilize are limited by your current skills. There is no way to buy an advantage nor any way to grind your skills faster than everyone else. You also risk any asset you make use of.
You can't buy an advantage. You can only risk more of your assets within the confines of your abilities.
The reason I bring up EVE is because its an example of a non-traditional game design that functionally elimates goldselling by forcing it to compete directly with CCP. Without generating huge imbalances. IE the sort of thing you seem to be endorsing.
The problem is that its non-traditional and you're arguing about allowing it into a traditional game. Where it has classically caused massive issues. Which is a problem. You cannot allow an external force into a game if that force will unbalance the game. You're just sacrificing one type of player for another. If you so desperately want RMT in a game, it has to have a design that can absorb RMT without causing huge imbalances between playing players and paying players.
Some people just want to play a game. Not have to keep paying for the game they already bought just for it to stay fair.
No, a goldfarmer generates gold at a level and rate unintended by the developers or the game's design. Goldfarmers don't play the game the same way as everyone else and just magically have more gold. They find the most exploitable method of profit then devote more resources at exploiting it then any normal player ever possibly could. Typically by using bots or other means 24/7. While at the same time denying the method to legitimate players.
Blizzard didn't design WoW around the possibility that 8 characters would be able to stay awake doing the same task 24 hours a day then give everything they earn away to one level 10 character that just started playing.Last edited by Nekojin; 05-20-2012, 08:40 AM.
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Originally posted by Nekojin View PostIs there a functional difference between someone who twinks his own alt and someone who twinks other peoples' alts for a price?
Originally posted by Nekojin View PostBut someone STILL has to earn it. If the RMT is somehow affecting the balance of play, that hints more to the lack of money-sinks in the game than anything else.
RMT/Goldselling disrupts the balance of a traditional MMORPG. That's a fact. We've already seen it happen numerous times. Yes, you can incorporate RMT/Goldselling into a game in the form of microtransactions or a real money auction house. But to do so successfully means to change the design of the game to allow such a thing.
In which case: What about the players that want to play the traditional game and not the game where their real world wallet becomes a factor in success?
Originally posted by Nekojin View PostIf the RMT suddenly vanished - if it somehow became possible to insulate the in-game resources from ANY out-of-game meddling (and let's face it, that's impossible), you'd still have game-imbalancing sums of gold and weapons floating around the economy. It's not as though the RMT is actually generating gold out of thin air. Even the so-called "Chinese gold-sellers" have to actually earn it in one way or another.
Goldfarmers are typically running several bots at once that they're keeping tabs on and those bots are essentially strip mining a resource. A resource which they'll run other players off of if they try to likewise utilize it. In order to achieve the same affect, you would need a group of 4-8 players that play 24/7 doing one activity over and over and then passing all of their income to a single player. I scenario you're not going to see normally unless one player is running a cult.
Originally posted by Nekojin View PostThe gold has still been sold. If the gold-seller has a reasonable expectation of being banned after any sale of gold, he'd just amass a large sum and sell it all in one lump some, rather than selling it in smaller quantities. After banning him, you've functionally changed nothing.
Originally posted by Nekojin View PostAnd, as I've illustrated in the first post, there are a lot of "assholes" (people who do things that are functionally equivalent to the behavior you dislike) that you're willing to keep around.
Originally posted by Nekojin View PostIt's not just a willingness to police, it's an issue of ability to police. If you ban everyone every time they do something questionable, you end up nuking a good chunk of your player base. So you have to wait for a pattern to emerge... and in the meantime, the gold-selling continues.
Originally posted by Nekojin View PostWho cares? There's always an imbalance. Some people have more time to dedicate to gaming. Some people have more money. Some people have both, or neither. There's no such thing as a level playing field, and there never has been. There's only been the illusion of such.
Who wants to play a game thats unfair? Seriously? You'd seriously buy a game that said "Well, its $60 for the game, but $120 if you want it to be fair"?
Originally posted by Nekojin View PostWhy should someone who can only play for a few hours a week be at a disadvantage to someone who can afford to play for 40+ hours a week?
Originally posted by Nekojin View PostYou do realize that the EVE PLEX items are a relatively recent development, right? They've had RMT without CCP being involved for years before they introduced the PLEX concept.
Originally posted by Nekojin View PostAlso note that PLEX is a very real money sink - PLEX are physical items that have to be moved about to be traded. They can be destroyed of the ship they're in gets blown up, and there's at least one reported incident of hundreds of PLEX being blown up all at once. That's over a thousand dollars' worth of game-time payments being blown up. This is, in fact, deliberate on CCP's part.
And the guy in question was an amazing dipshit. You don't undock with PLEX. Especially not in a Tech I Frigate into the middle of Jita. Its basically the equavilent of running a naked level 3 Orc into Stormwind.
