No. Not even a little bit. This is completely wrong and not how the game works at all. Off line single player there were hacks and no RMT at all. Ever. All RMT was multiplayer and it was rampant. The reason there was no economy is because there is literally no use for gold after the first few levels. It was so trivial to get people were maxed out constantly.
It sounds like Blizzard could have designed a better in game economy from what you have stated here. Instead they went and added legitimized RMT and from this gamers view point it was the wrong way to go.
It's not an MMO. Nothing is persistant. The game is all about finding loot and killing monsters. An economy in Diablo would be as useful as a submarine in a flight sim.
The players' characters and are their possesions are persistent and stored in a shared environment. I mean, I agree it's not an MMORPG, but it was clearly influenced by MMORPG concepts. Auction house? Come on.
No. Not even a little bit. This is completely wrong and not how the game works at all. Off line single player there were hacks and no RMT at all. Ever. All RMT was multiplayer and it was rampant. The reason there was no economy is because there is literally no use for gold after the first few levels. It was so trivial to get people were maxed out constantly.
It sounds like Blizzard could have designed a better in game economy from what you have stated here. Instead they went and added legitimized RMT and from this gamers view point it was the wrong way to go.
RMT was a HUGE third party part of D2, almost any friend you had who played D2 probably bought items.
For this one game, i see it as a good way to go...aside from blizzard taking a cut even if your item doesn't sell
No they didn't buy items they played the game like a typical gamer would! Not shell out your RL cash to make D2 even easier than it already was >
Yeah I don't really get this: RMT was a HUGE part of D2 argument...I played D2, I never even knew it existed. I mean, I think only the truly hardcore players would probably buy stuff for real money in that game. And considering the game came out over 11 years ago, the truly hardcore are probably the only people still playing it. My bet is they are an extreme minority of all the people who bought D2 though.
The prices were so low it wasn't "pay to win" it was "shell out a few pennies to have the same gear as all of the bots"
If your friends didn't do it, I'm surprised. There were some very big, very profitable sites. Items were like...20$ for a full set.
I would certainly watch more bad movies that way. Likewise, I could play more bad games this way. But really you are being a little silly. the RMT isn't making the game bad at all. THe game will play exactly the same. In fact...the same all Diablo games do. PvP might be devalued to those whom value only being better geared over a better player. Otherwise, you won't notice it at all. You won't have a clue where player B got his Sword of Facemelting. And it won't matter where, either. He will have it, and it will serve him in his gameplay with, or without, you. The RMT does nothing to you at all.
Of course the person using the digital e-bay is not going to directly affect my PVE game in Diablo 3. But let’s use your sword of facemelting as a point of reference on how it can affect players that do not use it. On this fictitious item it has a .001% chance of dropping from a boss, and it is really sought after for the new PVP arenas in Diablo 3. So let’s say I buy Diablo 3 when it releases and then spend 6 months farming the boss that drops it for a few hours a day, and never get it to drop. Now let’s say some stupid dude we will referee to from now as Stupid A buys Diablo 3. Also during that time a no life farmer was killing that boss as many times as they could for 16 hours a day, and then the no life famer then puts that item on the new digital e-bay. Now stupid A sees this weapon listed and buys the item from no life farmer and goes into the arena system and beats the crap out of my character. So then I redouble my effort to get the sword so I can beat up stupid A with my own sword of facemelting. After a few weeks more of farming for the item and continually losing to stupid A I break down and buy the item from the e-bay so I could actually win a match (either that or go on a rampage and kill everyone on the planet that plays Diablo 3 and has the sword of facemelting).
So what did all that prove in the end, that it is better to be a low life farmer and a stupid A then it is to be someone that actually plays video games. Or how eventually PVP is going to make someone snap and go on a shooting rampage.
So you are saying that you'd rather lose for 6 months to the guy that got the lucky drop the first time instead? Seriously...the drop rates don't go UP for farmers. They legitimately earned the weapon, and sold it. Your odds of seeing this weapon used against you are exactly the same either way. Also, either way, you will have no ideal HOW THEY GOT THE BLOODY THING. The RMT does not affect you, at all. You will still lose to better geared players....whether they are luckier than you or wealthier than you is highly irrelevant. Now stop being a baby about it.
No. Not even a little bit. This is completely wrong and not how the game works at all. Off line single player there were hacks and no RMT at all. Ever. All RMT was multiplayer and it was rampant. The reason there was no economy is because there is literally no use for gold after the first few levels. It was so trivial to get people were maxed out constantly.
It sounds like Blizzard could have designed a better in game economy from what you have stated here. Instead they went and added legitimized RMT and from this gamers view point it was the wrong way to go.
RMT was a HUGE third party part of D2, almost any friend you had who played D2 probably bought items.
For this one game, i see it as a good way to go...aside from blizzard taking a cut even if your item doesn't sell
No they didn't buy items they played the game like a typical gamer would! Not shell out your RL cash to make D2 even easier than it already was >
Yeah I don't really get this: RMT was a HUGE part of D2 argument...I played D2, I never even knew it existed. I mean, I think only the truly hardcore players would probably buy stuff for real money in that game. And considering the game came out over 11 years ago, the truly hardcore are probably the only people still playing it. My bet is they are an extreme minority of all the people who bought D2 though
Dothacking >
The prices were so low it wasn't "pay to win" it was "shell out a few pennies to have the same gear as all of the bots"
If your friends didn't do it, I'm surprised. There were some very big, very profitable sites. Items were like...20$ for a full set.
I'm guessing that playing the game with someone who dropped 20 bucks on a full set of gear is quite a bit different from playing D2 with someone who geared up on only what they themselves found. Basically if you prefer to experience any modicum of challenge you'd rather play with the legitimate gamer and not Mr. Candrop20$. That's just my take on the situation but basically goes back to the old adage that the journey in these games is more fun than the destination or as another gamer on this site put it, "Finding the ultimate weapon is more fun than one shotting everything with it."
