I offer this as a solution to the huge RMT issue that's apparent in the EU/NA server groups.
about me:
I've worked as a payroll GM for 4 years, do not ask what game. GM's answer to someone in a higher position that makes the policies and in most cases never understand what players go through. However the 4 years i was in that job, i always forward feed back to the developers, to give us tools to dealing with malicious players. We already had ingame tools that helped us find and splat reported ingame bugs. For example wearing a shirt that granted it's wearer the ability to 1-shot any monster, and there were different shirts for all the different forms of damage. You get the idea. Eventually we were given tools that would allow us to force d/c players so we can go through our checklist of bot activity. Anyways.
It's my strong belief that GM's in FFXIV are either understaffed or not given the proper authority (or tools) to directly deal with RMT spammers.
My 2 cents on the situation.
At first i was like everyone else raging on the forum about RMT /tells. I was quick to copy pasta any rmt /tell i received and filed it to the GM department. This went on for months, then one day i asked myself, do GM's have the authority to for quick action against rmt spam characters? so i decided to not blacklist an offending RMT as soon as i received one, and send in the usual copy pasta report along with server name. To my surprise, i continued to receive RMT spam from the same faux character for 18 hours past when the GM left a copy pasta response, again for 12 hours past, and again. These were weekdays, no observed holidays in Japan, the EU or NA.
That "please blacklist any offending character" is just a shame.
Overtime i became desensitized to it, and eventually ended up removing /tell's from the general chat tab and disabling sound notifications.
The community has plead for more efficient methods of reporting, suggested specific filters and requirements to minimizing RMT spam. These suggested filters have been a huge success in that other particular mmorpg.
And as far as we can tell, the dev's can't be bothered to give 2 popotos.
Let us analyse the activity of the RMT spam bots themselves. So we know they send /tells by the dozen or so every few seconds. Now how are they finding victims to /tell? Do they sit in the middle of a gathering point and right click targets? or right click names that come up in general chat? My deductions lead me to the /search menu and the /search command. This is the only way RMT's can bite at so many victims in such a short time frame with ease.
The quick solution? disable /search and /search menu until devs can be bothered to give 2 krakka roots.
The graceful quick solution? An /anon feature that removes the player from /search and the /search menu hits.
and im going to stop writing for abit because im hungry brb.
Edit:
i remember the reason behind why the game didn't have an ingame global character search feature. Long before the game left in-house alpha testing they knew such a feature could be abused more than it could be beneficial. The result, RMT spammers have to take a 10min-20min run from the newbie zone to a point of gathering to spam in /say which is was always quickly dealt with the algorithm filter the devs themselves developed. The spam bots spam would continue to appear on their screen but be completely hidden to surrounding players. An invisible trap.
I'm not sure about SE's policy about /tells, but my employing company's policy was to treat /tells like private phone calls for the most part. We were not permitted to read through /tell logs unless a player involved sends in a ticket requesting help that could only be resolved by reviewing recent /tell log history. It was a real big deal as we had to attach the player's request to the request to access chat logs, and if a request to access /tell logs isn't found there was an extremely high chance that GM would be suspended or released from the job. Hence the need for very intricate restrictions on sending /tells, otherwise the GM's would be constricted in red tape.
Together (devs and gms) We designed a system where we were funneling said rmt spam bots into a trap, while completely locking down their /tell ability through prerequisite requirements, and the intentional lack of a global character search feature ingame. The need for GM intervention was next to never
The mailbox system was run on an even more complex algorithm created by the devs, the algorithm included a small fee for each mail you sent (*equivalent to 200 gil*), monitors the text if any note is attached to the mail, monitors if a cash on delivery request is attached, monitors how many players the same mail was sent too, the current location of characters the mail was attached to, whether the character is offline or online,
*200gil x 2,000 player victims = 400,000 gil. This was another trap. This made the RMT think twice, before abusing the mailbox, if they decided to abuse it anyways the algorithm picked it up and put all the mail and the gil into a trash bin, new characters don't have that kind of currency to do that, so in the rare occasion mass spam mail was sent out and trashed, we searched the origin of the currency and suspended the account in less than an hour and other accounts with close ties, IE same credit card would be closely investigated the following days.
The one time we missed a mass spam mail bot didn't have RMT text attached, but text that closely resembled flavor text and the name of a influential NPC figure at the head of a powerful lore organization, which caught us by surprise, the mail sent to over 2,000 characters per server was restricted to a hand full of servers with a mastermind player behind it. It came in the form of a Cash on Delivery of the equivalent of 10,000 gil, and the flavor text was in the title "donate to our holy war against ______" very intricate 200 word flavor text to follow. about 500 players (per server) fell for it, however their currency was swiftly returned when we gave the mastermind player and accomplices the choice, be suspended for 6 months or do the right thing. So they agreed, we warned them on what was about to happen, we force d/ced, issued a 24 hour suspension, took all their currency as the mid ground punishment and returned all the currency to the victims.
Anyways, i feel combating RMT's and malicious links, is a job that could only work with the combined efforts of software developers and GM's and not just the GM department alone. Work together to create traps they cant see, prevention will fail the moment they get around it.
P.S. My favorite tool was the one that highlighted the run pathing of a targeted player, in the form of lines on the ground, only viewable by the user, with the ability to cross-reference it with other character's pathing history. Made me feel like a cybernetic blood hound. Which is how we caught farming/harvesting bots, but that's a story for another day.