loleznub wrote:You're mistaken, adding tokens or vouchers doesn't damage the game.
That's a new level of argumentation.
Kaios wrote:This player count is not an uncommon theme of previous worlds since the introduction of tokens, hmm I wonder why Russians are more interested in playing this broken ass shit than anyone else...
I can say only for myself: it's because the game is still less broken that many others, where devs go full throttle at pleasing those who pay big money for twisting the game world to their advantage.
loleznub wrote:I've already stated this simple concept, that you've both failed to understand now twice:
Maybe because you still haven't successfully proven this concept even once?
loleznub wrote:we understand that RMT is bad for the game, but would rather the players involved with it get all the money instead of the developers. For example, lets go back to one of my previous examples. Assuming tokens didn't exist, we all know you would be purchasing Q10 anvils from HH for the price of $10, instead of using tokens to do so.
Maybe my English fails me, who are those "we all" you are stating to know this strange thing about some "you"?
loleznub wrote:Even if real money does impact the game's economy slightly, it's better for the game that it occurs in a developer supported manner because the money spent is funneled back into the game, instead of to players pockets.
Err... what? It is better to have game-damaging activity supported by developers? It isn't an impact on the "game economy", it is an impact on the game rules. On the game balance that is not easy to achieve even without that. And I wouldn't presume that the money would make the game exactly better IF they were collected at the cost of worsening the game. Not everything that makes a good profit is a game.
loleznub wrote:How is players sending money to each other directly through paypal for in-game items going to benefit the game better than that money being sent to the developers?
I don't quite get which money flows you ask to compare.
1. There are $10 for an anvil that are going from buyer to seller. PayPal or token or whatever, devs won't get these $10
instead of recipient until they're selling the anvil themselves.
2. There are, on a larger scale, $10 that flow from Player B to the devs by the means of subscribing Nooblet A useful for B. Do you mean that likelihood of devs getting this money from A depends on the way A and B use to trade? Maybe, but in any case this is a way of getting profit for assisting the anti-game intentions: player B parts with these $10
only for breaking the game balance with in-game-ly undeserved anvil.
3. And then there is money that devs really get based on the fact of providing currency and service: they will get money in exchange for all the emitted items that form a volume of currency needed for RMT market to run.
loleznub wrote:It's less about "no choice" and more about the choice of tapping into the income to help develop their game
It can't be guaranteed that any additional inflow will make the game only better. Anyone can make mistakes or may be simply better at making something a bit different, thus subcosciously preferring to do it.
loleznub wrote:Either way, RMT will be prevalent in this game because it always has.
It
certainly will be prevalent as long as people are advocating it. Because all the activity is made by people.
Kaios wrote:Tokens give subscription time when they are used but the player's trading them the most already have subscriptions of their own which is why they are asking to give them further uses now. Let's say the model goes generally like this, new player comes to game, new player buys tokens to trade to established faction for better tools and equipment, established faction players sit on tokens because they also tend to be the people maintaining a subscription while new players are actually the people who tokens are intended to be for.
The current system encourages people to buy tokens not for subscription time like they are meant to be used but for in-game trading purposes at which point those tokens sit inside someone's hearthfire and stagnate, they get traded back to the same players that bought them in the first place (if they even stick around at that point), or they get sold at a fraction of their cost in a real money transaction only for the process to once again repeat.
A situation to think about. As long as tokens stagnate, they have not so much value, thus P2Wers trade them for items of lesser advantage. If devs start to sell items for tokens, it will not only give an advantage in style for money but also will drain excess volume of tokens, raising their value. And then a new token buyer will likely trade a bigger advantage for his $.
loleznub wrote:Really it just shows his own incompetence with game mechanics and thus causes his credibility for anyone to every take his opinion seriously when it comes to anything remotely game related. Doesn't make sense to listen to people that if you ask me, especially when important things such as RMT is involved.
Not knowing about a particular game mechanic may be disconnected with general knowledge about online games, while resorting to state the same phrase thrice and winding up to yelling in a large font doesn't look good for credibility in any area.