The isolationist view of gaming needed to be abolished the minute someone started coding for an internet-based market.
These games work over the internet for a reason. They are multiplayer games, meaning you don't just play by yourself, you play with other people. Who you get to play with becomes extremely important. It is doubly important for MMO games, that usually lack much appeal beyond socialization, teamwork, and perhaps some degree of actual roleplaying.
Choosing to support a particular style of play (while it already exists in rampant form) will effect other playstyles because the ratio of people within a playstyle changes. Say, for instance, I decided to make 3-letter words worth 50 times as many points in a game of Scrabble, to support the 5-year-old player population. Adults that used to like to play Scrabble may not find it very interesting anymore, especially if the only people they can find to play with them are 5-year-olds.
Supporting real money transactions for the in-game items will bring in a large number of a particular type of player, which pushes out many other types of players. In my opinion, it's asking for trouble. I do not expect this maneuver to pan out as something a game company will do again.
On the super down side, this tactic may be just the bogus maneuver needed for legislation to be passed that will tax your game assets.
The problem with your philosphy is that I would realize the change to scrabble. You will have no ideal who is buying gear and who is not. For all intents and purposes...it will appear the same as it always has. RMT affects the buyer...not you. Well, THIS RMT does, anyway. THe other kind of RMT is destroying gameplay for a number of reasons I don't have the energy to explain. Bottom line....it won't push you out, because it will not affect you in any way at all.
I'm guessing that playing the game with someone who dropped 20 bucks on a full set of gear is quite a bit different from playing D2 with someone who geared up on only what they themselves found. Basically if you prefer to experience any modicum of challenge you'd rather play with the legitimate gamer and not Mr. Candrop20$. That's just my take on the situation but basically goes back to the old adage that the journey in these games is more fun than the destination or as another gamer on this site put it, "Finding the ultimate weapon is more fun than one shotting everything with it."
One problem with that is: Farming gear isn't a "journey" it's a year long farmfest if you do it yourself. Kill the same boss...minute in, and minute out, for weeks on end.
I'm not sure if I could play Diablo 3 and getting a cool item drop without thinking: "Hmm I wonder how much I could sell this for?" This in itself would ruin the game for me. I'd have to choose between what I could put on my character and what I'd rather sell... I don't know, I'm not a fan.
I'm not sure if I could play Diablo 3 and getting a cool item drop without thinking: "Hmm I wonder how much I could sell this for?" This in itself would ruin the game for me. I'd have to choose between what I could put on my character and what I'd rather sell... I don't know, I'm not a fan.
I'm the opposite of you. My gambling eyes would light up and I'd be like, "Bam, $20 item!" Sounds like a potentially really fun system to me. Not that I'll be spending my time playing it.
The isolationist view of gaming needed to be abolished the minute someone started coding for an internet-based market.
These games work over the internet for a reason. They are multiplayer games, meaning you don't just play by yourself, you play with other people. Who you get to play with becomes extremely important. It is doubly important for MMO games, that usually lack much appeal beyond socialization, teamwork, and perhaps some degree of actual roleplaying.
Choosing to support a particular style of play (while it already exists in rampant form) will effect other playstyles because the ratio of people within a playstyle changes. Say, for instance, I decided to make 3-letter words worth 50 times as many points in a game of Scrabble, to support the 5-year-old player population. Adults that used to like to play Scrabble may not find it very interesting anymore, especially if the only people they can find to play with them are 5-year-olds.
Supporting real money transactions for the in-game items will bring in a large number of a particular type of player, which pushes out many other types of players. In my opinion, it's asking for trouble. I do not expect this maneuver to pan out as something a game company will do again.
On the super down side, this tactic may be just the bogus maneuver needed for legislation to be passed that will tax your game assets.
The problem with your philosphy is that I would realize the change to scrabble. You will have no ideal who is buying gear and who is not. For all intents and purposes...it will appear the same as it always has. RMT affects the buyer...not you. Well, THIS RMT does, anyway. THe other kind of RMT is destroying gameplay for a number of reasons I don't have the energy to explain. Bottom line....it won't push you out, because it will not affect you in any way at all.
Seems like you really didn't think this through much... You yourself stated that possibly no one will know who has or has not bought items using RMT. The way Diablo 2 item drops worked was that you either had to be insanely lucky or alot higher lvl to get the good lower lvl items. Only certain nameds/bosses in certain modes (normal/nightmare/hell) were coded to drop specific item lvls. There was a bit of a challenge for those first few heroes who tackled Diablo without the benefit of any higher lvls going ahead of them and farming all the good items then trading them off making the next group/solo individual who played through to have a much more lenient experience.
So lets say I wanna group up to down a boss in this game but prefer not to do it with people who purchased items... How do I know who has and hasn't? This could possibly effect my game play unless I can content myself with only solo play.
Also, with the implementation of D3's RMT auction house on day one said gold farmers will be grinding furiously to be the first to obtain the Legendary Sword of Facemelting so they can sell it first earning bonus profit due to the perceived rarity. I'm sure shortly the auction house will be flooded with gear and any real challenge the game might have held can be easily surpassed by whipping out your CC. It all comes down to whether I'm willing to shell out my money for a game which seems to cater to the laziest, least scrupulous gamers in existence.
With the legions of F2P games out there that allow you to "buy" your success with real money, and now with even Blizzard endorsing pay 2 win with the Diablo 3 RMAH, it really seems like pay 2 win has becoming a very legitimate part of gaming culture. In addition, it seems like many actual gamers endorse the pay 2 win idea. When I think about this, I just can't help but feel that the gaming community has lost its way.
