Anti Gold Seller Policy

Hello,
I have heard Steven talk about this issue in livestream but I am afraid that it is not enough to monitor trade and bot activities. One should not underestimate the ingenuity of gold farming organizations. There will be cat and mouse game, which is a permanent spending of resources on part of the GM's.
But I might have a good idea to reduce the danger of inflation caused by Goldsellers without much extra effort. To work, the following 3 rules need to be as transparent and we'll known as possible, so that potential gold buyers are aware that they are causing an inflation that hurts the entire server population.

1. Punish both sides:
Make it illegal to buy an in-game advantage for real money and punish also the buyer. For example, you could delete the illegal bought content and give the buyer 24h corruption rebuff.

2. Make them snitch:
Pay busted professional gold-farmers for information (including evidence) about their previous customers to punish those who broke the first rule.

3. Become your enemy:
Allow trusted personal to pretend to be profit goldsellers as well and let them advertise in the same way as the real goldsellers. If a goldbuyer approach to them and breaks rule 1 you have the proof to punish him/her.

These rules try to create friction between gold sellers and buyers. If a goldbuyer gets busted he/she doesn't know it is because rule 2 or 3. But you can be assure, that he/she is less motivated to do it again after getting caught and punished. To create even more friction fake news always are an effective option.
What I mean by that it does require less effort to go to third party forums to pretend to be player who was scammed by a real goldseller implying rule 2 or 3. Or on the other hand pretend to be a satisfied goldbuyer, who successfully bought from someone reffered in rule 3.

I can understand that some are critical of such shady tactics. It may well be that new algorithms are so effective at filtering out gold sellers that they are banned before they become profitable for the operators. But if this it not the case and an unknown amount of currency is fused into the market every week, the in-game market is in danger of becoming unbalanced. This trend of rising prices without real counter-valueS is very difficult to reverse - if only with means more radical than the above 3 rules.
Therefore I think it is a good idea to publish 3 rules. If the algorithms prove to be powerful and goldsellers are not able to bypass them, the rules can exist without getting enforced and work as deterrence.

This is my first post in this forum and I would love to contribute more to the success of AOC.

Sincerely,
a jobless math/economy student

Comments

  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One
    As an economic student you should have learned the first rule of economics - supply and demand. If you reduce the demand for a product, you'll naturally reduce the supply. The reason why games like Classic WoW have such a huge gold selling problem (despite being a subscription-based game) is because there is a high demand. Gold is so necessary and hard to come by in that game that many players feel the only way to do anything is to either buy the gold illegally or use the farming bots themselves to make it.

    If Ashes of Creation creates a fair system they will naturally reduce the amount of gold selling that happens. Yes there will always be a small selection of people who will buy gold regardless, but you can reduce is with fair gameplay mechanics.
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  • I think simply reporting them will be enough to get them banned, you can check the server logs to see who they traded gold to and then ban those cheaters as well. There will always be some way to get around the system, but as long as you are banned when you're caught, whether a gold buyer or seller, it is typically enough.

    The subscription helps limit gold-sellers because there is an entry cost.
    The slower (by today's standards) leveling also helps.
    The openworld PvP helps too. If you see botters/gold farmers, not only can you report them .. You can murder them and take their mats.

    Things will need to be stored somewhere too. I suppose personal safe storage will be very limited otherwise there's not much point in losing mats in PvP or in sieges, so if there are gold sellers ... You can find where they store all their wealth, destroy it, and take it. I don't see why not.
  • @Wandering Mist
    A 'fair system' to prevent the needs for money is very vage.
    In every economy system (where currencies exists) a demand for money exist, because you can trade it for everything you want. In WoW you have soulbound (not tradeable)gear - in AoC this seems not to exist. When you are able to sell good gear (scarce resources with low supply rate) the demand for currency is even higher.

