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The Wurm Online Market Overall

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56 minutes ago, Angelklaine said:

Its a marketing point, not a strenght. Its actually a weakness. If silver was to dissapear today, people would barter and the game would go on. I have bartered with players many times. I have met many players who cant offload goods for silver, but when offered bulk or enchants in exchange, it moves instantly.

 

There is more to trade than just making money. You are wrong.

 

And your point being about bartering? Money is made to make trading easier. You could sit on your (for example) nails for months, waiting for someone, who matches two criterias - needs nails and has something to offer, which you need. In current situation you have to find someone, who just needs nails. Trade the nails for something of universal value(Silver in Wurms case), so you can the use that universal value to buy something you need. So removing Silver just overcomplicates things in general, the fact that you have bartered things means absolutely nothing.

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No one is saying money is useless or that it does not facilitate things. Thats a totally different discussion. What I am saying are two individual points:

 

1) RMT is not a necesary or even beneficial part of the game. The game can survive just as well if no one was allowed to sell/buy silver with real money from other players. In fact, very few other games allow this practice, and it is reviled by players worldwide. The fact that CCAB uses it as a selling point does not mean its necesary or even good for the game.

 

2) There is much more to the market than silver. People trade, people donate, people even work on socialist systems which they all in some way participate in trade one way or another. Why skill 90 platesmithing? Because perhaps you want to provide and imp stuff for your village or yourself. I have 3 accounts with 90+ platesmithing, and have only sold a single set ever.

 

 

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I don’t think RMT is a problem for Wurm. I think it’s beneficial, and Wurm wouldn’t be the same or as successful without it.

 

however we’re just a bunch of gamers speculating and I’m sure most of us if not all are biased about how we like things VS what actually is working for the game. 

 

Ive seen in the past info about # of premium players by month, # of new prem players, bought silvers, silvers spent in game, trader economy info, etc. anyone know where that can be found?. I’d imagine the data could provide an argument for or against RMT and other things being discussed here. The dev’s have that data and I’m sure make their decisions with it in mind too. 

 

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11 hours ago, Gladiator said:

You cannot play on two accounts at the same time, and the way the game is designed it kindof wants you to. It wants you to have a priest and a crafter, it wants you to have a path of love for enchanted grass and a path of knowledge for the smithing, it wants you to have insanity for fighting, it wants more accounts from you.

 

No, they want you to interact with others. Just because over half of Wurm's population is all 'STAY AWAY FROM ME HUMANS!' doesn't detract from them wanting you to be forced to either make numerous alts or deal with other people who perhaps have the ability you want done in-game, often having to use trade for it. (Thus enhancing the economy.)

 

17 hours ago, Angelklaine said:

Ok skipping that one!

 

It was actually an interesting read from a player who's been around for awhile and looking at things glumly/pondering bailing, as many of us are wont to do when the trade dries up.

 

2 hours ago, Angelklaine said:

If silver was to dissapear today, people would barter and the game would go on. I have bartered with players many times. I have met many players who cant offload goods for silver, but when offered bulk or enchants in exchange, it moves instantly.


Thing is, people seem to have forgotten what bartering even is. I have a good/service you want, you have a good/service I want, we exchange goods/services, and both are happy. Coin is just used in place of goods often nowadays.

 

18 hours ago, Alkhadias said:

Someone said (advertise Wurm! Make some marketing, promote the game!) How? How the hell you wanna promote 12y old game? It's a dream. None now want's to play that outdated games.

 

I actually went searching for a game with an old MUD style back when I was looking around for a game...and stumbled across Wurm. Because I wanted something with that old text/inventory look. Don't discount the few people who may be interested just because a new generation wants 'nice and shiny'. Eventually nice and shiny gets old because you realize the game-play itself suffers when they focus on making things look good...it's less fun to play.

 

2 hours ago, Angelklaine said:

I cant believe people are defending RMT.

 

2 hours ago, Angelklaine said:

There is more to trade than just making money.

 

If you're arguing we get rid of it on Wurm, then I stand on the side against you on that front. It's really unique to have a game where your time spent/coin earned has a RL value attached and you can cash out if you find the right buyer, AND it's supported by the devs instead of done in some black market/back alley side trade with bots that produce the coin to sell you and is used to steal your password/steal your account/run your account to produce more coin. I'm rather tired of that type of mentality on games. Keeping it out in the open shines light on it at least, keeps it legit. I like the fact that if I get tired of this game, I can turn around and sell off/get at least a tiny bit of the money I invested back.

