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Geek Culture / How a Gold Farm Works

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jionger
17
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Joined: 2nd Aug 2007
Location:
Posted: 2nd Aug 2007 09:00
Here is a very interesting article titled "How a Gold Farm Works" and it's gonna be very long. Here is a most informative post in the thread:

-----BEGIN QUOTE-----
I guess I should mention, as I failed to in my last post, that I have been in the process of dismantling my "business" since Christmas. You may wonder why I do not just fold it up completely and immediately, but that lies in needing to make sure that those I am responsible for, are taken care of. I expect to be completely done within the month.

This is going to be long, but I'd like to explain what my business essentially was, and my views on things in general and why what is currently going on is quite serious for EQ. Not just for the plat sellers like I was, or just those who rely on bazaar gears and trading to equip their character, but also those at the raiding level. While it certainly impacts raiders the least, it does eventually.

I started selling about 7 years ago. I started on my home server, amongst a few other sellers. At the time EQ was EQ, no expansions, fairly new, and you could sell 1,000 platinum for $500. I got into selling because of a GM at the time who I spoke to on occasion who was selling platinum and other items from places like mistmoore, guk, and solusek b. This was at a time a GM was an unpaid volunteer player, and the kinks hadn't been worked out as far as the EULA which forbid the buying and selling of intellectual property.
......

Link from: http://www.trade4game.com/html/news/23.htm
Another Link: http://www.trade4game.com/EQ2.htm
tyrano man
18
Years of Service
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Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 2nd Aug 2007 10:32
whats this got to do with 3d chat, and also this is probably illigal (depends what game your are playing)

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
AaronG
18
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 2nd Aug 2007 15:20
uh...?

Mnemonix
21
Years of Service
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Joined: 2nd Dec 2002
Location: Skaro
Posted: 3rd Aug 2007 01:08
SORRY UR NOT GOLD FARMER U R FISH FARMER.


Btw. This is the most retarded post in the history of the internet.


Except for this : www.logicstudios.net/codez.html

BatVink
Moderator
21
Years of Service
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 3rd Aug 2007 01:35
It usually helps if you start by saying what you're talking about.

1. Your article doesn't mention Gold Farms, so we still have no idea.

2. What's an EQ?

3. What's a GM?

4. What's a "Plat Seller" (sic)?

5. What's Mistmoore?

6. What's Guk?

7. What's Solasek?

8. What's bazaar gears?

8. What characters, what are they trading, where and why?

LD52
18
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Joined: 31st Aug 2006
Location: Internet
Posted: 3rd Aug 2007 01:42
um EQ is everquest ... but the rest i don't get.
CattleRustler
Retired Moderator
21
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 3rd Aug 2007 02:35
i think he joined just to post that

My DBP plugins page is now hosted [href]here[/href]
Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 3rd Aug 2007 02:46
Hahahaha!

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 3rd Aug 2007 05:27
I think he joined just to talk to someone .


The crazy
19
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Joined: 20th Jan 2005
Location: Behind you
Posted: 3rd Aug 2007 09:08
dumb...

heartbone
22
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Joined: 9th Nov 2002
Location:
Posted: 3rd Aug 2007 09:22
The Life of the Chinese Gold Farmer

By JULIAN DIBBELL
Published: June 17, 2007

It was an hour before midnight, three hours into the night shift with nine more to go. At his workstation in a small, fluorescent-lighted office space in Nanjing, China, Li Qiwen sat shirtless and chain-smoking, gazing purposefully at the online computer game in front of him. The screen showed a lightly wooded mountain terrain, studded with castle ruins and grazing deer, in which warrior monks milled about. Li, or rather his staff-wielding wizard character, had been slaying the enemy monks since 8 p.m., mouse-clicking on one corpse after another, each time gathering a few dozen virtual coins — and maybe a magic weapon or two — into an increasingly laden backpack.

Twelve hours a night, seven nights a week, with only two or three nights off per month, this is what Li does — for a living. On this summer night in 2006, the game on his screen was, as always, World of Warcraft, an online fantasy title in which players, in the guise of self-created avatars — night-elf wizards, warrior orcs and other Tolkienesque characters — battle their way through the mythical realm of Azeroth, earning points for every monster slain and rising, over many months, from the game’s lowest level of death-dealing power (1) to the highest (70). More than eight million people around the world play World of Warcraft — approximately one in every thousand on the planet — and whenever Li is logged on, thousands of other players are, too. They share the game’s vast, virtual world with him, converging in its towns to trade their loot or turning up from time to time in Li’s own wooded corner of it, looking for enemies to kill and coins to gather. Every World of Warcraft player needs those coins, and mostly for one reason: to pay for the virtual gear to fight the monsters to earn the points to reach the next level. And there are only two ways players can get as much of this virtual money as the game requires: they can spend hours collecting it or they can pay someone real money to do it for them.