    Devs - when you create an economy, please don't be naive. There is a reason why in the real-world using fake currency is hardly punished.
  • AardvarkAardvark Member, Alpha One, Adventurer
    With nothing bound the demand for farmers is gong to be sky high
  • KneiferKneifer Member
    edited July 2020
    @hazardnumberseven
    To report & ban bot users you have to spot them, which is easier said than done in a giant open world. When they are active in the middle of the night, they won't have to fear to get grieved. I think many players will use the inventory of smurfs for safely banking their stuff.
    As I said: If the gold selling business is profitable, it will exist and grow until it's starts getting problematic and GM's have to react. My suggestion tries to initially prevent problems like this from rising.
  • Okay.
  • darthadendarthaden Member, Braver of Worlds, Kickstarter, Alpha One
    One big problem the gold farmers will face is the caravan system. You cant carry nearly as much by hand as you can in most games so botters will have to run back to town frequently (by botting standards anyway) to unload their loot. If they want to maximize their profit they need to join in on a caravan in order to sell their loot for the maximum price possible.......when plays see someone named aghdsthb carrying goods on a caravan they'll have a huge bullseye on their back.
  • @darthaden
    We all can only speculate because non of use knows how the game will be.
    I dont want to shit on the game, I try to improve it by naming problems that I think will appear. I really hope the game will succeed.
    Goldsellers will always look for ways to abuse the system. I personally see big abuse potential in smurfs who just work as banks.
    Please correct me, if im wrong. If you have a full inventory, you can just start another copy of a game, login into another account's character(who is located near your farming position), trade your goods to the smurf and logg off the smurf to safe the goods.

    When a buyer is found, he will get the goods, which are stored in the bank character.

    My point of the treat is, that additional problem fixing (beyond the game mechanics) is not harmful. What do you think?
  • AardvarkAardvark Member, Alpha One, Adventurer
    Kneifer wrote: »
    @darthaden
    We all can only speculate because non of use knows how the game will be.
    I dont want to shit on the game, I try to improve it by naming problems that I think will appear. I really hope the game will succeed.
    Goldsellers will always look for ways to abuse the system. I personally see big abuse potential in smurfs who just work as banks.
    Please correct me, if im wrong. If you have a full inventory, you can just start another copy of a game, login into another account's character(who is located near your farming position), trade your goods to the smurf and logg off the smurf to safe the goods.

    When a buyer is found, he will get the goods, which are stored in the bank character.

    My point of the treat is, that additional problem fixing (beyond the game mechanics) is not harmful. What do you think?

    The other issue is when they have 500 people making 25 cents a day it's never going to be too hard for them to farm when the people buying the stuff make 100-1000 dollars a day.
  • Aardvark wrote: »

    The other issue is when they have 500 people making 25 cents a day it's never going to be too hard for them to farm when the people buying the stuff make 100-1000 dollars a day.

    I don't understand, whose people you are talking about. What stuff-buying people are making 100-1000 dollars are day?

  • VKhatVKhat Member
    edited July 2020
    I'm gonna sound dumb but aren't the certificates already making it hard to sell gold? If people get bots, we will see the bots and since PVP is allowed. From what we heard, monster certificates drop when dying, part of them disappear and others are lootable by the killer and to make even more gold you need the Caravan system which again, lootable content.

    Overall, the system is already in place, because if you, I, anyone notice bots, you know we are going for the kill, free gold I mean. I could see guilds having events like this, post in the forums or something, and have it an event to end the bots then grind to lose corruption.

    EDIT: In a sense, Ashes of Creation allows the community to do something about gold bots. Not just we get to kill them, but we also get rewards from it, even though we get corruption. And I think this should be a guild cause if the bots don't fight, corruption at higher levels will be gained, so guild members to protect or have an announcenment a guild is going to take down some farming gold bots.
  • NaxxazNaxxaz Member
    Some of the mechanics of the game

    Three points to reduce gold-sellers (GS).
    1. Don't let players feel it's safe or easy to buy gold.
    2. At launch, be especially ruthless against gold sellers and botters, so communities does not form.
    3. Let players know if a report they make, turns into a ban.


