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721  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 27, 2010, 03:56:30 AM
I think what really sent fluxes sky high was when they added vendors that sold them... for insane prices. So people just undercut the vendors a tad and thought they were giving people a bargain. I would try Balaurea but pvp is so broken right now on my server I'm not even going to bother. Elyos have the entire Abyss including Divine Fortress. When they cancelled the server transfers the Asmodian race lost their once chance to even the odds - I think most people on Asmo side just quit after that.

/tangent
722  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 27, 2010, 01:31:44 AM
But the Phoenix Mount is BoP, unless you mean he paid the raid leader.

He paid the guild for the rights to the drop.

http://news.mmosite.com/content/2007-12-28/20071228215027522,1.shtml

Here's the story about WoW's first RMT millionaire.

http://www.wowgold.net/blog/warcraft-news/fun-stuff
723  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 27, 2010, 01:02:43 AM
Well, for one TERA isn't going to be managed by NCSoft, that's a big plus to begin with. Honestly, all you really need to combat RMT is an ACTIVE support and GM staff as well as a game that doesn't burden its players with money sinks or too many out of reach "must have" items.

Games like Lineage and Aion have such simplistic macro routes that bots can be made quiet easily, WoW not so much since you can't put "wait" into any supported macro. Since TERA is all about player skill (aiming reticule) it will be very difficult for them to program a bot to farm mobs. Also, we have no idea how the currency is going to work in TERA either, if it follows the WoW model they may not have too many problems keeping the economic impact negligent. RMT will always be a presence, but as long as the developers are active in seeking them out and banning accounts etc. it can be held under control. RMT is MMO herpes - once its there, its there for life, all you can do is manage it so you don't have any unsightly flareups ;p
724  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 26, 2010, 09:39:22 PM
Well, for one they had more bots than players at one point. Literally it was impossible to finish quests because they kept killing all the mobs. There are vids still around of trains of bots farming areas or camping respawns. The main thing is that Aion has some pretty ugly cash sinks. Healing lost xp from death and crafting/enchanting required tons of materials and cost. Wings were expensive, transport was expensive - mobs rarely dropped money, they just randomly dropped uncommon quality items that vendored for decent sums of cash. The higher level you were, the more money they sold for but the less they dropped. ex. level 20 polearm would vendor for 8.5k, a level 50 polearm would vendor for 500k. RMT controlled the income (drops from mobs you'd sell) and they controlled the supply (crafting mats that were gathered) as well as the AH. The inflation got so bad that level 23-28 crit crafted gear was selling for millions of kinah because that was how crafters could break even because of how much supplies cost at the AH. They couldn't reasonably gather themselves because there were so many bots, plus bots using hacks making gathering almost impossible against them. The fact that it was impossible to accrue several million by the mid 20's, much less later in the game at 50 showed just how much they had a stranglehold on the economy. You could not effectively gear your character without buying from the AH, and the costs were directly influenced by RMT. The fact that there was so much kinah in circulation despite this was clear proof that alot of players were buying gold. By the time they effectively got down to banning and blocking RMT and bots, the damage was done. The economy had gotten so inflated already that sky high prices didn't drop much, and with the massive bleed off of players, there wasn't enough competition to drive prices down either. Then at endgame the best armor requires you to crit craft the Hot Heart of Magic which requires 100 of a specific item, and if you fail the crit, you have to gather them all over again. Mind you these components AH for 150-330k EACH. The ultimate RNG cash/time sink courtesy of Korean masochism.
725  Media / General Games / Re: Catherine from Persona team on PS360 on: August 26, 2010, 08:03:00 PM
I can only hope that they treat the storyline and character building with actual maturity in mind, not hyper-sexualization. I do appreciate the titilation though. It would be so refreshing to play something that really explored that aspect of human relationships. We've had a decent streak of titles so far that touch on the human condition (NIER, Heavy Rain) so there's some hope. *Crosses fingers*
726  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 26, 2010, 07:14:50 PM
BTW, it's worth noting that RMTs aren't stupid.  They'll be instructed by management to rotate classes every 8 hours.  This system won't curb their behavior.

Exactly, which is why alot of these decisions to combat RMT are more detrimental to the average player rather than RMT. Anyway this has been an interesting tangent we've taken. I'm glad at least that it's been clarified that the Fatigue is based on a set amount of skill/xp and not time and that it can be reset before the weekly timer. The funny thing is that now that the details have been explained, min/maxers will find a way around it. Back on topic, if I had to choose between this system and having the kind of xp curve we had in vanilla XI, I think i'd take the Surplus system. At the very least there's a workaround. Leveling to cap is only one small part of the game anyway - as XI showed us for several years, you don't need a level grind to make the game engaging. The gear grind is so much more entertaining :P The problem is that they don't seem to have the options available yet outside of leveling right now.
727  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 26, 2010, 07:13:28 PM
I will agree that WoW's methods have cut down on these practices, but they're not full proof. Botting and hacking still go on in WoW, its just not as rampant as in NCSoft games. If you look in the right circles you'll still find plenty of small hacker communities who are poking holes into Blizzard's all mighty root-kit. The fact that money is so easy to get makes account hacking alot more effective anyway because the average player at 80 is loaded. RMT exists in *every* MMO, even in those where it doesn't even seem plausible. No matter how lame you think someone would have to be to use RMT, they do exist. I remember the dude who payed a couple hundred thousand gold for the first pheonix mount drop from Tempest Keep, and the dude who placed the lagest RMT order ever for WoW, a couple million gold so he could pimp out his toon, his girlfriends as well as his other friends - just cause he could.