At the end of each shift, Li reports the night’s haul to his supervisor, and at the end of the week, he, like his nine co-workers, will be paid in full. For every 100 gold coins he gathers, Li makes 10 yuan, or about $1.25, earning an effective wage of 30 cents an hour, more or less. The boss, in turn, receives $3 or more when he sells those same coins to an online retailer, who will sell them to the final customer (an American or European player) for as much as $20. The small commercial space Li and his colleagues work in — two rooms, one for the workers and another for the supervisor — along with a rudimentary workers’ dorm, a half-hour’s bus ride away, are the entire physical plant of this modest $80,000-a-year business. It is estimated that there are thousands of businesses like it all over China, neither owned nor operated by the game companies from which they make their money. Collectively they employ an estimated 100,000 workers, who produce the bulk of all the goods in what has become a $1.8 billion worldwide trade in virtual items. The polite name for these operations is youxi gongzuoshi, or gaming workshops, but to gamers throughout the world, they are better known as gold farms. While the Internet has produced some strange new job descriptions over the years, it is hard to think of any more surreal than that of the Chinese gold farmer.

The market for massively multiplayer online role-playing games, known as M.M.O.’s, is a fast-growing one, with no fewer than 80 current titles and many more under development, all targeted at a player population that totals around 30 million worldwide. World of Warcraft, produced in Irvine, Calif., by Blizzard Entertainment, is one of the most profitable computer games in history, earning close to $1 billion a year in monthly subscriptions and other revenue. In a typical M.M.O., as in a classic predigital role-playing game like Dungeons & Dragons, each player leads his fantasy character on a life of combat and adventure that may last for months or even years of play. As has also been true since D. & D., however, the romance of this imaginary life stands in sharp contrast to the plodding, mathematical precision with which it proceeds.

Players of M.M.O.’s are notoriously obsessive gamers, not infrequently dedicating more time to the make-believe careers of their characters than to their own real jobs. Indeed, it is no mere conceit to say that M.M.O.’s are just as much economies as games. In every one of them, there is some form of money, the getting and spending of which invariably demands a lot of attention: in World of Warcraft, it is the generic gold coin; in Korea’s popular Lineage II, it is the “adena”; in the Japanese hit Final Fantasy XI, it is called “gil.” And in all of these games, it takes a lot of this virtual local currency to buy the gear and other battle aids a player needs to even contemplate a run at the monsters worth fighting. To get it, players have a range of virtual income-generating activities to choose from: they can collect loot from dead monsters, of course, but they can also make weapons, potions and similarly useful items to sell to other players or even gather the herbs and hides and other resources that are the crafters’ raw materials. Repetitive and time-intensive by design, these pursuits and others like them are known collectively as “the grind.” {more}

-------------------------------------------------

US Congress launches probe into virtual economies

Sun Oct 15, 2006 10:10pm PDT

By Adam Reuters

SECOND LIFE, Oct 15 (Reuters) - Booming virtual economies in online worlds such as Second Life and World of Warcraft have drawn the attention of a U.S. congressional committee, which is investigating how virtual assets and incomes should be taxed.

“Right now we’re at the preliminary stages of looking at the issue and what kind of public policy questions virtual economies raise — taxes, barter exchanges, property and wealth,” said Dan Miller, senior economist for the Joint Economic Committee. “You could argue that to a certain degree the law has fallen (behind) because you can have a virtual asset and virtual capital gains, but there’s no mechanism by which you’re taxed on this stuff,” he said.

The increasing size and public profile of virtual economies, the largest of which have millions of users and gross domestic products that rival those of small countries, have made them increasingly difficult for lawmakers and regulators to ignore.

For example, in Second Life up to US$500,000 in user-to-user transactions take place every day, and the economy is growing by 10 to 15 percent a month.

“Ownership, property rights, all that stuff needs to be decided. There’s just too much money floating around,” game designer Sam Lewis, who trained as an economist and has worked on games such as Star Wars Galaxies, said in a telephone interview. “The tax laws don’t know how to behave because these are virtual items: ones and zeros on a database we’re allowing you to play in,” he said.

Even if it is inevitable, Lewis is not exactly looking forward to having real-life tax authorities enter the virtual world.

“I’m a designer that thinks any sort of boundaries or rules actually give you an interesting challenge to overcome, but off the top of my head I don’t particularly want the IRS coming in,” he said.

The rapid emergence of virtual economies has outstripped current tax law in many areas, but there are some clear-cut guidelines that already apply. For example, people who cash out of virtual economies by converting their assets into real-world currencies are required to report their incomes to the IRS and other national tax authorities, depending on where they live in the real world. {more}
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I wonder what the ghettos are like in these online worlds?

I'm unique, just like everybody else.
Fallout
22
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 3rd Aug 2007 12:27
I must admit, this is probably the most exciting thing I've read since Heinz added a "Reduced Salt" label to their tins of baked beans.


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