    Also don't compare AoC to WoW.
    If you think WoW actually makes an effort to get rid of their bot/cheat/GS communities, you're dead wrong, i'll even go as far as say they are glad they are present.
    Unless the leadership gets corrupt or they sell the IP, it's never going to reach WoW levels.
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  • LafiLafi Member, Founder, Kickstarter
    Naxxaz wrote: »
    Some of the mechanics of the game

    Three points to reduce gold-sellers (GS).
    1. Don't let players feel it's safe or easy to buy gold.
    2. At launch, be especially ruthless against gold sellers and botters, so communities does not form.
    3. Let players know if a report they make, turns into a ban.


    Also don't compare AoC to WoW.
    If you think WoW actually makes an effort to get rid of their bot/cheat/GS communities, you're dead wrong, i'll even go as far as say they are glad they are present.
    Unless the leadership gets corrupt or they sell the IP, it's never going to reach WoW levels.

    OSRS' economy relies on bots now kekw
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  • Just a couple of points:

    - you don't farm gold. You farm mobs that drop certificates, which value is based on supply and demand. These certs need to be sold in a Node, and its price will vary according to the distance from where you've got them. If you sell certs of polar bears in a sunny area, they will have higher prices, but then you must travel there, use caravan, risk dying
    - If you keep flooding the market with the same cert type, their price will lower. If bots keep selling the same cert to a node, their price will lower, Intrepid will notice and also bot will get less money.
    - PvP. If you notice a bot farming you can always risk killing it, become red (probably they won't attack back) and get its loot.

    So, yeah. Mobs won't be dropping gold, you can't farm gold if mobs don't drop them.
  • darthadendarthaden Member, Braver of Worlds, Kickstarter, Alpha One
    One more thing I just thought of that will make Ashes more difficult to bot in. Leveling/deleveling nodes and unlockkng/locking content. The boys will have to constantly update their programming to match the current node. Mobs and their locations will change as nodes level and delevel, shops to sell bottled goods will move as nodes level and delevel. It will be a constant struggle for them to keep up
  • @BlackBrony @darthaden
    I really hope the ingame mechanics are complicated enough to prevent gold/certicifate farming from being lucrative. But keep in mind: the question, if gold farming is lucrative, depends on the real-life price you are getting for a certain amount of ingame goods. If it is difficult to farm gold the price for it will be high. When the price is high gold farming operator have incentives to develope more efficient ways to farm gold to earn more money. And when the game is out long enough, it is only a question of time when the gold-farm-operator boys understand ingame mechanics and player behaviour pattern to develope new ways to programm farming bots.
    My point of this treat is that in my opinion it is an elegant way to handle this subject by takleing the seller-buyer relationship. Because why not?
  • edited July 2020
    I don't see how gold-sellers will be a problem. You can kill them/their caravan/their storage houses and take their things.

    If they're using alts inventories to store things safely, they're not going to be economically viable. We won't be able to hold much value ourselves, if we did, transport mechanics and caravans and storage would be obsolete, which is a core part of the game that drives conflict and economy.

    Currently there's 0 gold-sellers in Ashes of Creation, so we'll have to wait until we actually have a gold-seller to see what they're doing, how, and what we can do about it.

    I also don't expect this to be a hugely popular game, as amazing as I think it is... traditional MMOs are a niche market, for MMO-players. Most gamers run the hell away from a game that has PvP they can't turn off, let alone actual consequences to death, and needing to socialise and everything else that is hardcore and goes into a real MMO.

    WoW is popular, but WoW has been around 15+ years, was already a hugely insanely popular IP from a hugely insanely and beloved (at that time) company. It found a way to sell an MMO-styled game to non-MMO players by making it incredibly casual and simplified... AoC is not that.

    Will we have a lot of players? Hopefully, yes...

    There are like, travel times, and carry limits and all these mechanics to force and encourage conflict .. I just don't see how some gold-farmer is going to survive on their own (even with other gold farmers). Just kill and loot it.

