You obviously don't understand what is being proposed if you think SE is going to make less money from this.
How would they make less money? other people are buying the tokens.
Last edited by MomomiMomi; 11-10-2016 at 06:55 PM.
Oh sorry misunderstood, so that's basically converting real money to gil then?
Still i don't see how that works when there's no way to limit the Gil each item costs, max is 999,999,999 and i highly doubt anyone is going to buy for that much.
People would keep cutting others by 1 gil.
Even so it would allow some players not to pay a sub ever again, if they're super rich.
I can see it working if the cost is the same as a 30 Day Game time, but then we're at the market price without limits again.
The price is determined by the system, not the players.Oh sorry misunderstood, so that's basically converting real money to gil then?
Still i don't see how that works when there's no way to limit the Gil each item costs, max is 999,999,999 and i highly doubt anyone is going to buy for that much.
People would keep cutting others by 1 gil.
Even so it would allow some players not to pay a sub ever again, if they're super rich.
I can see it working if the cost is the same as a 30 Day Game time, but then we're at the market price without limits again.
From the WoW Token FAQ:
Q: How much gold will I receive when I sell a WoW Token?
A: The gold value of a Token will be determined dynamically based on supply and demand. When you put a Token up for sale, you’ll be quoted the amount of gold you’ll receive upon a successful sale. If you then decide to place the Token up for sale, that amount is locked in, and the gold will be sent to your mailbox after another player purchases your Token.
Last edited by MomomiMomi; 11-10-2016 at 07:02 PM.
People wont have direct control of the prices. They will be generated on a supply/demand basis, slowly changing every hour.Still i don't see how that works when there's no way to limit the Gil each item costs, max is 999,999,999 and i highly doubt anyone is going to buy for that much.
Lets make an example shall we?
Little popoto poto is poor and wants gil. Should she turn to Bots? or a safe SE service?
Popoto buys a gametimetoken from the mogstation. She then puts it on the marketboard. She doesnt decide the price as it was already set. She cannot change the price.
It sells and popoto is now X amount of gil richer.
Rhenbyrt Slafyrsyn on the other hand is stinkin' rich but doesnt feel like sharing his gil. How might we pry the gil from his hands? he sees he can buy a gametimetoken for X amount of gil. He does that and gets 30 "free" days.
Now knowing that it seems to have really helped WoW, which no one can deny is the #1 most popular MMO in the world, let me weigh in with an opinion. And the reason why WoW is the best example for this is because it would also be the #1 most popular game for RMT.
This system can work, but limits need to be placed on it. You shouldn't be able to buy the entire server playtime and Scrooge McDuck in your gil. Looking at the replies here, some, not all, of the negative votes seem like they understand it as an unlimited purchase. That would be a horrible idea. One per month or two would be a decent limit, I think. Don't tie this to individual game accounts, make the SE account keep track instead. Also, make it so that you have to reach a certain point in the game before you can buy it, as well as free accounts being ineligible. This is to dissuade people from making multiple accounts to get around the limit.
Retainers are not considered part of this deal. Potentially also added a retainer service purchasable separate.
Okay, so we've placed a limit by account. The next step is to make the price of gametime fluctuate by server. Because different account types pay different amounts, of course it'd be weird to charge a flat fee.
The price should be variable, with the cost raising based on how many are in existence on a particular server. When someone uses a token, a timer will start that lowers the price after so much time. This is an aid to keep it in control. It also would help to prevent hoarding, due to the natural instinct to "buy low, sell high." How much are people willing to pay in gil for the token? Let's say the selling price in-game is 5M gil. How much would that 5M be worth in real money to you?
This proposal is not perfect. I'm terrible at economics. SE would have to build an entirely new infrastructure to support the pricing adjustments and track existence on server, as well as make sure Mog Station sees that you've used the item. It's a complicated process no matter how you do it.
It's just my personal thoughts.
What if a person is poor in-game and IRL?Lets make an example shall we?
Little popoto poto is poor and wants gil. Should she turn to Bots? or a safe SE service?
Popoto buys a gametimetoken from the mogstation. She then puts it on the marketboard. She doesnt decide the price as it was already set. She cannot change the price.
It sells and popoto is now X amount of gil richer.
Rhenbyrt Slafyrsyn on the other hand is stinkin' rich but doesnt feel like sharing his gil. How might we pry the gil from his hands? he sees he can buy a gametimetoken for X amount of gil. He does that and gets 30 "free" days.
In GW2 is pretty much killed bots, it's different because GW2 has no sub, but it allows you to trade real currency for in game cash.
Again i don't see the issue with bots (except them spamming chat), no one is forced to buy from them and people know they can get banned if they buy from Bots.
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