Comment by rapind

4 years ago

In my early 20s I played an MMO called Asherons Call. I discovered a vendor in one high level area that would sell bows for less than a specific vendor in a low level area would buy them, netting you a small margin per bow.

Being a programmer I wrote a script that used two different teleport skills (lifestone and portal recall I think?) and a bit of movement and clicking based on pixel (Color) matching to deal with latency, tweaking it over time, and started printing in game money. I would come home from work to a backpack full of D notes (unit of currency I adapted my script to convert).

Then I would sell these D notes on eBay. Did this for a few months. First month I made over 7k USD (I shit you not). 2nd month about 3.5k, maybe 1k third month, so basically the market collapsed and I moved on (to other fun exploits… once you’ve been bitten by the exploit bug…).

In retrospect I regret it.

I’m a total hypocrite saying this, but I think this sort of crap has ruined MMOs, and gotten far more advanced and efficient over the years.

The fun I had in AC before I started doing this stuff is something I wish more people could experience, but I suspect has been lost.

> I think this sort of crap has ruined MMOs

Once you start allowing (or failing to prevent) real world transactions from altering the play of the game, which is really hard to do while still allowing any sort of item/money transfer between players, some subset of the player base will view their effort as devalued. Some other part of the player base will be delighted that while they don't necessarily have the time to put into the game, they can still get help progressing. There are of course the fringes of those that devote themselves to supporting this market or exploiting the market to support their power fantasies (which of course include flexing that power on other players).

There are valid uses for that market though, such as those aforementioned players that don't have time but would like to not be stuck for inordinate amounts of time at certain power levels. Basically, the same reason some games have difficulty levels. Some people want the challenge, others just want to experience the game.

> In retrospect I regret it.

It's sort of like allowing yourself to use a cheat in a game the first time through. If you take away a significant portion of the challenge when that's one of the things you're there for, the game can become much less fun. Other times, it just becomes a game within a game where you're playing market trader or whatever, which is fun while money/resources are still scarce, but then less fun after they aren't because of your wealth, and then you return to the main game to find it's less fun too.