Posts Tagged ‘rmt’

The Guardian Cub Experiment, One Year Later

31 January 2013 | No Comments » | Heartbourne

The Guardian Cub’s release in November of 2011 was met with mixed reception – a pet that you could buy on the Blizzard Store with real world currency and sell to other players in-game for gold provided a unique opportunity for players. Forums and comment threads were ablaze: was it the gateway to real-money trade in WoW? Could it combat security concerns by decreasing black market gold buying? Would it change the pet store forever?

The answer to these questions seems to be “probably not”.

The experiment of the Guardian Cub was straightforward – Blizzard released the pet to test the water. Would players actually buy the pet in order to sell it for gold in game? Would this, in turn, decrease black market activity for gold buying and, by extension, security issues and botting?

While players don’t have access to the numbers, there doesn’t seem to be any fewer botters. If anything, the increased popularity of the game brought on by the expansion has heralded new waves of bots: people flying in Pandaria before level 90 while gathering, paladins farming Halls of Lightning, and persistent PvP bots. As for black market gold trade and security threats, there are plenty of spammers in trade chat still phishing for people to buy TCG mounts outside of the game and shady websites where you can buy gold.

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Where do you stand on RMT?

16 May 2012 | 7 Comments » | Mike

We were told by developers and publishers over the years that real-money-trading was a scourge on online gaming and ruined the experience for everyone. Rules were added to the term and conditions for just about every game to make sure that everyone knew it was not allowed and wouldn’t be tolerated. Those that did not heed the warning would risk their account being banned forever.

It seems that in the end, money rules and no one really cares whether or not real-money-trading ruins games or not.  Sony Online Entertainment was the first to allow item and account selling for Everquest and Everquest 2, but shut-down the service in early 2008. Probably because of the enormous fees they charged and sellers decided the blackmarket was better for them.

Yesterday Diablo 3 launched with it’s own RMT auction house, even though Blizzard has been railing against RMT for years. It seems the real issue wasn’t that it ruined their games, but they weren’t getting a cut of the cash.

Blizzard has been adamant about their game accounts, stating time and time again, that they are the owners of the accounts and not the players, but by allowing players to buy and sell accounts to each other, isn’t Blizzard indirectly conceding they really aren’t the owners?

What Blizzard is trying to get away with here is renting you an online account, while making you pay for the game. If I paid for the game and the game requires me to make an online account to use it, then you can’t say I don’t own that account.  Otherwise I cannot gain access to the game which I paid for.

Having said that, it would be reasonable to say that since I purchased the game, and the game requires an online account, then I own that online account. Going a step further, I should then be able to sell my account to anyone I want without using Blizzard’s auction system.

Where do you guys stand in the new RMT world? Is what’s good for the goose, good for the gander? Does Blizzard have any leg to stand on when it comes to RMT and players selling their accounts and items privately? Or do you believe that RMT still ruins games?

Diablo III Real Money Auction House: Analysis of Fees, Market Forces, and Strategy, Part 2

14 May 2012 | 1 Comment » | Heartbourne

Part 1 | Part 2 | Part 3

"And your wallet shall tremble..."

Last time, we looked at how the fees for the different auction houses will affect trading in Diablo 3. Today, I’d like to look at it from Blizzard’s perspective and understand how the company selected the fee structure, what it will be paying attention to, and how it might treat the auction house in the long-term.

If there’s one thing Blizzard learned from Diablo II, it’s that there is a huge demand for functional in-game economies. Where Blizzard did not provide, players and companies emerged and established methods for trading and valuation. Both Diablo II and World of Warcraft have shown that there is a huge demand to use real money to purchase things, like characters, items, and gold. Blizzard took a staunch “no-RMT” policy for World of Warcraft, as expressed in the game’s Terms of Service, and does not hold back in banning accounts used to sell items or gold. If you haven’t seen it yet, it really shines a light on how serious Blizzard is about preventing RMT in WoW:

Blizzard has acknowledged that WoW gold purchased from third parties is “most commonly” obtained through compromised accounts. Blizzard has also acknowledged that third-party sites in Diablo II were often the source of credit card fraud and often did not provide a high level of service. It also promoted spam, bots, and hacking. It makes sense for the company to offer this service to players directly and built into the client: it provides a better experience and Blizzard can skim a bit of cash as well.