In fact, I've seen many posters argue that pay 2 win is the way of the future, sometimes they don't seem to understand why many gamers rail against it so fervently. And that leads me to the purpose of this post. I want to explain why I, and likely many others, feel like pay 2 win is a bit of a travesty. What that said...let's begin.
I grew up largely before the era of MMORPGs, so all games were essentially offline only or with limited multiplayer. As such, they all had cheat codes or other ways to cheat that gave you things like god mode or the best equipment in the game etc. etc. When I first started gaming it was really tempting to just punch in some cheat codes and go in a rampage, and indeed, I did this as I'm sure every kid did.
But after you do it...you realize something. It ruined the game. Sure it's fun to rampage around with the godly sword of uberness for five minutes, but it gets boring real fast and you learn to not use cheat codes if you actually plan on enjoying the game. After that you realize something else. The fun of the game isn't having the godly sword of uberness, the fun is actually getting the godly sword of uberness. In other words, gaming is about the journey, not the destination.
This is essentially why I hate that P2W is becoming legitimate. I see it as essentially no different than using a cheat code in an old school game. The only real difference is that you have to pay real money to use the cheat code!
It just seems that gamers that endorse P2W don't get the point of games anymore. I mean, if you don't want to play the game so much that you are willing to pay your own money to skip it, then maybe you should find a different game.
I'm a lot like you, Creslin, and probably in the same age group as you. Also, I feel your pain and have met p2w with mixed emotions and as a double-edged sword. Unfortunately, gaming companies are businesses that are in business to make money. I know you know that, and I'm not trying to insult your intelligence in any kind of way...just the opposite and am leading into making my point. Sadly, to make a decent revenue, most of these companies have to cater to every type of gamer, now. That includes the ones who have little to no gaming skills, whatsoever. Not all of the p2w crowd are losers (thought a lot are), however. There are a lot of people who's skills are just great and fine, yet their gaming time is limited by work, kids, and life in-general. It's ONLY for this small group of p2w people that I have any support for it (or them) at all, otherwise, like you, I'd consider it an outright travesty.
I certainly cannot endorse p2w as "legitimate", only as a somewhat-necessary evil for what the online gaming world has become. Thank God/The Gods/The Fates that there are a few exceptions to the rule. As far as Blizzard and D3 are concerned, I can only hope that Blizzard does the right things with this new auction house revenue. Having Activision as a parent company does not help things. I want to play D3 for the single-player aspect, mostly. I could care less about pvp (which will likely be a joke, in terms of balance), but may LFG occassionally for like-minded people. Let's keep our fingers crossed, but not get our hopes up.
The problem with your philosphy is that I would realize the change to scrabble. You will have no ideal who is buying gear and who is not. For all intents and purposes...it will appear the same as it always has. RMT affects the buyer...not you. Well, THIS RMT does, anyway. THe other kind of RMT is destroying gameplay for a number of reasons I don't have the energy to explain. Bottom line....it won't push you out, because it will not affect you in any way at all.
RMT affects the entire structure of the playerbase. Because of this, it affects me.
Believe it or not, I can tell the difference between an RMT MMO and a non-RMT MMO simply by the type and style of play of the people I end up playing with for a brief interval of time. It's a multiplayer game. I played Diablo 2 online extensively, while I only played Diablo I online once or twice.
Why?
Because the people playing Diablo I were hacking their pants off. While RMT doesn't provide that same level of silliness in gameplay, it's enough to make many people less interested in playing.
The difference between me and you is that you are only looking from the isolated consumer point-of-view. As a software developer, I'm trying to look at the whole picture. The multiplayer dynamic is much more complex than the single-player games of yesterday.
With the legions of F2P games out there that allow you to "buy" your success with real money, and now with even Blizzard endorsing pay 2 win with the Diablo 3 RMAH, it really seems like pay 2 win has becoming a very legitimate part of gaming culture. In addition, it seems like many actual gamers endorse the pay 2 win idea. When I think about this, I just can't help but feel that the gaming community has lost its way.
In fact, I've seen many posters argue that pay 2 win is the way of the future, sometimes they don't seem to understand why many gamers rail against it so fervently. And that leads me to the purpose of this post. I want to explain why I, and likely many others, feel like pay 2 win is a bit of a travesty. What that said...let's begin.
I grew up largely before the era of MMORPGs, so all games were essentially offline only or with limited multiplayer. As such, they all had cheat codes or other ways to cheat that gave you things like god mode or the best equipment in the game etc. etc. When I first started gaming it was really tempting to just punch in some cheat codes and go in a rampage, and indeed, I did this as I'm sure every kid did.
But after you do it...you realize something. It ruined the game. Sure it's fun to rampage around with the godly sword of uberness for five minutes, but it gets boring real fast and you learn to not use cheat codes if you actually plan on enjoying the game. After that you realize something else. The fun of the game isn't having the godly sword of uberness, the fun is actually getting the godly sword of uberness. In other words, gaming is about the journey, not the destination.
This is essentially why I hate that P2W is becoming legitimate. I see it as essentially no different than using a cheat code in an old school game. The only real difference is that you have to pay real money to use the cheat code!
It just seems that gamers that endorse P2W don't get the point of games anymore. I mean, if you don't want to play the game so much that you are willing to pay your own money to skip it, then maybe you should find a different game.
I'm a lot like you, Creslin, and probably in the same age group as you. Also, I feel your pain and have met p2w with mixed emotions and as a double-edged sword. Unfortunately, gaming companies are businesses that are in business to make money. I know you know that, and I'm not trying to insult your intelligence in any kind of way...just the opposite and am leading into making my point. Sadly, to make a decent revenue, most of these companies have to cater to every type of gamer, now. That includes the ones who have little to no gaming skills, whatsoever. Not all of the p2w crowd are losers (thought a lot are), however. There are a lot of people who's skills are just great and fine, yet their gaming time is limited by work, kids, and life in-general. It's ONLY for this small group of p2w people that I have any support for it (or them) at all, otherwise, like you, I'd consider it an outright travesty.