    They can't teleport around and have infinite storage that can be turned into infinite profit. You have to actually do stuff, and for every reward there is risk involved. At every stage of the game, there is risk involved if there is reward involved.
  • I We won't be able to hold much value ourselves, if we did, transport mechanics and caravans and storage would be obsolete, which is a core part of the game that drives conflict and economy.
    Good point. But when your inventory is to tiny, farming and pve in generell become a pain in the ass.
    I hope they are able to find a nice balance.
    Maybe its a good idea to enlarge the inventory capacity with character level ups.
    So alts inventories are less viable.
  • AardvarkAardvark Member, Alpha One, Adventurer
    edited July 2020
    Kneifer wrote: »
    I We won't be able to hold much value ourselves, if we did, transport mechanics and caravans and storage would be obsolete, which is a core part of the game that drives conflict and economy.
    Good point. But when your inventory is to tiny, farming and pve in generell become a pain in the ass.
    I hope they are able to find a nice balance.
    Maybe its a good idea to enlarge the inventory capacity with character level ups.
    So alts inventories are less viable.

    Hopefully there is a method that doesn't involve bag expansions in the store like in many MMOs
  • darthadendarthaden Member, Braver of Worlds, Kickstarter, Alpha One
    I dont think inventory space will be a huge issue for people who are simply questing though. If your a bot that's farming 24/7 it might very well be a issue though. The main focus of the caravans will be transporting raw mats for crafting. In the Ashes world not every node will have easy access to every material. Iron ore for example might be plentiful in the northern mountains but non existent in the southern desert. Blacksmiths in the south will still need iron ore. If its a 2 hour walk from the mountains to the desert your going to want to carry more then a few ore to make the journey worth your time so that's where the caravans will come in.
  • I like the idea of using the iron fist against botters, gold farmers, and gold buyers. If you try to get an advantage in this no P2W game through these means, then you deserve to be punished heavily. 0 tolerance policy if what I'm advocating for.
  • BobbyBickBobbyBick Member, Alpha One, Adventurer
    Lafi wrote: »
    OSRS' economy relies on bots now kekw
    It was actually unreal loading up the game after not playing it for years and seeing every single free server being 24/7 mining botted in the same locations.
  • NoaaniNoaani Member, Intrepid Pack
    edited July 2020
    Aardvark wrote: »
    Kneifer wrote: »
    I We won't be able to hold much value ourselves, if we did, transport mechanics and caravans and storage would be obsolete, which is a core part of the game that drives conflict and economy.
    Good point. But when your inventory is to tiny, farming and pve in generell become a pain in the ass.
    I hope they are able to find a nice balance.
    Maybe its a good idea to enlarge the inventory capacity with character level ups.
    So alts inventories are less viable.

    Hopefully there is a method that doesn't involve bag expansions in the store like in many MMOs

    They have no intention of selling conveniences like this in the cash shop.

    Though I do believe we are able to upgrade (and customize) our backpack.

    As to the thread in general - the best way to get rid of gold sellers in not to attack the players buying. This has been proven to not work in dozens of games, as well as in real life (gold selling parallels the drug trade quite well).

    The way to get rid of gold sellers from any one game, is to make that game not profitable for them.

    What many people don't realize is that gold sellers don't farm their own coin - they are far too smart for that. Most of the bots you see are players who are either farming gold for themselves, or farming gold to sell to gold sellers.

    This is all gold sellers do. They buy from one player, mark the price up and then sell to another player (I knew a guy that bought a house outright with the proceeds from selling gold to a gold seller). Based on this, it should be fairly obvious how a game developer would be able to make it unprofitable for gold sellers to operate in their game.

    For those that can't see it, sell something to a gold seller and then track it. It will go from the account that took possession of the gold, through probabaly two or three intermediary accounts, and then land in a holding account. This account will have possession of most of the assets the organization has on the server.

    Then the develoeprs can buy some coin from the gold seller, and then back-trace the gold from the account that handed it too them, back through several intermetiary accounts until they trace it back to that holding account.

    Do this on all servers, and create a map of all accounts used. Then sell a large amount of gold on each server to the company - and as soon as possession has taken place, and the money has been deposited (which should maybe be given to a charity), ban all accounts involved. This means the gold sellers have paid for all that gold, but have nothing to sell for it - on top of losing the accounts and anythign else the holding accounts had on them.

    It would not take too many times of this happening before the organization decides that this game is not worth it.

    After that, all that is left are non-organized gold sellers. People that have more than they need, selling to people that have less than they want. These kinds of things do need to be actioned on a case by case, account by account basis.
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