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Diablo III Real Money Auction House: Analysis of Fees, Market Forces, and Strategy, Part 1

10 May 2012 | 9 Comments » | Heartbourne

Part 1 | Part 2 | Part 3

On May 15th at 3 A.M. PDT, the heavens will tremble and Diablo 3 will be live. Players will be able to scour Sanctuary for gold and epic loot and trade it on the in-game gold-based auction house immediately, and a week later, the real money auction house will open, where players can trade their items with other players for real world currencies.

The recent announcement of the fee schedule for the “real-money trade” (RMT) auction house had some players astonished at the prices. The fee for the gold-based auction house is 15% of the sale price and while the real-money auction house matches that 15% for “commodities” (e.g., stackable items, gems, materials, dyes, etc.), it charges $1 for equipment and unique items. These fees are charged to the seller and deduced from the money they receive from the sale of the item. Additionally, the real money revenue is credited to a Battle.net account balance; if you want to be paid and withdraw the funds to Paypal, this incurs an additional 15% charge. Once you get the money into Paypal, you can transfer to a bank account for free, or do anything you could normally do with Paypal credit.

If you are at all familiar with Blizzard’s other major auction house system, the WoW gold auction house, you might notice the similarities and differences easily. Here’s a quick rundown of WoW’s auction house fees:

  • 5% of the sale price on same faction auction house (99% of the trading), 15% on neutral auction houses
  • Players must put down a deposit when selling items. If the item fails to sell, the deposit is not returned. The deposit varies based on the length of the auction and the vendor value of the item.
Seems like the Diablo auction house is a lot less forgiving, doesn’t it? Read on for some of the possible motivation.

Guild Wars 2 Microtransactions Explained: RMT Included

20 March 2012 | No Comments » | Mike


Today ArenaNet revealed more details about Guild Wars 2‘s microtransaction item-store, revealing that it will allow players to participate in real-money-trading (RMT).

The basic system works on three currencies: gold, gems, and karma. The karma currency is not trade-able, and is only used for unique in-game rewards. However, the gold and gems currencies can be traded freely; with gems being purchasable with real money, and are the only accepted currency in the item-store.  This works similar to EVE Online‘s PLEX system, but goes a bit further.

With EVE‘s system, PLEX can only be used for one thing: to add game-time to your account. Players can purchase extra PLEX, and sell it in-game to players, who can then purchase it with in-game credits. This gives players a way to play EVE Online free, if they’re good at making money in-game.

Guild Wars 2 system is similar, but instead of one purchasable item, it gives players an entire item-store to buy things with.  This also creates a dynamic between the two currencies, as gold will always fluctuate in value, while gems will not. The reason being, that the price of items in the item-store are a lot more consistent than items sold in-game by other players.

This system then creates a sub-market that will actually allow players to make, potentially, huge profits by constantly trading gold for gems. When the value of gold is high, trade it all for gems. As the value drops, trade your gems back to gold, and depending on the fluctuation, you’ll get more gold back then what you started with.

The good news is that the item-store will only sell cosmetic items and items to speed up certain in-game processes; most likely EXP boosts and things of that nature. ArenaNet made the following statement about selling items that give players any sort of advantage,

But it’s never OK for players to buy a game and not be able to enjoy what they paid for without additional purchases, and it’s never OK for players who spend money to have an unfair advantage over players who spend time

The reasoning behind this move is to prevent gold farmers from ruining the game as they’ve done with other MMORPGs. By allowing the players themselves to buy and sell gold, it destroys the RMT blackmarket.

As far as I’m concerned, ArenaNet can do no wrong. The system sounds great, and I’m even more excited for GW2; if that’s even possible.