I certainly cannot endorse p2w as "legitimate", only as a somewhat-necessary evil for what the online gaming world has become. Thank God/The Gods/The Fates that there are a few exceptions to the rule. As far as Blizzard and D3 are concerned, I can only hope that Blizzard does the right things with this new auction house revenue. Having Activision as a parent company does not help things. I want to play D3 for the single-player aspect, mostly. I could care less about pvp (which will likely be a joke, in terms of balance), but may LFG occassionally for like-minded people. Let's keep our fingers crossed, but not get our hopes up.
There is NO WAY AT ALL that Blizzard is hurting for cash ><! So please just take that argument and throw it out the window... As for the gamers without enough time to properly enjoy the game without paying for advantages, is this really such a large demographic as to make Blizzard feel the need to go out of their way to make easier avenues of progression? Not likely imho. Blizzard wants as much of your money as they can grab hand over fist and that's the truth.
The problem with your philosphy is that I would realize the change to scrabble. You will have no ideal who is buying gear and who is not. For all intents and purposes...it will appear the same as it always has. RMT affects the buyer...not you. Well, THIS RMT does, anyway. THe other kind of RMT is destroying gameplay for a number of reasons I don't have the energy to explain. Bottom line....it won't push you out, because it will not affect you in any way at all.
RMT affects the entire structure of the playerbase. Because of this, it affects me.
Believe it or not, I can tell the difference between an RMT MMO and a non-RMT MMO simply by the type and style of play of the people I end up playing with for a brief interval of time. It's a multiplayer game. I played Diablo 2 online extensively, while I only played Diablo I online once or twice.
Why?
Because the people playing Diablo I were hacking their pants off. While RMT doesn't provide that same level of silliness in gameplay, it's enough to make many people less interested in playing.
The difference between me and you is that you are only looking from the isolated consumer point-of-view. As a software developer, I'm trying to look at the whole picture. The multiplayer dynamic is much more complex than the single-player games of yesterday.
Its hard to take you seriously when you say things that make no sense. You say you played D2...but...RMT was a REAL thing there. A reallllly real thing. Apparently you have no ideal about half the things you say...because nearly a third (or more) of the playerbase online in Diablo 2 either USED the RMT or played with someone who DID. You played with plenty, you just didn't realize it. Why? They didn't announce the fact they were RMT users because it was an offense in that game. They hid it.
Much the same, you will not know now. You have no clue about what the multiplayer dynamic even is, or what it means to you, because the dynamic of the game will be unchanged for anyone NOT entrenched in the RMT. You will log on and see the exact same kinds of gear and players using it as you always would.
i bet there are nobody from corporative incentive trying to make us feel good about various subject here.it would never happen right?nha corp are way to sensitive about the need of their customer in gaming to try to come here and sway the gamers opinion
Well, one could always check ones tin foil hat for leaks... The orbital mind control lasers can be rather bad. ^^ In the grand scheme of things, I suspect influence of a gaming web site falls rather low on the priority list... ^^
I'm sure that there won't be a problem with bots, or multiboxing, or hacks, or account theft, or anything else. I mean, you don't see things like that in the MMO's of today, so why would any of them cause an issue. I'm also sure that there won't be a lower end of society playing the game as a job, trying to compete with asian gold farmers.
I think it's great that all these people are happy about the opportunity to export our capitol in exchange for diablo III virtual items. People in poorer nations are happy to work for a few dollars a day, so it makes sense for them to bust their humps playing Diablo III (or whatever RMT game). Then they can undercut anybody to get the sale, and keep the prices at the lowest viable amount. So while you're having dreams of making money selling stuff, just remember who you're competing against.
And don't cry too loud when your account is hacked after you visit some fansite, it's going to just be part of the reality of it. After all, once you've dug your own grave, you might as well lay down.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.
The problem with your philosphy is that I would realize the change to scrabble. You will have no ideal who is buying gear and who is not. For all intents and purposes...it will appear the same as it always has. RMT affects the buyer...not you. Well, THIS RMT does, anyway. THe other kind of RMT is destroying gameplay for a number of reasons I don't have the energy to explain. Bottom line....it won't push you out, because it will not affect you in any way at all.
RMT affects the entire structure of the playerbase. Because of this, it affects me.
Believe it or not, I can tell the difference between an RMT MMO and a non-RMT MMO simply by the type and style of play of the people I end up playing with for a brief interval of time. It's a multiplayer game. I played Diablo 2 online extensively, while I only played Diablo I online once or twice.
Why?
Because the people playing Diablo I were hacking their pants off. While RMT doesn't provide that same level of silliness in gameplay, it's enough to make many people less interested in playing.
The difference between me and you is that you are only looking from the isolated consumer point-of-view. As a software developer, I'm trying to look at the whole picture. The multiplayer dynamic is much more complex than the single-player games of yesterday.
Its hard to take you seriously when you say things that make no sense. You say you played D2...but...RMT was a REAL thing there. A reallllly real thing. Apparently you have no ideal about half the things you say...because nearly a third (or more) of the playerbase online in Diablo 2 either USED the RMT or played with someone who DID. You played with plenty, you just didn't realize it. Why? They didn't announce the fact they were RMT users because it was an offense in that game. They hid it.
Much the same, you will not know now. You have no clue about what the multiplayer dynamic even is, or what it means to you, because the dynamic of the game will be unchanged for anyone NOT entrenched in the RMT. You will log on and see the exact same kinds of gear and players using it as you always would.
Since it was a bannable offense in D2, how do you know what the number of people using the RMT would be? It seems to me that very few people would admit to such.
The problem with your philosphy is that I would realize the change to scrabble. You will have no ideal who is buying gear and who is not. For all intents and purposes...it will appear the same as it always has. RMT affects the buyer...not you. Well, THIS RMT does, anyway. THe other kind of RMT is destroying gameplay for a number of reasons I don't have the energy to explain. Bottom line....it won't push you out, because it will not affect you in any way at all.
