Quote Originally Posted by alimdia View Post
Aldora, as much as I'd love to discuss your reasons to oppose it, I can't just for the simple fact that your reasons are very personal, your biggest argument is that you don't like the thought that someone is playing the game without paying their own sub (not a free sub, mind you, since someone else is paying for it and SE is getting money in the end), you seem to value very little any other side effect (positive and negative) and that boggles my mind more than the existence of a sub token, I don't know what you find so extremely wrong about it when everyone benefits from it, including the company, and it's not like people will be forced to use this system, I dare say the majority of WoW players don't buy the token.
It's not about my personal reasons why i firmly believe that such a system should not exist. It's common sense. Or at least i like to believe that it's common sense that if you want to use a service which requires a subscription fee, that you would have to pay for it yourself. I mean, isn't that the same when using your cellphone? Or read a newspaper? Use public transport?

You keep saying that SE doesn't lose money over it, which in theory is true. Someone will buy a token in the cash shop and put it on the market boards in order to sell it. That in it's own is a problem. They buy the token, not because they want to gift it to others, ow no... They buy it with the intention to get in-game currency in return. That right there is the essence of RMT. Whether or not it's through RMT sites, or "legalized" by SE. It is still RMT. Based on that alone, the system should not exist in a subscription based MMO. And again, there is no way you can justify buying game-time through an in-game currency based on supply and demand.

So, in short, the main issues i have with a system like this are:

- It advocates RMT. It doesn't matter where it comes from. You should not be able to get in-game currency through RMT means, legal or no.
- The in-game economy determines the value of game time, whether or not it's player controlled or controlled by SE. Game time needs to have a fixed price for it. Not have it be determined by supply and demand.

I've said it multiple times, but people seem prefer to ignore that part:

Quote Originally Posted by Aldora View Post
But, make no mistake. I’m all for the opportunity to gift game time to friends or family, but not like this. If you want to gift game time, either buy a game time card for them, or have the ability to purchase game time through the Mog station, which then can be sent directly to the SE account of person you want it to be sent. The person would then receive either a real life e-mail saying that their game time has been extended for the amount which has been paid for, or the person would receive an untradeable and unsellable item in the Moogle Mail box which will extend their game time upon use.
I'm all for gifting people game time, perhaps because you want to introduce them to the game for longer then the free-trial period. However, only with the conditions as mentioned above. The item has to be sent directly to the account of the person you want to gift it to, plus it has to be an untradeable and unsellable item.

It should never be a system which is being presented through Cash Shop tokens you can sell on a Market Board, or can buy with in-game currencies. Those systems should simply not exist in a subscription MMO.