Diablo 3′s Auction House Fees Swallow 83% of Profits

23 February 2012 | 3 Comments » | Mike

Ok, I’ll admit the title is a bit misleading, as the fees only take up 83% of the profits if the item is sold at the minimum allowed price of $1.50. However, at the same time, it does not include the cash-out fee or the Paypal fee, so the percentage will actually be higher if you add those.

A few days ago, Blizzard posted in their forums about some upcoming changes to the auction house pricing fees for Diablo 3. While it seems they’re moving in the right direction, they still don’t have it nailed down.

Below are the changes that will soon be implemented in the beta:

  • Listing fee is being removed.
  • Transaction fee is being increased to 1.25 Beta Bucks.
  • Minimum listing price is being raised to 1.50 Beta Bucks.
  • You will be limited to 10 active auctions per auction house.

While the removal of a listing fee is great, the successful sale transaction fee has been increased to $1.25. So let’s see how this affects items sold at the following price points.

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Blizzard Jumping onto the Free-to play Bandwagon?

23 February 2012 | No Comments » | Mike

Develop Online is reporting that Blizzard is planning on entering the free-to-play market with an unannounced game, but they fail to mention where they came up with this information.

Blizzard Entertainment is the next major games studio to embrace free-to-play and will apply the model in an upcoming, as yet unannounced game, Develop understands.

After Diablo 3, Blizzard’s next game, Blizzard DOTA, is a very good candidate for going F2P, seeing as every DOTA clone to-date uses that model; however, it’s not an unannounced game. This leaves, of course, Blizzard’s secret MMORPG: “Project Titan”. Although, with the Blizzard name behind it, I would see no reason as to why they wouldn’t stick with a subscription model. This could be accredited to Blizzard plans to expand their RMT (real-money-trading) market, and plans on turning “Project Titan” into something similar to D3.

Blizzard COO Paul Sams previously mentioned at BlizzCon 2011 that the possibility is there for a F2P game, stating:

“It certainly is possible, if we find ourselves in that circumstance, or if we come up with a game where we think that’s the right business model, the most appropriate for players to experience it,

We don’t have any opposition to the concept, it’s just that at this point we haven’t decided to make a game where that is the model. But that doesn’t mean that we won’t.”

So while it’s probably very likely that Blizzard will enter the F2P market within the next few years, your guess is as good as mine to which game will be their first.

 

Leavin’ on a Jet Pack. To an Exclusive, Posh Penthouse…

3 June 2011 | No Comments » | iTZKooPA

Anyone that’s seen The Social Network knows that Zuckerberg’s greatest early scheme was to give a senseof exclusivity to Early Facebook. At one time, the website was only open to .edu addresses, meaning you had to be in or working for a college or university (or be lucky enough to still have access to that address). He extended the idea of the Cool Kids Table from high school to college, added the velvet rope from the “in club” to education. By doing so, he created a phenomenon.

Bo Todd Harris knows the power of exclusivity. Soon, players of the recently-transitioned F2P title Global Agenda will to. Hi-Rez Studios announced that patch v1.43, coming today, will allow boosted users, that’s anyone with a RMT Booster pack, to fly around Dome City, the social sector of the game. Despite the fact that there isn’t much to do in the city, it’s a feature that players have been asking for since the third-person shooter was released last year.

Expedited travel to vendors will be the only perk. Fine and dandy.

Then Todd added this little diddy: “Penthouse level content [will be added] in future updates.” Said content will only be accessible by jetpack. The cool kids table is bound to sell a few extra Booster packs. And allow people to literally feel high (and mighty). Holding their noses up while looking down upon others will be all too easy (and literal).

In all seriousness, I, for once, won’t decry a RMT move by a company as purely a cash grab. Booster packs have been offered since before GA went F2P. The item is just getting a small perk. One that happens to latch on to the human psyche’s incessant need to feel superior to their fellow human, no matter how ridiculous the premise.

Way to use psychology Hi-Rez!

Read the full patch notes here. The list is pretty short.