RMT affects the entire structure of the playerbase. Because of this, it affects me.
Believe it or not, I can tell the difference between an RMT MMO and a non-RMT MMO simply by the type and style of play of the people I end up playing with for a brief interval of time. It's a multiplayer game. I played Diablo 2 online extensively, while I only played Diablo I online once or twice.
Why?
Because the people playing Diablo I were hacking their pants off. While RMT doesn't provide that same level of silliness in gameplay, it's enough to make many people less interested in playing.
The difference between me and you is that you are only looking from the isolated consumer point-of-view. As a software developer, I'm trying to look at the whole picture. The multiplayer dynamic is much more complex than the single-player games of yesterday.
Its hard to take you seriously when you say things that make no sense. You say you played D2...but...RMT was a REAL thing there. A reallllly real thing. Apparently you have no ideal about half the things you say...because nearly a third (or more) of the playerbase online in Diablo 2 either USED the RMT or played with someone who DID. You played with plenty, you just didn't realize it. Why? They didn't announce the fact they were RMT users because it was an offense in that game. They hid it.
Much the same, you will not know now. You have no clue about what the multiplayer dynamic even is, or what it means to you, because the dynamic of the game will be unchanged for anyone NOT entrenched in the RMT. You will log on and see the exact same kinds of gear and players using it as you always would.
Since it was a bannable offense in D2, how do you know what the number of people using the RMT would be? It seems to me that very few people would admit to such.
Once they're on your friends list they'll tell you. Almost every high level paladin that I met paid for their gear.
Blizzard wants as much of your money as they can grab hand over fist and that's the truth.
<! --="" a="" and="" argument="" as="" avenues="" blizzard="" can="" demographic="" easier="" enjoy="" enough="" feel="" fist="" for="" game="" gamers="" go="" grab="" hand="" imho.="" is="" it="" just="" large="" likely="" make="" money="" much="" need="" not="" of="" out="" over="" p--="" paying="" please="" porperly="" properly="" really="" s="" so="" such="" take="" that="" the="" their="" they="" this="" throw="" time="" to="" wants="" way="" window...="" without="" your="">They aren't really being very coy about it anymore, are they? It isn't just Blizzard, either. Almost all of the MMO development companies and even websites like this (mmorpg.com) are becoming blatantly focused on money-grabbing. The part that is hilarious, however, is that they have no idea how much money they could really be making if they simply developed (or fostered the development of) a solid massively multiplayer game.
WoW is not churning in the cash because of it's current game design and cartoonish graphics. It is churning in the cash because it popped onto the market at exactly the right time, combined with a loyal following from its previous games.
It now seems to be bleeding players (apparently down to 11.1 million according to the latest mmorpg.com news).
The F2P RMT wave is having repercussions that the business people who don't really understand MMOs are never going to predict. They don't realize that when you make it so that a game like Scrabble is no longer appealing to adults, that lack of appeal may swing around and your 5-year-olds may stop caring about it, too.
Items in a game that doesn't hold any esteem with the right people will not be very valuable.
These days I have no problem at all with pay-to-win.
For years people have been buying gold. Not everyone, of course, but enough. Stay in any guild long enough and you'll learn the people that are prepared to 'cheat'. Buying gold is a form of pay-too-win which earns the developer nothing.
Pay-to-win means it is now the games developer who is gaining additional income from their product. People were already paying-to-win so it barely makes a difference. In fact the only difference is that with the developer gaining a greater share of the pie, so I can pay less, or the quality of the game will be greater.
Believe me, you won't be paying less .
Also, the problem I have with this argument is that it basically justifies RMT being "okay" only because "people were already doing it." Just because people are already doing something does not mean that it's good. People are doing lots of bad things that the government could profit off of...does that mean they should?
I always despised gold selling sites, and I still feel that it does serious damage to a game's economy. Game developers used to agree with me before they realized they could tax the hell out of RMT and make a profit.
I'm not trying to argue here. I pretty much agree with you and respect your passion for gaming and your desire for a particular ideal/style to be maintained. I also think RMT sucks, but I guess I've just accepted it. Gaming is supposed to be fun and if I worry about all the cheats and botters and hackers and gold buyers too much I'll probably get a stomach ulcer and die.
Still, I have no axe to grind with the game companies. For me the blame lies with the thousands of cheaters who do want to play with the cheat-mode active all the time, which then screws up the game world without the developers getting a penny. Unfortunately in modern MMOs, no matter how hard we want it we will never escape the gold sellers, period.
I suspect some developers are more comfortable with the RMT model than others, but developers that would avoid it due to design choices are to some extent forced to adapt in order to to stream revenue from a model pretty much determined by greedy players. From my personal experience it is other gamers rather than corporate snakes that are steering this current change.
Its hard to take you seriously when you say things that make no sense. You say you played D2...but...RMT was a REAL thing there. A reallllly real thing. Apparently you have no ideal about half the things you say...because nearly a third (or more) of the playerbase online in Diablo 2 either USED the RMT or played with someone who DID. You played with plenty, you just didn't realize it. Why? They didn't announce the fact they were RMT users because it was an offense in that game. They hid it.
Much the same, you will not know now. You have no clue about what the multiplayer dynamic even is, or what it means to you, because the dynamic of the game will be unchanged for anyone NOT entrenched in the RMT. You will log on and see the exact same kinds of gear and players using it as you always would.
Same kinds of players? No. No. and No.
Especially with company backing, the structure of the playerbase will be entirely different. I've been playing online games for nearly 30 years (holy cow, I kinda just shocked myself). I've seen the changes in structure to online playerbases. I've seen the switchover from roleplaying MMOs to metagaming MMOs. Yes, I played Diablo 2 extensively back when the playerbase was different. I would not bother, now. I haven't played it in years.