As long as there are items people deem of value or status, hell even bragging rights, there will be people willing to pay money for them. Though they might not pay for it directly, they can certainly employ others to do the work for them, ala the Pheonix mount. So really, RMT is a fact of life - its just how badly can it ruin your economy. It destroyed Lineage II and Aion's economies - its made a mess of XIs economy intermittently, and it doesn't seem to have much noticeable impact on WoWs'.

I'm not saying WoW has failed in controlling RMT, it doesn't really even need to because its economy is unaffected by them - however, just because its not blatantly obvious that RMT isn't running rampant doesn't mean they aren't there.
728  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 26, 2010, 05:51:42 PM
Here's the official translation of Kotomo's remarks that was posted on the NA beta test site this morning.

--------------------------------------------------------------------------

Balancing Character Growth in Beta 3

Once again, we would like to thank you all for your participation and support during the Closed Beta. We will continue to take your valuable feedback into consideration as we develop the game during Open Beta and even beyond the official release.

Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.

Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.

In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.

Based on this, we have implemented a “threshold value” concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.

For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.

It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.

Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.

The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.

This is how the progression system currently works.

This system was not introduced in Beta 3, but has been in place since the beginning of beta testing. There are several reasons why many people believe that these features were only recently implemented:

- Leading into Beta 3, operation hours were extended, making it possible to play more often during the span of a week.
- To encourage players to form guidleve parties in Beta 3, skill and experience point rewards for guildleves were significantly increased.
- The process that reduced the amount of skill/experience points awarded for weak enemies attacking in groups was unintentionally removed at the start of Beta 3. (This issue has been addressed.)

That last reason in particular was the biggest cause for players running up against the threshold penalty, with characters earning far more skill/experience points than we anticipated. We also faced an issue where we were simultaneously unable to adjust the amount earned for guildleves as well as the effects of crossing each threshold.

We sincerely apologize for the lack of explanation and our failure to make the necessary adjustments in the game.

The threshold values are being reexamined, and we plan to further adjust the different rates of earnable points based on feedback from our testers. One of the top issues we are looking at right now is fixing the excessively rapid drop after crossing the eighth threshold. We also plan to improve experience point reduction rates, even more so than for skill points, considering the threshold is unaffected when changing class.

At the very least, we can promise that players won't be running into the threshold penalty in the same short time span as they did in the beginning of Beta 3.

We would like to take this opportunity to also explain the following issues.

The diminishing results experienced during gathering are a function related to that class alone, and have no connection to this progression system. We are in the process of adjusting this system, and plan to make changes based on tester feedback.

We are currently in the process of considering the means in which bonus skill points can be used. There have been suggestions for various types of incentives, but as encouraging people to play with that in mind defeats the purpose of this threshold system, we will be examining this issue very carefully.

These are not the only adjustments we have planned for Open Beta. As mentioned previously, we are looking into increasing the amount of skill points earned when fighting in a party, and we look forward to seeing your input on these changes.

Last of all, I would like to apologize for the delay in releasing a developer's comment due to my recent attendance to Gamescom. The article based on my interview during that trip, coupled with conjecture, outdated information, and some misunderstandings on overseas websites, only added to the confusion. In the future, I hope to avoid similar problems by responding directly through official developer's comments as often as possible. Thank you for your understanding.

See you in the Open Beta Testing!

FINAL FANTASY XIV Director
Nobuaki Komoto

--------------------------------------------------------------------------------

Anyway, my fear is now that if they get rid of this system there is going to be a stupidly huge xp curve in place of it. We may just have to pick our poison.
729  Media / Single-Player RPGs / Re: Nier on: August 26, 2010, 06:10:10 AM
Its great to see so many people really enjoying the game, despite all the bad press (Did they even really play the game?) and the melancholy. Its not very often a game comes along that really strikes a human chord in you.
730  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 26, 2010, 05:35:12 AM
If they changed it so that there were no physical level penalties unless you continued to play beyond the 8 hours on a particular class, it would be better.

That way you could switch classes and progress normally.. or you could go craft for a number of hours and then come back to your class of choice.

If they did that and cut the reset time by half, I think most folks would be ok with it. I intend to do a lot of crafting.. and if I've got several potential hours of varied and productive gameplay in any given week, I'm going to be happy.



