Vykromond said:
DarkSign said:
You're playing your game and the more powerful you are in game the more fun you have.
This makes the person officially "a lamer." Being more powerful doesn't increase your enjoyment of a game unless you're, well, obsessed with power.
The game is designed to let you do more, see more, and have more influence. Why do so many people grind to get to high level without the promise that it is more fun, that their character becomes better?
I've wrote this before:
From an economic point of view, Problems with MMORPGs
Unlimited animals.
Selling items to a store does not reflect supply and demand, static prices.
Selling goods from the animals produces unlimited currency, no one mints the money. Unlimited inflation.
No real ownership rights on most goods.
Most of the world exists in the wilderness and first extraction rule applies.
It is the tragedy of the commons, thousands of people are trying to over-extract respawning creatures and time becomes a more important resource.
Players kill as many as they personality can, because: there is no need to invest in future population of monsters, any you let go is just benefiting someone else at your loss.
Another problem with MMORPGs is that it makes the scarce resource of time a zero-sum game. Doing things as fast as possible usually makes it slower for others. In the aim of giving everyone everything, comparative advantage is destroyed and replaced with first extraction and everyone is screwed.
What do the hunters need? The people that use bots desire: In-game money, in-game fame and power, and/or real money.
The last one is the only one based on supply and demand! As more people sell game items the price will go down, which in turn will mean more camping and bots to keep the same income.
In-game money and character power given in exchange for time is automatic and maximized the more they exploit, time becomes even more precious when they are charged for it.
The exploiter has no in-game needs and the game imposes none.
This the biggest problem in MMORPGs. The player needs no one and everything is commonly owned for extraction, exploiting is the best thing to do in pursuing your goals. MMORPGs will never become complex without scarce resources and comparative advantage. PVP adds an element to this. The exploiter mite need to hire player guards.
Why don't we let the exploiter declare ownership over an area and have guards go after people that enter. How about we throw monster breeding code in instead of respawning. Looks like the exploiter can't kill everything in sight now. What if a purely player-made item comes out that increases breeding, but it requires land to grow. Looks like the player is forced to buy the item from other players if he still wants to maximize killing monsters.
You can exploit the mindless game but you can't control other people and the trade must be agreed to by both parties.
Privatization and scarce goods can produce more cooperation and interaction then thought possible, and make things many times more interesting then any other MMORPG.