Really? Asura was one of the worst servers for RMT in end game content. If you don't believe me, find old forum posts from Killing Ifrit from 2004-2007 in Asura's section. Every time I browsed it was a series of complaints that RMT had gotten out of control. Balmung and Asura are the two servers that come to mind when it comes to RMT issues. If you saw comparison prices in FFXIAH for items between them and other servers, it was extremely over inflated in comparison to other servers.
Yes, Bahamut was one of the oldest and most populous servers, so it had bigger problems than most of the others.
Yes, XIV has more botters and gil sellers than XI does. Why? Because it has a (much) larger playerbase, and because there's no big ticket sellables. They have to bot millions of cheap items to be able to make money.
The RMT will do what they do, and there will always be people who partake in their services. Making BiS items drop in open world and sellable (either by Markets or inviting to party for drop) just gives them a 2nd avenue with which to solicit your custom.*
In XI:
- RMT sells gil.
- RMT run monopoly on open world BiS gear claiming.
Ergo: If you want BiS, you either buy it from them directly with gil you earned yourself (Giving them more to sell) OR you buy gil from them to buy it (Giving them IRL money).
Currently, in XIV:
- RMT Bots stuff, sells gil.
- RMT can't monopolize endgame BiS, because it is instanced and you can just go do it yourself whenever you want.
Look, I'm all for open world content, but you cannot put BiS gear on open world NMs without giving RMT more opportunity to run a monopoly.
Now, if you want to suggest something like daily quests which give you tokens to trade for open world NM pop items, or FATE drop tokens to trade for pop items, then sure, that's fine. But if you put the pop items as random drops on normal mobs that have a limited spawn location, you are asking for people to bot claims.
* Anecdote: This worked on me. I couldn't afford the 2.5m pricetag on Sniper's Rings. The NM that dropped the item needed to make them was camped by RMT, and the prices were so high because they held the monopoly. Gil was cheap, I bought enough for 2. Vowed to never do it again, but more often than not, it becomes a habitual thing for people who do it once.
Last edited by Djeserit; 04-10-2014 at 02:25 AM.
How does unique & untradeable items not solve all those problems?
Besides they're in charge of the whole game so it's not even the only way to cap it.
They could make certain NMs invulnerable to you for X amount of time after a kill if they wanted to.
For the same reason instance drops can be sold. Just invite the person to the group (for a fee) to allow them to roll on it.
Yes, there are ways it can be done, but if someone is going to push for certain types of content, they need to give specific examples of what they want, as well as look at potential negatives and provide ways to combat them.
Mercs are usually ok cause they are using the gil they make on legitimate things. They are average players who have the skills to carry others through difficult content. The people who pay them, while they may be buying gil, aren't necessarily doing so.
As I've said, some people will buy giul, you can't completely eliminate it
Not true. To have rewards without being exploitable is to make it something where everyone has equal opportunity. In other words, me doing my thing doesn't prevent you from doing the exact same thing.
Timeworn maps are a great example of this, everyone can go get a map every 18 hours, and me doing my map doesn't stop you from doing yours.
A further example, which I provided above, would be dailies/weeklies/fates which drop tokens to be traded for pop items. Yes, RMT can do it too, but they won't hold a monopoly. I'll flesh this idea out below:
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Once you reach rank 4 beastmen rep, a new set of dailies unlock.
These dailies give, for the Amal'jaa, "Crystals of Belias" (ra/ex) at a rate of 1 per quest. You get 3 quests per day.
15 Crystals combine into a Cluster, 8 of which, when used simultaneously by different group members, allows you to summon an open wold Ifrit 3x the size of instanced Ifrit, and with completely different mechanics.
Only your (24 man) group can attack this target, and once killed, he can drop a Token of Belias (ra/ex) at a ~33% drop rate, which can be turned in for an i115 upgrade of the EX Ifrit accessory. Also low drop rate 1/week thing to allow summoning of Ifrit to help your FC. (Because that's supposed to be a thing.)
Once Beli-Ifrit is spawned, no one can be invited or removed from the group until after loot has been distributed.
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Open world: Check
Large group: Check
Difficult fight requiring strategy: Check
Provides BiS: Check
Prevents RMT monopoly/majority control: Check
Able to be worked toward as an individual, but also requires group effort: Check
Repeat for each beastmen rep group and you have open world 24 man primals that you have to work toward both as a group and individually.
Last edited by Djeserit; 04-10-2014 at 03:10 AM.
Very well then. However shouldn't SE remove all instanced fights too if mercenaries are a real problem?
Basically if the game has nothing the RMT wants then there's not really that they can add that we'd want.
Rewards are important. The only way to have them without them not being exploitable is having just solo rewards and no way to trade anything.
I saw them getting out claimed the majority of times. So they did not have monopoly, they just had a large part of the market since they stood there 24/7.- RMT run monopoly on open world BiS gear claiming.
Most of the time people didn't get claim because they did not know spawn mechanics.
Not implementing something because RMT is silly. They killed any purpose of gil and crafting due to being scared by RMT (I just started playing 2.2, heard SE is fixing it) and made the world lifeless with everything instanced. RMT is going to happen regardless, it's up to the STF to lock them down, not for SE to gimp the game because there might be some RMT. Also, for the time I played FFXI I didn't see as many bots as I blatantly see with FFXIV (though you made a point why), gathering and camping.
Also they could make drops EX or BoP (choose your MMO flavour) to stop RMT camping NMs.
EX/BoP alone doesn't stop it, as I've covered multiple times in this thread.
It's not about not implementing it, it's about delaying implementation until a way to prevent RMT monopoly can be found. See my Open World Primal idea here
Again, I'm not arguing this. RMT will always be present because there will always be people who want to take the easy way out. It is part of SE's job to minimize the effect that RMT has on everyone else though. So far, they are doing a good job at this.
Last edited by Djeserit; 04-10-2014 at 03:32 AM.
Ah, I read the last page.... but as Seif pointed out, this invalidates basically any content!
RMT is going to find a way regardless. From powerleveling services, instance clears, to money trading. I find it the weakest reasoning for why something should not be implement. A feature that is grindy or gated sure (though I don't mind such things myself), but "because RMT" is a moot point. If players want to do an activity (usually due to there being a reward at the end), RMT are going to capitalize on it too. It's up to SE to make countermeasures to stop RMT such as banning, bot detectors, and good netcode.
Last edited by Magis; 04-10-2014 at 03:31 AM.
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