26 minutes ago, Angelklaine said:

I have 3 accounts with 90+ platesmithing, and have only sold a single set ever.

Oh, you already participated in RMT and are now just bad-mouthing/being hypocritical about it so others can't profit how you did.

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37 minutes ago, Angelklaine said:

No one is saying money is useless or that it does not facilitate things. Thats a totally different discussion. What I am saying are two individual points:

 

1) RMT is not a necesary or even beneficial part of the game. The game can survive just as well if no one was allowed to sell/buy silver with real money from other players. In fact, very few other games allow this practice, and it is reviled by players worldwide. The fact that CCAB uses it as a selling point does not mean its necesary or even good for the game.

 

2) There is much more to the market than silver. People trade, people donate, people even work on socialist systems which they all in some way participate in trade one way or another. Why skill 90 platesmithing? Because perhaps you want to provide and imp stuff for your village or yourself. I have 3 accounts with 90+ platesmithing, and have only sold a single set ever.

 

 

Not beneficial?

Code Club sells silver, every silver in game originates from CC store.

Currently there is 251600 silvers in freedom cluster (inc Chaos). That is 1.6 * 251000 euros, thats amount CC has directly earned from silver sales. Source: https://www.wurmpedia.com/index.php/Server_graphs

If this is not beneficial for Code Club AB, then I don't know.:)

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36 minutes ago, Corsan said:

 

No, they want you to interact with others. Just because over half of Wurm's population is all 'STAY AWAY FROM ME HUMANS!' doesn't detract from them wanting you to be forced to either make numerous alts or deal with other people who perhaps have the ability you want done in-game, often having to use trade for it. (Thus enhancing the economy.)

 

 

It was actually an interesting read from a player who's been around for awhile and looking at things glumly/pondering bailing, as many of us are wont to do when the trade dries up.

 


Thing is, people seem to have forgotten what bartering even is. I have a good/service you want, you have a good/service I want, we exchange goods/services, and both are happy. Coin is just used in place of goods often nowadays.

 

 

I actually went searching for a game with an old MUD style back when I was looking around for a game...and stumbled across Wurm. Because I wanted something with that old text/inventory look. Don't discount the few people who may be interested just because a new generation wants 'nice and shiny'. Eventually nice and shiny gets old because you realize the game-play itself suffers when they focus on making things look good...it's less fun to play.

 

 

 

If you're arguing we get rid of it on Wurm, then I stand on the side against you on that front. It's really unique to have a game where your time spent/coin earned has a RL value attached and you can cash out if you find the right buyer, AND it's supported by the devs instead of done in some black market/back alley side trade with bots that produce the coin to sell you and is used to steal your password/steal your account/run your account to produce more coin. I'm rather tired of that type of mentality on games. Keeping it out in the open shines light on it at least, keeps it legit. I like the fact that if I get tired of this game, I can turn around and sell off/get at least a tiny bit of the money I invested back.
 

 

Oh, you already participated in RMT and are now just bad-mouthing/being hypocritical about it so others can't profit how you did.

RMT is not trading. RMT is selling for real money. Real Money Trade. I am not against people making money. If you can help your family with profits from a videogame, thats great. What I have problems with is when people want the devs to make development decisions that protect their business. If you want a new armor type to be prevented from releasing because it will hurt your bottom line, then yes you can believe I have a problem with that.

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This game keeps going down and down population wise and always will until something other then grinding skills and building are added , its plain and simple fact.

There is a difference between a mmo and sandbox .

 

MMO have expansions and DLC depending on there setup , so they are adding new contain to do or see .

Sandbox leaves  up to the individual  to make there own way in the world and things to keep you busy or having fun , this is were Wurms problem is .

 

A lot of players today want fast quick results and if they don't get that they move on .

There is a reason why games like WOW are so popular , you are given everything on a silver platter almost .

 

I never want to see Wurm become this , if it does then there will be a large exit sign for many players waiting .

Rifts were added , its a good start , missions also nice addition on freedom but there needs to be the option of being able to sell you're account appeals to many as you can see by backdoor sales of other games on 3 rd party sights ....

 

The removal of silver or rmt would kill wurm there is no maybe its a truthful fact ...just ask any player .

Plus its faster to buy silver using real cash then make it ingame most of the time , people make silver in game by trades for ether deed upkeep , resale or just for fun .

 

It is not a full time job , you're time would be better spent in real life for that .

