Sick burn, man. You really got me good. That will make me think twice about messing with you.
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The OP has made it clear that he supports the concept of Real Money Trade if managed by the Devs. That is not up for debate, he has shown the support of using Real money as a means for virtual profit.
This chart has however been repeatedly thumped as proof of how it works. I felt that this was missing important data to be able to legitimately tie it to the core point, that it halts real money trade activity.
Based on the article, the plex implementation was not even considered when they made the graph. What does this mean for the relevance of the graph?
And even if it was tied to the graph indirectly, Plex implementation in 2008 means a 75% drop counting 2007 is an irresponsible claim.
LOL I remember reading about that a few years ago. Informative link. Hilarious that it made the rounds on "regular" gaming news sites.
I believe Rylock's post answers your other 3 questions sufficiently. I'm not sure what you mean by "Plex implementation in 2008 means a 75% drop counting 2007 is an irresponsible claim". You have to compare values from before and after the implementation of PLEX. 2007 is before and RMT costed $40. 2009 is after and RMT costed $10. There was an average decrease in RMT prices of 50% since the implementation of PLEX in 2008. The maximum decrease was 75%.
I'm for this. At the end of the day RMT is going to happen regardless of whether or not a system like this is implemented; we might as well have that money go towards developing more content instead of the money going to shady RMT.
It doesn't. As the trending is evident. Mind you, as usual you're pulling a strawman. As no one here said that it *halts* real money trade activity. It hampers it considerably.
Also. If you weren't so hell bent on trying to prove *reality* and basic economy theory wrong, you would need just simple logic to know that introducing a solid element of competition in the market reduces profits.
Too bad that the concept of PLEX is an evolution of Game Time Codes, that were introduced way before (at the start of the chart). They were less intuitive to use, and required direct interaction, but they still worked under the same principle.Quote:
and even if it was tied to the graph indirectly, Plex implementation in 2008 means a 75% drop counting 2007 is an irresponsible claim.
The chart starts in the month Revelations II expansion was launched the week after Game time codes came out. They work the same way as plexes but were less user friendly.
From eve wiki:
What you do is log into your Account Management page
From there you go: My Account >> Account Services >> Securely Sell EVE Time Code
The procedure there is straightforward
1. You select the character selling the code.
2. You type in the name of the character you are selling the code to.
3. You type in your price for the timecode.
The system will automatically verify the validity of the code, and then send the buyer an EVEmail with the offer. The offer is valid for 48 hours. The buyer must log into the account management page and accept the offer.
The gametime will be automatically added to the buyers account and the payment will be automatically deposited to the seller’s wallet.
These were sold via the forums like characters are atm in eve with people bidding on them until seller excepts.
@Abriael you should probably edit the first post to clarify the graph saying: This graph show the price of ISK in USD from just before the first incarnation of plexes (Game time codes) where introduced to eve through to the end of 2011.
Rate of currency price drop in the past 6 months for ISK versus Gil:
http://www.mmobux.com/images/graph/game/eve.gif
Versus:
http://www.mmobux.com/images/graph/game/ffxiv.gif
It's really the same thing. But oh well.
@Duude: More grasping at straws. FFXIV is a dead game. It's data is inconsequential. Comparing data from a healthy and growing game with data from a dead one with a plummeting playerbase serves no purpose other than trying to muddle the issue.