Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
I don't think bidding for freeholds would enable rmt
Kionashi
Member
I just wanted to point out that, at least I don't see how people could use real money to buy freeholds. Maybe I don't know all the details but this is how I imagine the whole process of "selling" your freehold would be
If you want to sell your freehold you simply put it "on sale" and set a "base price", then the system makes an annoucement on the node area so anyone who can afford it can bid to get the freehold. The auction will last 1-2 weeks and in the end the highest bidder gets the plot.
So even if you pay for someone to sell you the freehold, if they set the price to 1 gold, every player in the node would be able to bid for it skyrocketing the price in game making the whole rmt useless.
so yeah the solution to rmt is not being able to direcly sell your freehold to other players but put it on the bidding system so anyone can buy it.
If you want to sell your freehold you simply put it "on sale" and set a "base price", then the system makes an annoucement on the node area so anyone who can afford it can bid to get the freehold. The auction will last 1-2 weeks and in the end the highest bidder gets the plot.
So even if you pay for someone to sell you the freehold, if they set the price to 1 gold, every player in the node would be able to bid for it skyrocketing the price in game making the whole rmt useless.
so yeah the solution to rmt is not being able to direcly sell your freehold to other players but put it on the bidding system so anyone can buy it.
0
Comments
One, I take my money to a website, trade it for gold, and use that gold to buy a freehold.
Second method - I am selling a freehold. Instead of selling it in game, I list it on ebay.
Keep in mind, direct selling is an option. Auctions are not required.
of course my idea is that freeholds should only be sold in auctions.
Also, parting on the premise we can buy gold, we could already say this game is pay to win anyways...
Yeah, but the point people are making is that freeholds are a thing a player new to a game would want. If you join a game after a year or two and see how much gold you need to get a freehold, buying that gold is the only reasonable option.
Literally the same thing with BiS Legendary gear, flying mount eggs, RMTing for castle ownership, basically everything in the game. If Intrepid does not control RMT freehold is the last thing to worry about, since people will RMT for literal power, this argument is pointless.
I remember for Asheron's Call you could buy all sorts of stuff on eBay. The company didn't do anything about it, even though it was more than likely against ToS.
They won't. It's literally impossible. The only way you can make a serious dent in RMT is to remove player traded currency, limit trade window size, limit stack size, put level restrictions on trading(to control the mules), ect.
And that wouldn't stop it, that would hinder it somewhat. Bidding on houses is nice in theory, like it's been said the guilds would have first picks, naturally since this game is built heavy around teamwork which I think is phenomenal.
But that will absolutely 100% not be the case. Guilds will be real lucky if they get any freeholds. You know how much money has been spent in WoW for 1 single unlimited quantity uncommon raid item, that doesn't have a grandmaster crafting bench attached to it lol? Thousands of US dollars..
Now imagine if this game does pretty decent and what people will pay for a freehold
To be clear (I know you dont understand nuance at all), I am not saying Intrepid should change the way they are doing this because it will encourage people to RMT.
What I am saying is that it will encourage people to RMT.
There is a subtle difference between those two statements in terms of how they are written, but a MASSIVE difference in terms of the meaning of each.
Not just that, having those exclusive crafting benches in a freehold is the ticket to making some excellent GP/h.
They're way too sought after regardless of this as well, they are limited, they have exclusive benches, they are open world housing in an MMO... They will very likely be in a game on the scale of one of the largest MMOs of all time on fullish what, 15k pop servers?
They're too tied up with money, they will be exploited by farmers. If not in the IMMEDIATE rush, then not long after when people are looking to sell for large large sums by gold farmers who are going to dwarf everyone else in wealth(so they can make more money with the benches and/or renting it out to "family members" lol).
I want to see obtaining freeholds moved from a bidding system to systems similar or identical to the mayoral systems. Combat tournaments for military nodes(gladiatorial arena style), bidding still for economic nodes(for P2W andys), faith based questing speedruns for religious nodes lol, and elections for scientific nodes. They can still be bought/sold after acquisition, but RMT is going to absolutely ruin them as they exist.
The problem isnt the players, the problem is Intrepid.
For more than 25 years, the MMO vernacular has been that harvesting is the collection of materials, and crafting the act of turning those materials in to something useful.
Many games have processing of those materials in to intermediate products as Intrepid does, and that has always been a part of crafting.
Intrepid just deciding that they want to call that something different doesn't change that 25 year old vernacular.
The stupid thing is that Steven understands this. He knows players will call tanks tanks, regardless of the class name - because that is the vernacular.
So, wether Intrepid intended it or not, their current system is that harvesters gather material, crafters turn those materials in to other items. Some crafters are considered processors, and some crafters are considered crafters.
It isnt people that messed it up, it is Steven either not thinking things through, or thinking his one game can change a 25 year old vernacular.
And it's not that hard to learn a new term, especially when it's one of the biggest parts of the game.
It isnt about it being hard to learn a new term or not.
It's about it being stupid that Intrepid not follow basic naming conventions in one aspect, and yet argue in another aspect that they should follow those same conventions.
Calling the tank class tanks is fine because people will call them tanks anyway.
Calling all crafter professions crafters is fine because people will call them that anyway - oh wait no, we want you to call some of the processors.
I sometimes do wish the amount of thought Steven put in to the game matches the amount of money he put in.