 

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13 minutes ago, rixk said:

Not beneficial?

Code Club sells silver, every silver in game originates from CC store.

Currently there is 251600 silvers in freedom cluster (inc Chaos). That is 1.6 * 251000 euros, thats amount CC has directly earned from silver sales. Source: https://www.wurmpedia.com/index.php/Server_graphs

If this is not beneficial for Code Club AB, then I don't know.:)

CCAB selling silver is not RMT. They own the currency, they arent trading it. They allow you to use it in exchange for payment. Its a service. RMT refers to players selling and buying for real money.

Edited by Angelklaine

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5 minutes ago, rixk said:

Not beneficial?

Code Club sells silver, every silver in game originates from CC store.

Currently there is 251600 silvers in freedom cluster (inc Chaos). That is 1.6 * 251000 euros, thats amount CC has directly earned from silver sales. Source: https://www.wurmpedia.com/index.php/Server_graphs

If this is not beneficial for Code Club AB, then I don't know.:)

 

Ok, I get it, a company allowing its own clients to undercut it is pure wogic in its finest form.

 

Fortunately, mathematics and economics don't obey wogic.

 

If players weren't re-selling the silver, the players buying it would buy it directly off CCAB.  Let's say 10% of the silver winds up resold for the sake of round numbers.  25160 silvers obtained from the website then some other player turned them into real money.  That means that the buyers, instead of paying CCAB 40256 euros (25160x1.6), spent 25 grand on other players.  Let's say for the sake of argument that half those buyers would have never bought the silver off CCAB, that's 20128 euros NOT put into development.

 

Twist it aaaaany way you want, bring in elves if you want, that's a garden variety profit loss.

 

Remember that next time you're frustrated because a feature you want is taking way too long to develop.

 

And.. @Gladiator.... you can run alts on WU easily, it's even in these forums.

 

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5 minutes ago, Damascus said:

The removal of silver or rmt would kill wurm there is no maybe its a truthful fact ...just ask any player .

Plus its faster to buy silver using real cash then make it ingame most of the time , people make silver in game by trades for ether deed upkeep , resale or just for fun .

 

My previous post was under the premise that only a small minority buy silver off other players, my guesstimate was a 10% hit in silver sale profits for CCAB.  So killing RMT would kill a small elite of silver resellers and deter a few of their buyers, while I'm sure many buyers would "meh" and just pay retail price for their silver.  So "kill wurm", highly unlikely, specially if high end accounts disappear when their owners leave and other players find market gaps to fill.

 

If removing RMT "killed Wurm", that would point to YUGE pile of money being taken from CCAB, so removing it would bring the profits right back up, speed up the developer cycle with extra cash for proper advertising, and make the game more marketable.

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8 minutes ago, Mordraug said:

 

My previous post was under the premise that only a small minority buy silver off other players, my guesstimate was a 10% hit in silver sale profits for CCAB.  So killing RMT would kill a small elite of silver resellers and deter a few of their buyers, while I'm sure many buyers would "meh" and just pay retail price for their silver.  So "kill wurm", highly unlikely, specially if high end accounts disappear when their owners leave and other players find market gaps to fill.

 

If removing RMT "killed Wurm", that would point to YUGE pile of money being taken from CCAB, so removing it would bring the profits right back up, speed up the developer cycle with extra cash for proper advertising, and make the game more marketable.

It's another dream. Not gonna happen. Even if devs would ban rmt, in few days, we'd have another underground platform for it. If people used to it for years, you're not gonna change it just so.

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Wait, I'm confused - the graphs show the number of actual silver floating around, not the amount traded, right?  So if there are a total of 250k or so total silver in all bank accounts across the cluster, that 250k must have originally been bought from CC?  What actually happens to it afterwards doesn't change the fact that CC earned the store rate for those 250k silver (historical price changes notwithstanding)?  In fact, that figure is probably low, since it presumably doesn't include silver that has been removed from the market for deed upkeep, trader sales, premium, etc.

 

Sure, someone buying 50s from someone else is 50s worth of store silver CC didn't sell, but then, there's no guarantee that that person would have bought that silver from the store anyway if player-player trading didn't exist.  This is the same level of argument as saying everyone who ever pirated something would have bought the same thing at full market rate if they couldn't have pirated it; it's a fallacy, and the only people who really believe it are the lawyers hired by the rights holders.