Honestly, the physical experience point fatigue wasn't really noticeable. I think the community is willing to be reasonable, but they shouldn't be. I thought that way too when they had the interview at Gamescom, but the more I thought about it, the more I realized just how wrong it was. Letting them dictate how you play your game when you're paying them a monthly fee is morally bankrupt. MMOs are about freedom of choice, and letting them get away with such an Orwellian practice, no matter how they may neuter it, is the equivalent of giving them an affirmative - "Yes, you can micromanage my time." It sets a bad precedent and needs to be removed. If they are worried about lack of content, delay the game till March so we can have a true simultaneous release with real content, or just adjust the XP rate for levels and skills down a bit. It's like they're taking a page out of Apple's playbook "We don't care about being open, or even being pro-consumer. You're going to eat our vision and like it."
731  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 26, 2010, 05:24:48 AM

I'm very curious as to how RMT supposedly butchered XI. You see, the playerbase that once blamed RMT for their inability to obtain the gear they wanted to were mostly full of shit, because regardless of whether there are RMT or not, people that play the game are greedy, want to get as much profit as they can from a single sale, and will be just as opportunistic, if not moreso, than the RMT everyone blames their problems for. XI is the only MMO I know of where the playerbase has such a passionate hatred of the RMT, because they can use them as an excuse for the simple fact that they don't have what they want to have, when it was the shitty design of the game that led to such things.

I'm referring to SE's repeated and oft publisized fight against RMT, their task force and some of their banning policies that on the outside make it look like they lost control of their game. I totally agree player greed plays into as well as because of the game's design - there was player demand, and thus RMT thrived and continues to thrive. I suppose "butchered" might have been a strong word, but if you've kept up with their task force reports, they certainly painted RMT as the destroyer of worlds.
732  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 26, 2010, 05:17:17 AM
I know wow is a touchy subject, but i think they did it best, devalue gold.  plain and simple and it works.  Why can't others work with that?

Actually it doesn't. WoW actually provides the largest amount of RMT demand of all the current MMO's to date. Gold may be easy to get in WoW, but it makes it easier for RMT to make stock and the huge playerbase makes for the best clientelle. Don't beleive me, do a search for WoW Gold and you'll have a ton more sites selling than for any other MMO out there. Believe me, even though it doesn't affect you because you're not struggling for gold, its still there.

I think the main point is, how do you make a game where RMT have no impact on your economy. Devaluing your currency only leads to inflation - its just not as noticeable on WoW because you have reliable ways to make money via dailys etc.

Anyway, it's just a theory - the very strange decisions they are making with FFXIV have to have some kind of rational thought involved outside of "lets slow them down because we don't have content." I'm sure that plays a part in it too, but the Market Ward, Disciples of Hand/Land just seem too suspicious to me. All i'm trying to do is make sense of it all, and the cock-blocking RMT is the only hypothesis that makes sense to me when I look at the whole picture.
733  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 25, 2010, 11:25:04 PM
You know what, I finally understand why they're doing all this. It has nothing to do with casuals or hardcore. Looking over the issues that have cropped up. Creating crafting CLASSES, a Market Ward system, no AH, leveling restrictions...

Come on you guys, it's plain as day. They're terrified of RMT. I think they were so embarrassed at how badly RMT butchered XI over the years that they're willing to kill their playerbase to acheive an RMT free game.
Think about it, it makes perfect sense.

1) Crafting and Gathering classes that are skill based with a built-in yield decrease will make farmers much less effective, no matter how many you have.
2) No AH means that RMT has no way to manipulate the economy, and the Market Wards are too unwieldy to be efficient for moving around that kind of gil.
3) Surplus XP completely negates the power leveling business. If you can exhaust your potential skill points and XP in a short time, why pay to have someone do it.

We saw how SE used the banhammer on gardeners with no provocation, and this only seems like a desperate act to try to keep them away from their new baby, but they will kill their subscription base before it even forms.
734  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 25, 2010, 10:36:12 PM
Elmer over at ZAM did a better translation of the post, which clarifies a few things. It's still bullshit however.
---------------------------------------------------------------
The limitation on the amount of points you can attain is set on a weekly timer. Once it passes a week since you first began leveling a particular skill, the limitation resets to zero. After it resets, it will come into effect again once you begin work on that skill once more.

Even if you are hit with this limitation during a one-week period, its detrimental effects decrease if you do not level that particular class. You can even recover back to the full 100% rate of point acquisition, so you do not always have to wait the full week for the limitations to go away.

--------------------------------------------------------------------

This explains why leveling a different job removed the Surplus EXP I experienced in beta, but the fact that you still have general fatigue in physical EXP is still crap. The whole concept is Orwellian.
735  Media / Multiplayer RPGs / Re: FFXIV Thread on: August 25, 2010, 08:05:07 PM
They really just don't get their audience anymore at all apparently. I know there's a big trend in Asia right now to curb online game usage, but if this is a global market game, it needs to get with the times. I don't think there's anything more insulting for the western audience than to have their game time dictated by big brother. The fact that they continue to blame foreign sites (NA, EU) for misinformation is crap, because while the details weren't specific, the general concept was crystal clear. Now it's without a doubt a major stake through the heart of their game.
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