
Seems to me you don't understand how the system works. We can often extrapolate outcomes when we understand something. If we lack comprehension of the system, our extrapolation is then well.... I can think of one exploit I have seen. People over pricing the scroll.I think this could make the RMT problem worse. All they do is farm gil to sell for RL money, and this system would give them the opportunity to play for free at the same time.
SE has been at war with RMT for years, why would they want to introduce anything that could help them? Or to turn their own player base into (reverse) RMT? That would be pretty hypocritical.
Also, what do you do when your subscription runs out, and there is no scroll on AH to buy? I don't think there will be enough people willing to pay RL money for gil to keep up with the people who would rather just pay gil for their subscription.
They could always make the pass bought in game from an NPC for a crazy ammount of gil, so they could set the price... but gil doesn't pay the bills.
And finally, as we've seen time and time again: people will always find a way to exploit. So I think it's best if we just leave it alone.
I know this system from EvE Online and support the introduction of tradeable Crysta ingame.

I see couple of issues, and one is likely due to lack of understanding, and other is SE related ...
I have played EVE for over 1-1/2 years, started with one account, which is mostly paid via monthly subs with real cash. When I left when I finally got bored with EVE, I had three active accounts, the additional two were paid with PLEX.
First of all, it seems a lot of argument against the PLEX system has little understanding on how this system can benefit SE, and helps SE expand/retain its player base.
When I left over 2 years ago, CCP's quarterly statement was on avg with each player having 1.9 accounts. I myself knew of many players who has been playing EVE Online since the beta days, or over 6 years, and played hardcore players with 3-4 accounts, mostly with their accounts paid via PLEX.
How PLEX works, is that, the player must first spend $15 on CCP's website, get a generated CODE, then they have the option to either apply that code to their monthly sub, or convert the code ingame into the PLEX inventory item, which can then be sold to other players like any other in game item, or still apply it to your monthly sub. So in the end, someone has to pay CCP that $15 for the PLEX.
This is CCP's approach to reducing RMT transactions. Because as said in one of the posts, now the RMTs has to competite with the whole player base, and not just other RMTs. This also helps CCP to expand/retain their player base, because now players has a method to play the game w/o having to pay cash because they can exchange their in game money -> PLEX -> monthly sub. I was able to expand my one account to three accounts because I was making enough in game money so I didn't have to pay real cash for the two additional accounts. The price of the ingame PLEX is purely market driven. During the time period I played, it ranged from 270m to 330m. All of this ensures all the real cash is going to CCP, while players have a method to play the game for free.
I myself would like to see SE implement such a system.
However, this brings up the 2nd issues ...
In order for this to take place, SE must first implement a decent market trading system that and allows the player base to do buy/sell trading and hence player base controlled market. Many have claimed this PLEX system will destabilize the market because it allows influx of cash to ingame money. The truth of the matter is, it actually helps stabilize the market because people now must associate their wallet to ingame item prices. A relic double meld sold at 30m avg just got undercut to 25m because someone has too much time SBing/crafting will not as likely to happen when real dollar is associated to it. A level 45 item costing less then a level 8 item should also much less likely to happen, because now in game money = real money, and not some free-giveaway currency. In addition, ingame currency is removed from the game because some players are now using it to buy PLEX which fees their monthly subs.
Hope this shares some light on the matter ...
jc
Last edited by AttacKat; 11-05-2012 at 10:53 PM.
I think people are going the wrong way here. The main problem with this system, in my opinion is the unfairness it brings to the game. RMT's in the game already make it annoying by giving cheaters the ability to get gil with irl money. Y bring up a system that would do the same thing?.



There's no unfairness. It simply converts time into time through money. People that would pay to get more gil don't have that money grow from trees.I think people are going the wrong way here. The main problem with this system, in my opinion is the unfairness it brings to the game. RMT's in the game already make it annoying by giving cheaters the ability to get gil with irl money. Y bring up a system that would do the same thing?.
Your perception of unfairness seems to come from the idea that people that have disposable RL income for some reason don't deserve it. Reality check: Normally they do.
The problem of RMT doesn't come from the fact that they allow "cheaters" (careful choice of words here) to get gil. It comes from the fact that they bring in massive workforces 24/7 to compete against players for drops and the control of the market in order to maximize their gains, and from the fact that they spam players with their ads.
Last edited by Abriael; 11-05-2012 at 11:24 PM.
Don't make that assumption cos thats not were i was going. I just think any system which allows the use of irl money to interfere with the game is bad. period. I personally like it the way it is, the rmt's we currently have are annoying but we're used to em.There's no unfairness. It simply converts time into time through money. People that would pay to get more gil don't have that money grow from trees.
Your perception of unfairness seems to come from the idea that people that have disposable RL income for some reason don't deserve it. Reality check: Normally they do.
The problem of RMT doesn't come from the fact that they allow "cheaters" (careful choice of words here) to get gil. It comes from the fact that they bring in massive workforces 24/7 to compete against players for drops and the control of the market in order to maximize their gains, and from the fact that they spam players with their ads.