The bottom line is that your assertion that the playerbase is just a static conglomeration of single-player-mode consumers is completely false. It's easy enough to deduce from simple observations that other players have an impact on retention for a given player in any multiplayer game, and that the nature of those other players is dependent on the type of gameplay supported.
While I totally agree with your (the OP's) cheat code analogy, I'd like to point out one difference: At least you can start over in a single-player game once you realize how much that cheat code screws it up.
Anyhow, my MMO of choice has become Pay2Win. The problem with P2W is that you have people coming in, playing the same bit of content for a few days spending a few hundred dollars, hitting max level, spending a few thousand for the most uber gear, then complaining that PvP is sucky because everyone who "matters" in PvP is geared EXACTLY the same (meaning whoever gets first hit wins) and that the game's content sucks (because all games suck at end-game content and lower-level content isn't really available anymore at max level).
Of course, whilst this is probably providing a huge shot in the arm right now for the company, it's not sustainable. The P2Wers stay around for quite literally a matter of weeks. Due to the repurcussions of the P2Wers, it influences the gameplay of everyone else. Everyone's got dollar signs in their eyes, so you can't find parties to do anything aside from mooch money off the P2Wers. And, of course, if you do, it's probably a P2Wer who hit their charge limit for the day, so they're trying to explore the rest of the game, but they don't really know how to play and they're undergeared. Nevermind the roller coaster of an economy which results...
The net effect is that long-time players, both pure-F2P and those who have dumped at least some money into the game, are leaving. This creates a nice scenario where you start having the blind leading the blind, which then further accelerates the newer P2Wers' leaving, as they can't even pay for semi-competent "help" to powerlevel using cash shop items.
I reckon it's only a matter of time before the game implodes, which is really very sad. I quite like the game in spite of its many "quirks" and the publisher's less-than-great communication with its playerbase. The saddest part is that the downfall of the game was due to the introduction of only a handful of items into the cash shop (any one of which probably would be quite fine on its own, but combined [and especially combined with exploiting game glitches...], they're an extremely potent cocktail...). Too bad there's no easy way to undo the damage.
There appears to be a strong correlation of the company practically pushing P2W and their consistently decreasing stock price. (It's their flagship game.) So, hopefully that can be taken to mean that P2W isn't yet legitimate.
As for the RMAH, having seen the real effects of P2W, I can't say I'm terribly worried about that being P2W yet.
Especially with company backing, the structure of the playerbase will be entirely different. I've been playing online games for nearly 30 years (holy cow, I kinda just shocked myself). I've seen the changes in structure to online playerbases. I've seen the switchover from roleplaying MMOs to metagaming MMOs. Yes, I played Diablo 2 extensively back when the playerbase was different. I would not bother, now. I haven't played it in years.
So you're basing an assumption of what the playerbase will be on an assumption of what the playerbase is currently like. You know what? Most diablo players didn't play multiplayer. Ever. Very, very few ever play a co-op pickup game. The only place gear really matters is on the PvP ladders. Lack of access to first quality gear was a problem there. Problem solved. I'm not a fan of RMT for a variety of reasons but for Diablo 3 it's really not going to make a difference to me. The bottom line is you're voicing an unsupported and uninformed opinion as authoritative.
Thank you. You just saved me tons of time. I'm glad I waited 5 minutes and did something else before posting. Bless you.
So you're basing an assumption of what the playerbase will be on an assumption of what the playerbase is currently like. You know what? Most diablo players didn't play multiplayer. Ever. Very, very few ever play a co-op pickup game. The only place gear really matters is on the PvP ladders. Lack of access to first quality gear was a problem there. Problem solved. I'm not a fan of RMT for a variety of reasons but for Diablo 3 it's really not going to make a difference to me. The bottom line is you're voicing an unsupported and uninformed opinion as authoritative.
The playerbase of the newly released Diablo 3 cannot be construed from the decade-old playerbase of Diablo 2. And while my solitary game time in Diablo 3 will not be affected by RMT, this thread is appearing in the Pub of mmorpg.com, where topics of conversation are often focused on multiplayer aspects of games.
Perhaps I should have qualified all my statements so that everyone knew I was referring to the multiplayer aspect of Diablo 3. I rather enjoyed the multiplayer aspect of the previous Diablo games, so I think there is incredible potential there. Yes, if you are willing to throw that potential away then RMT will not impact a solitary player much (unless they want it to).
As for your claim of voicing an unsupported and uninformed opinion, I recognize your name because your thousands of posts have jumped out at me in basically every thread I've read here on mmorpg.com. Your opinion in this case is a sincere form of flattery to me. Much appreciated.
One problem with that is: Farming gear isn't a "journey" it's a year long farmfest if you do it yourself. Kill the same boss...minute in, and minute out, for weeks on end.
Congratulations, you now know what the main draw of the Diablo series is after beating the last boss.
To many people, (anyone who played online for starters) this was indeed a journey, nay THE journey, and arguably what the whole game was about to them.
Comments
The players' characters and are their possesions are persistent and stored in a shared environment. I mean, I agree it's not an MMORPG, but it was clearly influenced by MMORPG concepts. Auction house? Come on.
Are you team Azeroth, team Tyria, or team Jacob?
So you are saying that you'd rather lose for 6 months to the guy that got the lucky drop the first time instead? Seriously...the drop rates don't go UP for farmers. They legitimately earned the weapon, and sold it. Your odds of seeing this weapon used against you are exactly the same either way. Also, either way, you will have no ideal HOW THEY GOT THE BLOODY THING. The RMT does not affect you, at all. You will still lose to better geared players....whether they are luckier than you or wealthier than you is highly irrelevant. Now stop being a baby about it.