Originally posted by Nekojin View PostWhich is another way of saying that EVE has robust money-sinks.
You can't buy an advantage. You can only risk more of your assets within the confines of your abilities.
The reason I bring up EVE is because its an example of a non-traditional game design that functionally elimates goldselling by forcing it to compete directly with CCP. Without generating huge imbalances. IE the sort of thing you seem to be endorsing.
The problem is that its non-traditional and you're arguing about allowing it into a traditional game. Where it has classically caused massive issues. Which is a problem. You cannot allow an external force into a game if that force will unbalance the game. You're just sacrificing one type of player for another. If you so desperately want RMT in a game, it has to have a design that can absorb RMT without causing huge imbalances between playing players and paying players.
Some people just want to play a game. Not have to keep paying for the game they already bought just for it to stay fair.
Originally posted by Nekojin View PostAgain, the gold was already in the economy. The gold-sellers were just moving it around. These "ruined economies" speak more of a problem with there being too much money in the economy and not enough to spend it on.
Blizzard didn't design WoW around the possibility that 8 characters would be able to stay awake doing the same task 24 hours a day then give everything they earn away to one level 10 character that just started playing.
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Originally posted by Gravekeeper View PostWoW *didn't* have a level restriction in place for years when it came to enchantments. Nor did Blizzard show any interest in fixing it. You could slap a level 60 enchant on a level 10 weapon no problem. But you could only do so if you had the funds of a level 60 character.
Likewise, if a game's economy is balanced around a certain level of power per level based on the average earning power of a character of that level, then RMT can and will fuck it up.
If you ban the goldseller and they make a new account, then you profit through enforcement. If you ban a player that's willing to break your terms of service and unbalance your game thus ruining it for others, why is that a bad thing?
One asshole can ruin the experience of several other players. Its not economically feasible to keep the asshole around.
Through enforcement, like I said. Its all up to how willing a company is to police its own game. Some companies are good at it, others suck ass at it and the player base benefits or suffers in kind.
But the fact of the matter is as long as a game has a power scale in a multiplayer environment that must be climbed through effort and playtime, any form of RMT will disrupt the balance of the game and/or result in a rift in the player base between those that play the game and those that pay money to not have to play the game. As long as the latter gains an advantage over the former through economic means, you're going to have a problem. Because players are not on equal economic footing *outside* of the game.
Why should someone that can just barely afford their subscription be at a disadvantage to someone who can afford to toss away $50 a week in a video game?
RMT can exist in games that do *not* have a power scale, such as TF2 or EVE Online. EVE especially has a clever design that killed RMT and gold selling entirely. Players can simply pay to receive an item in game that grants a 30 day extension to a subscription. Which they can then sell to other players for in game currency. Killed two birds with one stone. It offers a way to "buy" in game currency from other players while making sure the company itself still profits. While players can actually play for "free" by using in game money to pay for their subs.
Also note that PLEX is a very real money sink - PLEX are physical items that have to be moved about to be traded. They can be destroyed of the ship they're in gets blown up, and there's at least one reported incident of hundreds of PLEX being blown up all at once. That's over a thousand dollars' worth of game-time payments being blown up. This is, in fact, deliberate on CCP's part.
But EVE's design doesn't have a power scale. Having lots of money doesn't help you gain a huge advantage. Because money is just a resource EVE. You lose it constantly through the act of playing and there are no "epic items" or other such things you could buy with it to tip the balance in your favour. Plus you risk anything you own in EVE just by playing EVE.
Thus is the problem. As long as you have a traditionally built MMORPG, such as WoW, you're going to disrupt it by having RMT. Whole WoW servers have had their economies ruined due to gold selling. In Aeon it was so bad you couldn't actually afford to buy ANYTHING on the AH unless you bought gold. Because they had no enforcement whatsoever of RMT.
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Originally posted by Nyoibo View PostHow does it help so much when all the items aer level restricted, I mean, yeah, you go and buy kickass armour of the gods, but if you can't wear it until lvl 60 hows it going to help your starting character.
Likewise, if a game's economy is balanced around a certain level of power per level based on the average earning power of a character of that level, then RMT can and will fuck it up.
Originally posted by NekojinWhich is most of my point - even when they can detect it (and we can't really say how well they detect it, because that data isn't public), it's a case of closing the gate after the horses have escaped. If you ban the gold-sellers, they'll make new accounts, but they've already made a profit. If you ban the buyers, you're depleting your own player base.
One asshole can ruin the experience of several other players. Its not economically feasible to keep the asshole around.
Originally posted by NekojinWhich brings us back to the question of: HOW do you stop it?
