Im not saying I agree, as it violates the current EULA.
Furthermore, I would not be surprised if there are other unforeseen consequences.
That said... If you can convince them, more power to you. There really isn't anything further to argue here.



Im not saying I agree, as it violates the current EULA.
Furthermore, I would not be surprised if there are other unforeseen consequences.
That said... If you can convince them, more power to you. There really isn't anything further to argue here.

If TO ever PLAYED in EvE then he MUST have seen what troubles can bring PLEX like system.
Like i've seen so many threads about ppls sell Plex in trade contracts for (rough trivia) 400 mil credits.
Ok yeah fine you buy it for 400 mil credits !BUT! here's a huge CATCH! In trade contract can be traps like:
1st step - you buy plex
2nd step - you send your money AND plex you bought back to the man who selled it.
And here can be the end - you lost money AND plex you bought.
And about gil sellers... I'll never risk life of my account by buying money from poor korean childs who have no life... I prefer spent my time in game and, !yeah!, grinding money by myself...


Actually, you are wrong, as I had never heard of this system before this thread and I'm convinced it's an excellent idea. I do think it would be better if it was done as crysta rather than a scroll, since as others have pointed out, legacy members will have a lower price to pay for a monthly subscription.
As far as traps in trading goes, FFXIV has systems in place where you shouldn't have to worry too much about being jyped of your scroll from a trading scam. Just buy your scrolls from a person's bazaar or off the auction house.
At any rate, I agree that this would put a serious dent in RMT activity. Those with extra cash have their outlet for "buying gil", so to speak, without having to resort to middlemen using hacks and shady practices that harm other players directly and indirectly. (via NM stealing/farming profitable normal mob camps 24/7, npcing tons of items or doing repeatable leves for cash that causes inflation). Those with extra gil to burn can save RL money by buying said crysta for another month of game time. SE doesn't lose any money from subscriptions, as at the worst, some wealthier individuals pay for other people's subscriptions. More likely, there would even be a minor surplus of scrolls compared to buyers, which means they make a small revenue increase.
It would also stimulate the economy by encouraging cash flow from those who are super rich and tend to horde their gil, to those who are in desperate need of gil and are going to spend it all on goods and services.
As far as i can tell, it's an extremely well thought out system, and kudos to the original MMORPG that thought of it.


This sounds extremely RMT-y



NOTE: This post is entirely hypothetical- I do not condone, and I am not encouraging the acts in any way- It is merely to make a point.
These numbers are also entirely not to scale. Merely to be used as an example:
Scenario 1: Buyable, tradeable Crysta
Scenario 1: True RMTPlayer A has plenty of Dollars, and wishes to buy gil without getting banned, aka "legitimately".
Player A discovers that Crysta, currency only used in paying for subs, can be traded freely in game.
Player A buys up enough crysta for a year worth of subscriptions, and set the price for each crysta.
Player B considers the price for a subscription to be worth his time in farming gil, so he purchases the equivalent of one year worth of subscriptions.
Player A takes that gil and purchases goods and services to improve his standing in the game.
Both scenarios, at face value, have the potential free market appeal to them, one managed more by the present gil value of a subscription, the other by the dollar value of gil.Player A has plenty of Dollars, and wishes to get gil just by paying cash.
Player B has a way to produce the gil, and is willing to sell it for a set price.
Player A buys up as much gil as he can afford.
Player B uses the profit to further his efforts of generating more gil and more sales.
Player A takes that gil and purchases goods and services to improve his standing in the game.
True RMT has an additional factor, that of encouraging gilsellers to use players and accounts by "camping" areas designed to be shared for profit. This issue, however, is largely preventable in present MMO game design, by isolating the activities between players, such as the leve system or a large selection of camps with similaly valued drops.
Apart from the above factor, very little is different between the two concepts. The above differences certainly cannot be the only reason why RMT is such a stigma, so I ask you what you think makes RMT so bad, and this so good? Please be specific.

As I see it the thought is that RMTs don't legitimately "play" the game. They use bots or other systems to make gil which causes inflation after they sell it and it is spent by the buyers. The thought is that in a system like the one proposed, people who play a lot and have more gil than they really know what to do with anyway can use some of that gil to essentially pay for their subscription. Of course this assumes that the gil legitimate players are holding would at some point be spent anyway but is now only being redistributed. I think that is a reasonable assumption since in the long run, if people feel there is nothing in the game to spend gil on then the game is probably in serious trouble because of a lack of content.NOTE: This post is entirely hypothetical- I do not condone, and I am not encouraging the acts in any way- It is merely to make a point.
These numbers are also entirely not to scale. Merely to be used as an example:
Scenario 1: Buyable, tradeable Crysta
Scenario 1: True RMT
Both scenarios, at face value, have the potential free market appeal to them, one managed more by the present gil value of a subscription, the other by the dollar value of gil.
True RMT has an additional factor, that of encouraging gilsellers to use players and accounts by "camping" areas designed to be shared for profit. This issue, however, is largely preventable in present MMO game design, by isolating the activities between players, such as the leve system or a large selection of camps with similaly valued drops.
Apart from the above factor, very little is different between the two concepts. The above differences certainly cannot be the only reason why RMT is such a stigma, so I ask you what you think makes RMT so bad, and this so good? Please be specific.
People with more money than time who really need the gil since they have little time to farm for gil can get that gil from these players instead of from RMTs. The difference being that there would be lower inflation and 2 different types of legitimate players would both be happier and continue to play.
Last edited by Cynthis; 11-05-2012 at 09:06 PM.

Umm, I see one hitch which could be severely abused.... Currently, the deal with Legacy members is, we pay less and even get free character slots for our accounts. Seeing as legacy members would be paying LESS cash for the ability to sell their subscription time then little billy who pays 5 bucks more for the exact same item.
OR, a larger problem. We bled for this game and earned legacy status... and little billy can pay bobby 12 bucks to over paypal to buy sub time for him so he doesn't have to pay 15.



Its a shame youre hung on the buried posts. It no longer holds context to this current discussion. How about you take a look at the newer stuff.



Its not relevant anymore. quit kicking a dead horse.
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