I'm guessing that playing the game with someone who dropped 20 bucks on a full set of gear is quite a bit different from playing D2 with someone who geared up on only what they themselves found. Basically if you prefer to experience any modicum of challenge you'd rather play with the legitimate gamer and not Mr. Candrop20$. That's just my take on the situation but basically goes back to the old adage that the journey in these games is more fun than the destination or as another gamer on this site put it, "Finding the ultimate weapon is more fun than one shotting everything with it."
The problem with your philosphy is that I would realize the change to scrabble. You will have no ideal who is buying gear and who is not. For all intents and purposes...it will appear the same as it always has. RMT affects the buyer...not you. Well, THIS RMT does, anyway. THe other kind of RMT is destroying gameplay for a number of reasons I don't have the energy to explain. Bottom line....it won't push you out, because it will not affect you in any way at all.
One problem with that is: Farming gear isn't a "journey" it's a year long farmfest if you do it yourself. Kill the same boss...minute in, and minute out, for weeks on end.
I'm not sure if I could play Diablo 3 and getting a cool item drop without thinking: "Hmm I wonder how much I could sell this for?" This in itself would ruin the game for me. I'd have to choose between what I could put on my character and what I'd rather sell... I don't know, I'm not a fan.
I'm the opposite of you. My gambling eyes would light up and I'd be like, "Bam, $20 item!" Sounds like a potentially really fun system to me. Not that I'll be spending my time playing it.
Seems like you really didn't think this through much... You yourself stated that possibly no one will know who has or has not bought items using RMT. The way Diablo 2 item drops worked was that you either had to be insanely lucky or alot higher lvl to get the good lower lvl items. Only certain nameds/bosses in certain modes (normal/nightmare/hell) were coded to drop specific item lvls. There was a bit of a challenge for those first few heroes who tackled Diablo without the benefit of any higher lvls going ahead of them and farming all the good items then trading them off making the next group/solo individual who played through to have a much more lenient experience.
So lets say I wanna group up to down a boss in this game but prefer not to do it with people who purchased items... How do I know who has and hasn't? This could possibly effect my game play unless I can content myself with only solo play.
Also, with the implementation of D3's RMT auction house on day one said gold farmers will be grinding furiously to be the first to obtain the Legendary Sword of Facemelting so they can sell it first earning bonus profit due to the perceived rarity. I'm sure shortly the auction house will be flooded with gear and any real challenge the game might have held can be easily surpassed by whipping out your CC. It all comes down to whether I'm willing to shell out my money for a game which seems to cater to the laziest, least scrupulous gamers in existence.
RMT affects the entire structure of the playerbase. Because of this, it affects me.
Believe it or not, I can tell the difference between an RMT MMO and a non-RMT MMO simply by the type and style of play of the people I end up playing with for a brief interval of time. It's a multiplayer game. I played Diablo 2 online extensively, while I only played Diablo I online once or twice.
Why?
Because the people playing Diablo I were hacking their pants off. While RMT doesn't provide that same level of silliness in gameplay, it's enough to make many people less interested in playing.
The difference between me and you is that you are only looking from the isolated consumer point-of-view. As a software developer, I'm trying to look at the whole picture. The multiplayer dynamic is much more complex than the single-player games of yesterday.
There is NO WAY AT ALL that Blizzard is hurting for cash ><! So please just take that argument and throw it out the window... As for the gamers without enough time to properly enjoy the game without paying for advantages, is this really such a large demographic as to make Blizzard feel the need to go out of their way to make easier avenues of progression? Not likely imho. Blizzard wants as much of your money as they can grab hand over fist and that's the truth.
Its hard to take you seriously when you say things that make no sense. You say you played D2...but...RMT was a REAL thing there. A reallllly real thing. Apparently you have no ideal about half the things you say...because nearly a third (or more) of the playerbase online in Diablo 2 either USED the RMT or played with someone who DID. You played with plenty, you just didn't realize it. Why? They didn't announce the fact they were RMT users because it was an offense in that game. They hid it.
Much the same, you will not know now. You have no clue about what the multiplayer dynamic even is, or what it means to you, because the dynamic of the game will be unchanged for anyone NOT entrenched in the RMT. You will log on and see the exact same kinds of gear and players using it as you always would.
Well, one could always check ones tin foil hat for leaks... The orbital mind control lasers can be rather bad. ^^ In the grand scheme of things, I suspect influence of a gaming web site falls rather low on the priority list... ^^
I'm sure that there won't be a problem with bots, or multiboxing, or hacks, or account theft, or anything else. I mean, you don't see things like that in the MMO's of today, so why would any of them cause an issue. I'm also sure that there won't be a lower end of society playing the game as a job, trying to compete with asian gold farmers.
I think it's great that all these people are happy about the opportunity to export our capitol in exchange for diablo III virtual items. People in poorer nations are happy to work for a few dollars a day, so it makes sense for them to bust their humps playing Diablo III (or whatever RMT game). Then they can undercut anybody to get the sale, and keep the prices at the lowest viable amount. So while you're having dreams of making money selling stuff, just remember who you're competing against.
And don't cry too loud when your account is hacked after you visit some fansite, it's going to just be part of the reality of it. After all, once you've dug your own grave, you might as well lay down.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.
I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.
Since it was a bannable offense in D2, how do you know what the number of people using the RMT would be? It seems to me that very few people would admit to such.
Once they're on your friends list they'll tell you. Almost every high level paladin that I met paid for their gear.
<! --="" a="" and="" argument="" as="" avenues="" blizzard="" can="" demographic="" easier="" enjoy="" enough="" feel="" fist="" for="" game="" gamers="" go="" grab="" hand="" imho.="" is="" it="" just="" large="" likely="" make="" money="" much="" need="" not="" of="" out="" over="" p--="" paying="" please="" porperly="" properly="" really="" s="" so="" such="" take="" that="" the="" their="" they="" this="" throw="" time="" to="" wants="" way="" window...="" without="" your="">They aren't really being very coy about it anymore, are they? It isn't just Blizzard, either. Almost all of the MMO development companies and even websites like this (mmorpg.com) are becoming blatantly focused on money-grabbing. The part that is hilarious, however, is that they have no idea how much money they could really be making if they simply developed (or fostered the development of) a solid massively multiplayer game.