 

There's already a secondary market where sleep powders are used as a currency - many traders seem to accept them as part or full payment.  I'm guessing that some of them will use the powders they obtain, but I also suspect that most either reuse them as currency or sell them on to folks who actually want powders.

 

Also, it's important to note that the devs don't have a 'campaign against the market' (as far as I can see).  They're just not specifically supporting it, or prioritising it over other concerns.

Edited by Wonka

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5 minutes ago, Mordraug said:

 

Ok, I get it, a company allowing its own clients to undercut it is pure wogic in its finest form.

 

Fortunately, mathematics and economics don't obey wogic.

 

If players weren't re-selling the silver, the players buying it would buy it directly off CCAB.  Let's say 10% of the silver winds up resold for the sake of round numbers.  25160 silvers obtained from the website then some other player turned them into real money.  That means that the buyers, instead of paying CCAB 40256 euros (25160x1.6), spent 25 grand on other players.  Let's say for the sake of argument that half those buyers would have never bought the silver off CCAB, that's 20128 euros NOT put into development.

 

Twist it aaaaany way you want, bring in elves if you want, that's a garden variety profit loss.

 

Remember that next time you're frustrated because a feature you want is taking way too long to develop.

 

And.. @Gladiator.... you can run alts on WU easily, it's even in these forums.

 

Selling silver also creates buzz, word to mouth.. you name it. People join the game with intent to make money while gaming(it is not very rare occasion, when people ask "how can i start making money in this game"). Some of course fail and go away. Some will become paying customers, which you conveniently ignore.

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13 minutes ago, Wonka said:

Wait, I'm confused - the graphs show the number of actual silver floating around, not the amount traded, right?  So if there are a total of 250k or so total silver in all bank accounts across the cluster, that 250k must have originally been bought from CC?  What actually happens to it afterwards doesn't change the fact that CC earned the store rate for those 250k silver (historical price changes notwithstanding)?  Sure, someone buying 50s from someone else is 50s worth of store silver CC didn't sell, but then, there's no guarantee that that person would have bought that silver from the store anyway if player-player trading didn't exist.  This is the same level of argument as saying everyone who ever pirated something would have bought the same thing at full market rate if they couldn't have pirated it; it's a fallacy, and the only people who really believe it are the lawyers hired by the rights holders.

 

There's already a secondary market where sleep powders are used as a currency - many traders seem to accept them as part or full payment.  I'm guessing that some of them will use the powders they obtain, but I also suspect that most either reuse them as currency or sell them on to folks who actually want powders.

 

Also, it's important to note that the devs don't have a 'campaign against the market' (as far as I can see).  They're just not specifically supporting it, or prioritising it over other concerns.

Yeah, it is silver sitting in banks. More important data tho would be the money bought/sold from the store in last month. Absolute numbers obviously go down as playerbase shrinks, but using proportionate amounts(Silver bought per player) should be more informative, which is not available to public sadly.

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I wonder how much silver enters the economy via MOI foraging/digging.

 

(From my perspective not enough. I play a game and have no problem paying for premium, but to pay my in-game deed I want to earn money in-game without slave laboring for it. My deed is really small (2s per month) and I still have to buy silver in the shop to pay for it. Sucks and probably turns off a lot of people enough to make them *not* play Wurm. Disclaimer: I even bought silver to buy a merchant like a year ago. I earned 2 silver something from that merchant selling some cordage ropes and a few gems... my QL 70 carpentry made tools (unenchanted) might as well have been used to fuel the forge...).

 

Edit: Merchant is sitting in a market, not on my deed. Probably the deadest market of Xanadu (Black Forest Bazaar) but a market :P

Edited by Eltaran
Because

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maybe:

 

Spoiler

 

  • All player sales go through a CC market.  If you have a character to sell, you hand it over to CC to sell on their shop on consignment.
    • CC gets paid a commission as any consignment shop would.
    • The buying player is protected since buying from CC.
    • CC can monitor where, and to whom, characters are going.  With those records, they can demand a name change so that the name of a character is always associated with the human that created it.
      • No more selling off bad reputations.
      • History is preserved since all transactions done through CC.
    • Black market sales are severely punished. 
      • Proof of black market offers provided by a player brings them a reward, and strips the offending player of many things.  It is not worth the risk. 
  • Since silver sold by players is cheaper than silver sold by CC, the only sanctioned sales of silver are back to CC.
    • They offer a buy-back program.
    • Black market sales are severely punished.
    • CC has a clear picture of how money travels in their game.  Better metrics, better data, better CC driven market corrections.