So, you accept the RMT we do have? Amazing..



Competing for drops, as in camping profitable targets so as to prevent other people from camping the same targets? As far as I know, Xiv has a workaround in most cases to completely bypass RMT campers as any form of hindrance. Ex: Need Karakul fleece? RMT's use the faction leve at Cedarwood. Need a dungeon drop? They are fully instanced, i.e. no competition.The problem of RMT doesn't come from the fact that they allow "cheaters" (careful choice of words here) to get gil. It comes from the fact that
*they bring in massive workforces 24/7 to compete against players for drops and the control of the market in order to maximize their gains
Havent seen these in over a year to be honest. GMs have been rather good at tamping this down quietly.
Considering the clear absence of these factors, the two methods of earning gil are looking more and more alike:
The points below do not differ between the two:
1. Altering game experience: It allows people with dollars to benefit over those without dollars
2. Inflation: It raises the rate of purchase for rare and highly-sought goods, which raises their demand without altering the supply, causing a rise in prices.
Please, did I miss something? Or do these both appear to be quite similar, with regards to XIV mechanics?

You are against it and I respect that. At the very least, you're one of the very few who disagree and still present a holistic opinion with full understanding. "RMT BAD" "NO TO TO ALL RMT" makes me sadCompeting for drops, as in camping profitable targets so as to prevent other people from camping the same targets? As far as I know, Xiv has a workaround in most cases to completely bypass RMT campers as any form of hindrance. Ex: Need Karakul fleece? RMT's use the faction leve at Cedarwood. Need a dungeon drop? They are fully instanced, i.e. no competition.
Havent seen these in over a year to be honest. GMs have been rather good at tamping this down quietly.
Considering the clear absence of these factors, the two methods of earning gil are looking more and more alike:
The points below do not differ between the two:
1. Altering game experience: It allows people with dollars to benefit over those without dollars
2. Inflation: It raises the rate of purchase for rare and highly-sought goods, which raises their demand without altering the supply, causing a rise in prices.
Please, did I miss something? Or do these both appear to be quite similar, with regards to XIV mechanics?. Moral high horse is being abused.



You're taking the word "competition" too literally. The problem is not that RMT can grab mobs before players and steal their drops.Competing for drops, as in camping profitable targets so as to prevent other people from camping the same targets? As far as I know, Xiv has a workaround in most cases to completely bypass RMT campers as any form of hindrance. Ex: Need Karakul fleece? RMT's use the faction leve at Cedarwood. Need a dungeon drop? They are fully instanced, i.e. no competition.
The problem is that RMT firms have massive workforces that they can apply in order to control the economy, making prices raise and drop to maximize their gains. Something against which single players or entire guilds can do nothing, because they don't have the numbers or the organization.
On top of that the massive RMT workforce directly influences the economy, as they *CREATE* currency.
Ever seen those big group of identical lalafells with weird names scampering about? Guess what it is? It's a single RMT botter *creating* currency. They do guildleves and content in massive quantities (often multiplied for every account they use). The gil they earn is actually generated by the system, so it basically magically appears in their pockets. Multiply that for the whole workforce of RMT companies applied 24/7, and you get a massive inflation effect on the market, as massive amount of gil are generate from nothing.
It's like having a country suddenly starting to print a ton of money.
No. It allows people with dollars to benefit people without dollars. They can pay the game for them.1. Altering game experience: It allows people with dollars to benefit over those without dollars
It does not. No gil is created. While one player's purchase power is increased, the other player's is decreased. The total result is exactly the same.2. Inflation: It raises the rate of purchase for rare and highly-sought goods, which raises their demand without altering the supply, causing a rise in prices.
Last edited by Abriael; 11-06-2012 at 07:22 AM.
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. Moral high horse is being abused.