WoW is not churning in the cash because of it's current game design and cartoonish graphics. It is churning in the cash because it popped onto the market at exactly the right time, combined with a loyal following from its previous games.
It now seems to be bleeding players (apparently down to 11.1 million according to the latest mmorpg.com news).
The F2P RMT wave is having repercussions that the business people who don't really understand MMOs are never going to predict. They don't realize that when you make it so that a game like Scrabble is no longer appealing to adults, that lack of appeal may swing around and your 5-year-olds may stop caring about it, too.
Items in a game that doesn't hold any esteem with the right people will not be very valuable.
And neither will the game.
I'm not trying to argue here. I pretty much agree with you and respect your passion for gaming and your desire for a particular ideal/style to be maintained. I also think RMT sucks, but I guess I've just accepted it. Gaming is supposed to be fun and if I worry about all the cheats and botters and hackers and gold buyers too much I'll probably get a stomach ulcer and die.
Still, I have no axe to grind with the game companies. For me the blame lies with the thousands of cheaters who do want to play with the cheat-mode active all the time, which then screws up the game world without the developers getting a penny. Unfortunately in modern MMOs, no matter how hard we want it we will never escape the gold sellers, period.
I suspect some developers are more comfortable with the RMT model than others, but developers that would avoid it due to design choices are to some extent forced to adapt in order to to stream revenue from a model pretty much determined by greedy players. From my personal experience it is other gamers rather than corporate snakes that are steering this current change.
Same kinds of players? No. No. and No.
Especially with company backing, the structure of the playerbase will be entirely different. I've been playing online games for nearly 30 years (holy cow, I kinda just shocked myself). I've seen the changes in structure to online playerbases. I've seen the switchover from roleplaying MMOs to metagaming MMOs. Yes, I played Diablo 2 extensively back when the playerbase was different. I would not bother, now. I haven't played it in years.
The bottom line is that your assertion that the playerbase is just a static conglomeration of single-player-mode consumers is completely false. It's easy enough to deduce from simple observations that other players have an impact on retention for a given player in any multiplayer game, and that the nature of those other players is dependent on the type of gameplay supported.
While I totally agree with your (the OP's) cheat code analogy, I'd like to point out one difference: At least you can start over in a single-player game once you realize how much that cheat code screws it up.
Anyhow, my MMO of choice has become Pay2Win. The problem with P2W is that you have people coming in, playing the same bit of content for a few days spending a few hundred dollars, hitting max level, spending a few thousand for the most uber gear, then complaining that PvP is sucky because everyone who "matters" in PvP is geared EXACTLY the same (meaning whoever gets first hit wins) and that the game's content sucks (because all games suck at end-game content and lower-level content isn't really available anymore at max level).
Of course, whilst this is probably providing a huge shot in the arm right now for the company, it's not sustainable. The P2Wers stay around for quite literally a matter of weeks. Due to the repurcussions of the P2Wers, it influences the gameplay of everyone else. Everyone's got dollar signs in their eyes, so you can't find parties to do anything aside from mooch money off the P2Wers. And, of course, if you do, it's probably a P2Wer who hit their charge limit for the day, so they're trying to explore the rest of the game, but they don't really know how to play and they're undergeared. Nevermind the roller coaster of an economy which results...
The net effect is that long-time players, both pure-F2P and those who have dumped at least some money into the game, are leaving. This creates a nice scenario where you start having the blind leading the blind, which then further accelerates the newer P2Wers' leaving, as they can't even pay for semi-competent "help" to powerlevel using cash shop items.
I reckon it's only a matter of time before the game implodes, which is really very sad. I quite like the game in spite of its many "quirks" and the publisher's less-than-great communication with its playerbase. The saddest part is that the downfall of the game was due to the introduction of only a handful of items into the cash shop (any one of which probably would be quite fine on its own, but combined [and especially combined with exploiting game glitches...], they're an extremely potent cocktail...). Too bad there's no easy way to undo the damage.
There appears to be a strong correlation of the company practically pushing P2W and their consistently decreasing stock price. (It's their flagship game.) So, hopefully that can be taken to mean that P2W isn't yet legitimate.
As for the RMAH, having seen the real effects of P2W, I can't say I'm terribly worried about that being P2W yet.
Thank you. You just saved me tons of time. I'm glad I waited 5 minutes and did something else before posting. Bless you.
The playerbase of the newly released Diablo 3 cannot be construed from the decade-old playerbase of Diablo 2. And while my solitary game time in Diablo 3 will not be affected by RMT, this thread is appearing in the Pub of mmorpg.com, where topics of conversation are often focused on multiplayer aspects of games.
Perhaps I should have qualified all my statements so that everyone knew I was referring to the multiplayer aspect of Diablo 3. I rather enjoyed the multiplayer aspect of the previous Diablo games, so I think there is incredible potential there. Yes, if you are willing to throw that potential away then RMT will not impact a solitary player much (unless they want it to).
As for your claim of voicing an unsupported and uninformed opinion, I recognize your name because your thousands of posts have jumped out at me in basically every thread I've read here on mmorpg.com. Your opinion in this case is a sincere form of flattery to me. Much appreciated.
dont know if your solo playing will be uneventfull in this online only game(diablo3)but i wish you good luck!
Congratulations, you now know what the main draw of the Diablo series is after beating the last boss.
To many people, (anyone who played online for starters) this was indeed a journey, nay THE journey, and arguably what the whole game was about to them.