Everything financial related to Wurm Online goes through Code Club, and they make a percentage off every transaction.  Every single leveled character within Wurm Online belongs to CC, which is actually true.  Any financial windfall to a player is by the grace of CC, which is actually true.  The finances involved should reflect that.

Just a thought.

 

 

****************************************************

Say CC has sold 250k silver.  Ok, yes, that's silver they've made money on.

New Player Josephus joins and wants to buy silver.  He buys from Old Player Wingnut.

CC makes nothing off that transaction at the moment.  Wingnut does.

Josephus now has silver with which to pay premium, upkeep, etc.

CC has made no revenue from Josephus, Wingnut has.

The real money has all gone to Wingnut.

 

Wingnut has either recuperated money for silver he bought from CC, which he can still do above,

OR, Wingnut amassed that silver in-game and is now purely profiting while CC could otherwise have had a sale to Josephus.

 

Wingnut can still profit if he has amassed the silver in-game and sells it back to CC as suggested above.

CC gets the sale from Josephus.

 

Wingnut has gone from a parasitic relationship (not pejorative, biological) with CC in which he was leeching off revenue, to a symbiotic relationship with CC in which he serves as a valued silver-sink.

Wingnut loses nothing.

Josephus still gets silver, and now contributes to CC's revenue.

CC patches a hole in their revenue stream.

Edited by Reylaark
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1 hour ago, Eltaran said:

I wonder how much silver enters the economy via MOI foraging/digging.

A percent of deed upkeep and silver premium goes into the pool of money you can get from traders foraging killing butchering burying selling to token, its not adding coins to the economy.

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3 hours ago, Mordraug said:

 

My previous post was under the premise that only a small minority buy silver off other players, my guesstimate was a 10% hit in silver sale profits for CCAB.  So killing RMT would kill a small elite of silver resellers and deter a few of their buyers, while I'm sure many buyers would "meh" and just pay retail price for their silver.  So "kill wurm", highly unlikely, specially if high end accounts disappear when their owners leave and other players find market gaps to fill.

 

If removing RMT "killed Wurm", that would point to YUGE pile of money being taken from CCAB, so removing it would bring the profits right back up, speed up the developer cycle with extra cash for proper advertising, and make the game more marketable.

That's the problem its not 10% , you can watch trade chat or forum and see coin being sold or for sell all the time.

You're small elite amount of players selling is not just elite players but the average joe as I have noticed pass 6 months in trade chat .

So that is a larger lost to CCAB plus it is cheaper to buy from other players.

 

And wen the higher up accounts stop playing they are sold off more often then not , as a few players have stated they do not like the direction Wurm is going in .

Wish they would have given reasons instead of a blank response with no meat ...

 

As is the population is becoming smaller and smaller every month , some players see that you can get some cash back by selling silver/gold or accounts its a main reason for some to try wurm out.

 

Its no different then Entropia , that's is also a large RMT game but also gambling that they deny because it is not permitted in the country of origin  , gambling that is .

 

Wurm needs reason for people to play , some like the old style feel of EQ early day of play but its a shadow of what EQ and older such game had to offer compared to skill grinding , terraforming and a RMT as wurm .

 

Makes no difference what game you play now a days there is always a black market for accounts or gold/plat or gems .

 

Wurm needs to add and find something to pull more players in simple as that or prepare to play WU accounts alone or single player ...

 

 

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On 3/21/2018 at 6:48 AM, Shmeric said:

A fly sat on my desk and asked me to post this. Don't hammer me if that's a bad idea, it was the fly!

 

Fly says she's a skilled cook. Her spoons and cauldrons are all top quality, well designed for masterchef, and with those she can do most delicate poocake in town. Just poodelicious!

However, she's a horrible carpenter. She said, at one point she thought a top quality hammer would help her build better cupboard for the million kids, but she was mistaken. She was just crap at carpentry, the cupboard turned out to be a staircase and on top of that, she also ruined the hammer! She just didn't have the skill to use such a delicately balanced tool. So now she's using a cheap hammer. This hammer can take a beating and doesn't break at first inaccurate move and even though she can't create a masterpiece cupboard with it, she can craft good enough stools.

She then had to leave, something about 120 eggs whatnot. I don't know much about cooking.

 

Now I'm still trying to figure out the whole meaning of this fly's point behind all this story. Let's face it, I'm not the brightest and some brilliant ideas just fly over my head.