But the fact of the matter is as long as a game has a power scale in a multiplayer environment that must be climbed through effort and playtime, any form of RMT will disrupt the balance of the game and/or result in a rift in the player base between those that play the game and those that pay money to not have to play the game. As long as the latter gains an advantage over the former through economic means, you're going to have a problem. Because players are not on equal economic footing *outside* of the game.
Why should someone that can just barely afford their subscription be at a disadvantage to someone who can afford to toss away $50 a week in a video game?
RMT can exist in games that do *not* have a power scale, such as TF2 or EVE Online. EVE especially has a clever design that killed RMT and gold selling entirely. Players can simply pay to receive an item in game that grants a 30 day extension to a subscription. Which they can then sell to other players for in game currency. Killed two birds with one stone. It offers a way to "buy" in game currency from other players while making sure the company itself still profits. While players can actually play for "free" by using in game money to pay for their subs.
But EVE's design doesn't have a power scale. Having lots of money doesn't help you gain a huge advantage. Because money is just a resource EVE. You lose it constantly through the act of playing and there are no "epic items" or other such things you could buy with it to tip the balance in your favour. Plus you risk anything you own in EVE just by playing EVE.
Thus is the problem. As long as you have a traditionally built MMORPG, such as WoW, you're going to disrupt it by having RMT. Whole WoW servers have had their economies ruined due to gold selling. In Aeon it was so bad you couldn't actually afford to buy ANYTHING on the AH unless you bought gold. Because they had no enforcement whatsoever of RMT.
In order to use RMT successfully and without player headaches, it has to be in a game designed to have RMT and where RMT only awards convenience or cosmetics. Not straight up power over others. Especially if the game has any sort of competition or PVP to it.
No one should lose because they can't afford to win.
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Originally posted by Hyena Dandy View PostI think what Neko's arguing is essentially the same thing as anti-piracy measures.
That the company needs to see the pirates (or in this case, RMT-people) as competition, rather than threat.
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I think what Neko's arguing is essentially the same thing as anti-piracy measures.
That the company needs to see the pirates (or in this case, RMT-people) as competition, rather than threat.
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Originally posted by Gravekeeper View Post....What? Seeing as practically every MMO company has been able to detect and correct such issues if they choose to do so simply through monitoring game metrics and player's self regulating themselves? It's never been a matter of detection. Its always been a matter of enforcement.
As for stopping it, yes, in an MMO you do want to stop it because it effectively ruins the game's balance. Entire server economies have been destroyed in WoW due to RMT. Twinking totally ruined low level BGs for years. DaoC's economy collapsed due to RMT. So did Aeon's. Any MMO that does not attempt to regulate RMT will quickly find its game mechanics broken in some way by RMT.
None of your examples are really RMT though. They're all "Friend A helping Friend B". RMT would be Guild A is really a company that employs people that play the game 24/7 in 8 hour shifts and will sell anyone gold/exp/items/dungeon credit for $ on their website regardless of whether their character has any right to it.
As long as a game has a power scale, it can be broken by RMT to the detriment of other players who do not want or cannot afford RMT. Why the hell would you want to buy a game that would require you to pay *more* money after that just for it to treat you fairly?Last edited by Nekojin; 05-19-2012, 04:32 PM.
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As an aside, D3 has a strict limit of 10 items up for sale in the Gold Auction House. It remains to be seen if this is also in effect for the RMTAH.
As for imbalance, there's really no difference in a group of people selling fancy crap to interested buyers and, say, UberGuild power-leveling and pimping out every one of their players to get all 1000 of them (and their sister-guilds, too) up to top raiding spec. Except for the fact that UberGuild beneficiaries are more likely to know how to play than the random RMT buyer.
I'm one of those casual people who is never at the top tier of anything, and I've never cared either way about whether I had it or not or what method anyone else took to get it. I've always slogged along the hard way because that's my personal preference. But I know that not everybody has the hundreds of hours to put into video games that I do and I don't begrudge them taking a different approach. And in games that don't even have PvP or even a ladder, I don't see why it really would matter to anyone not otherwise trying to bask in the glow of their e-peen or jealous of how easy other people get to have it ("I walked uphill in the snow, both ways, you whippersnappers!" *shakes cane*).
^-.-^Last edited by Andara Bledin; 05-19-2012, 03:55 PM.
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How does it help so much when all the items aer level restricted, I mean, yeah, you go and buy kickass armour of the gods, but if you can't wear it until lvl 60 hows it going to help your starting character.
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Originally posted by Hyena Dandy View PostI think GK's point was that the gold-farming houses are the ones that the rules are in place to stop.
Maybe?
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I think GK's point was that the gold-farming houses are the ones that the rules are in place to stop.
Maybe?
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