You guys know rampant RMT abuse comes from a shit economy, right?

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geniusbean wrote:
want a good, stable economy? stop playing scrubcore.

play hardcore leagues instead


Oh, it's this post again. Hi!

IGN: SplitEpimorphism
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Teridax wrote:
RMT is caused by a shitty economy, not the other way around.

Getting angry at RMT for everything wrong with our economy is Soviet Russia logic...


Soviet Russia was the first nation to put both a satelite and a man into space.

And no RMT is not caused by a bad economy, if this were the case RMT would not happen in every game. RMT Is caused by some people having more time than money and other having more money than time. Nothing else.

The game does not adapt to you, you adapt to it.
So long it is possible to interact with other players, it wil be possible that one player RMT pays another player to get an advantage.

@OP: please define the used term "bad game design" and then make a proposition about a "better game design".
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▂▄▅█████████▅▄▃▂
Il███████████████████].
◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤..
Every virtual eco is prone to RMT. It cannot be compared with real life either because stuff is generated every second just by grinding. This would be a gold mine that works forever in real life.

RMT is a simply trade between time spent playing a game and cash. Some people don't have so much time but still want to compete, so for them it's reasonable to cash in. On the other hand, imagine you play a game and buy high end gear on day 1. You might get bored very soon because you can facepalm the game with the best gear and there is nothing more to do than get to this point in the end. Or at least the most fun of all is to get there for most of the people. Probably very few reach levels > 92.
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
Last edited by Dan1986#1261 on Dec 23, 2013, 8:50:10 PM
shitty people will rmt regardless of good or a bad the virtual econ is.
IGN: Arlianth
Check out my LA build: 1782214
Not supposed to talk about it. Shhh!
The only way to remove "illegal" RMT is by introducing legit RMT.

GW2 and EVE Online are two excellent examples.
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mazul wrote:
The only way to remove "illegal" RMT is by introducing legit RMT.

GW2 and EVE Online are two excellent examples.


diablo 3 tried that.
IGN: Arlianth
Check out my LA build: 1782214
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mazul wrote:
The only way to remove "illegal" RMT is by introducing legit RMT.

GW2 and EVE Online are two excellent examples.


I've never even played either of these games. I casually type "guild wars 2 gold" into google, and about ten dozen RMT sites pop up....

Same thing for EVE, except apparently the currency is called ISK.


Don't think they solved the problem bruh :/


Not to mention how grossly unethical that premise is to begin with.
IGN: Smegmazoid
Long live the new Flesh
Since this thread isn't going to go anywhere, I'm going to bring up something I've never seen on the forum and we can discuss the implications. It will in all likelihood be entirely pointless, but what the hell.

First off though, I'm not an economist, I'm not going to claim to know much about economics.

So, let's start. In a real system, we have limited resources (we don't always treat it as such), in PoE as a concept, we have unlimited resources.

Sure, we're practically limited in acquisition by number of players, drop rates, stash tabs and actual hardware. Functionally over infinite time though, we have infinite resources. This, as far as I know, has no basis in reality.

PoE doesn't even have an economy.

So what if you treated everything as unique, what if you effectively just used a unique id (which is probably in place already, to some extent) for everything generated and you limit the function, you limit the resources. The hash function is the actual interaction of the player and the game, it is as random as it gets. What exactly do you have now?

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