But I think it has something to do with tool quality, skill level and the damage on the tool when being handled by some incompetent user. 
 

Speaking as someone who does some carpentry for their business I can say with confidence that ending up with a staircase while building a cupboard is never going to happen. lol  One is more fine carpentry than the other, and both use different kinds of wood (for the most part).  Just had to nitpick. ;)

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When you have enough finite resources. Player level cap that never really can be lowered. (no perma death). or just simply chr gets resold. 

It was only a matter of time before the market would become saturated. The supply(too much out there) and demand(not enough bought) :) 

Simple economics here people. We can go around and around in circles all day, debating this or that. but it is what it is. The game mechanics are set up thus so. here we are with a poor economy that saturated, and will only get worse. But i'm not here to play the economy. I just like the play. Doing this or that in the game or even explores seeing what everyone has built. 

 

Good luck with this discussion thread. hope some good solutions come out of it.

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On 2/16/2018 at 4:03 PM, JakeRivers said:

 

The entire game is built around the improving system, don't see how your idea would work at all. ---> lif that way

I know how you can make it work.  You could imp the weapon heads instead of the weapons themselves, and make it where the QL and rarity from the weapon head transfers to the completed weapon 100%.  The completed weapon wouldn't be able to be imped, but could be repaired.  That would work for non-rares at least.  Rares may need a buff to balance out the item sink.  (Maybe they could be exempt from this?)

 

We do need some sort of item sink to remove existing items from the economy as people craft more of them.  Right now, high QL items hardly take any damage on use, so there's very little reason for anyone to replace their existing tools.  That's hurting the economy.

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This thread scares the liven heck out of me. All these people begging for hardcore nerfs, all so they can sell stuff.

 

I think it's Wurm that has taught me that I should always look to see how the game handles RMT. Basically, any game that lets players make RMT is going to have serious problems. I stick with Wurm because of my history with it mind you. RMT take the fun out of the game because of the greed and competition it causes in the game.

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1 hour ago, joedobo said:

This thread scares the liven heck out of me. All these people begging for hardcore nerfs, all so they can sell stuff.

 

I think it's Wurm that has taught me that I should always look to see how the game handles RMT. Basically, any game that lets players make RMT is going to have serious problems. I stick with Wurm because of my history with it mind you. RMT take the fun out of the game because of the greed and competition it causes in the game.

Maybe there should be a separate form of in-game money that isn't directly purchased with real money then?  My suggestion would be completely separate from RMT if the entire game economy wasn't driven by RMT.

 

We need some sort of economy in the game.  It's a driving factor of whether people stay or leave, and without an economy, everyone's gameplay suffers.  Right now, the economy is largely stagnant.

Edited by Tathar

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On ‎3‎/‎21‎/‎2018 at 2:44 PM, Alkhadias said:

My point of view as well as my expierience are totally different.

You explained your point of view and motivation for playing the game very well. I found it held my attention as I read through all of it. Although I of course don't find any attraction to it, I think it points out and enforces my position taken in my post that you quoted.

 

Most other online games with huge player populations offer no ability to make RL cash conversion substitutes by design and yet they are hugely successful in terms of game profitability through the number of players that they attract to them. Wurm has been one of the few games that do offer this opportunity that encourages this play for profit potential, whether it be used for in game expenses or external RL cash conversions. As this potential has been diminished and balanced out over a wider player population it becomes less satisfactory for those such as yourself who focus upon it.

 

My contention is that there is much more to the game than that money making potential and this is the direction that the game should take, which places much less importance upon it (making silver). The end benefit is that it turns the game more in the direction of the conventional enjoyment aspects of playing the game such as most other game developers follow. In turn this makes the game less expensive to play for everyone, except of course those who focus their game play upon making profits at other players expense.

 

Yet most other online MMO's have a successful and alluring in game trade system which supports an in game "economy" not tied into RL cash substitutes and without any ability to make RL profits huge amounts of players still play these online games with seeming enjoyment of participation in this "market economy". To me this points out the fact that for the continued success and draw of new players to Wurm Online, that this RL money making ability is not necessary and is just an additional lure to draw and retain players. In the end the detrimental effects of increased player costs due to these play for RL profit motivation structures do not outweigh its benefits. Rather it draws the type of players to it who will attempt to retain and expand further their opportunities to make RL cash equivalents. For them good, as you have pointed out, for the rest not so. Therein is the conflict.

 

=Ayes=

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