Meh, some folk are just being greedy and trying to benefit at the expense of other ppls.
Meh, some folk are just being greedy and trying to benefit at the expense of other ppls.
Hmm, so you either create a totally new POL account, which lets you do 16 accounts, or just use ~15 mules on your own account. Give each one a mantle, pay $25 to transfer all of the mules to a server where the mantles sell for more. Make 1M-1.5M profit on each mantle, then delete one of the mules and create a new one on the server you sold the mantles on. Give it all the gil, and pay another $25 to transfer it back to your original server.
15-24M profit for $50 (actually a little higher, due to monthly costs for the 15 mules if you didn't already have them and etc, but not much).
This is pretty high up there on the "an awful lot like buying gil" scale, up there with having three extra POL accounts for gardening mules.
Yeah... it's a bit lame for consumers but the amount of gil they will make is sickening... we have a similar one on Siren buying up Witch sashes too. Something like 50 million gil spent on Heirs items.
30-40m profit ftw...
You're forgetting that it takes an extreme amount of starting gil to actually get this to work. If Mantles were 3mil and you had 15mil, you would only be able to buy 5 mantles. Those 5 mantles then sell for 1mil profit each (5mil total), but in order to receive that 5mil, you would be paying over $50. Still better than what this Brogames add is telling me (I think 1mil/$10?), but that's if you have 15mil to begin with. As close to "Buying gil" as this is, you cannot neglect the fact that they are benefiting some people. They benefit those that participate in the Ops. They also benefit those that do not have the opportunity to obtain a mantle normally because their lolserver can't take control of all Sandy areas.
Well, I never "forgot" that point, I just didn't mention it. The discussion started based on a guy buying 17 of the mantles, so at least in his case he has the initial capital to pull this off at maximum one-account efficiency. Once you've got gil equal to $your_servers_mantle_price * 16, you can basically "go infinite" as they say, and make 20M+ for $50 whenever you can get a full complement of mantles.
And yes, it does have benefits for some people, but I don't think that's any sort of justification for doing it. Botting HNMs benefits people in that LS, duping salvage drops benefits people in that salvage group, buying gil benefits the sellers of items that the gil-buyer uses their gil on. That doesn't help to legitimize any of those practices. Anything that centers around using real-world resources as the major means of acquiring in-game ones shouldn't be encouraged.
Unlike with botting, the amount of people these players help far exceeds those it doesn't help. Those 40 mantles really equate to ~5-6x that many people. Add in the people that benefit on other servers and you're looking at a surmounting amount of individuals.
I don't necessarily agree with the notion that using RL resources as a means of acquiring in-game sources is entirely a bad concept. I don't necessarily like gil-buying, but that is only one way in which RL resources are a means of acquiring in-game sources. Making mules to sell items. Making mules to craft. Making mules to complete quests for items. Each of these require RL resources (Buying another character), and allow you to acquire in-game resources, but are they necessarily bad? Craft mules allow for more products on the AH so that when you need an item, it's there for you. Mules to sell items are the reason Rolanberry Fields Bazaars can exist. Mules to complete quests for items means that Ninjas can get their Utsu:Ichi when they need it instead of having to put up with lolNINsthatdon'thaveIchiPTs. It means Teleport/Warp/Retrace/Recall scrolls are more abundant and available. There are many benefits of having people with mules for the sole purpose of these activities.
"The greater good" is a very hard (I would say impossible) thing to quantify for something like this, so I don't think there can really be a "right" way of looking at it. Don't forget that everyone on the original server that wants to buy a mantle gets punished, because the supply is artifically lowered, which will raise the price. Their economy is also affected by ~20M gil suddenly being "created" on their server out of nowhere, etc. It's not a straightforward situation.
One thing about my last post is that I very specifically included the word "major" in the phrase "Anything that centers around using real-world resources as the major means of acquiring in-game ones". This is a thought that's been kicking around in my head for the last few days ever since the big gardening threads. I was trying to figure out for myself exactly why having gardening accounts "feels" more like gil-buying than having AH mules does. What I came up with is exactly the concept that I tried to get across in that quote: that it depends where the majority of the effort lies.
For example, creating a mule that you can use to get a second level 100 craft does not "feel" like gil-buying at all (at least, to me). This is because the majority of the effort involved in getting that second maxed craft takes place in-game. The $1/month isn't what gives you that craft (though it's required to even have the capability), you still have to do all the work inside the game. Similar to having AH/bazaar mules, the $1/month doesn't give you anything to sell, it just expands your capabilities. You still have to perform the majority of the effort in-game to receive any benefit from this.
To me, things really end up laid out on a scale, based on the ratio of in-game effort to real-world resources. The extreme end is, of course, directly buying gil, which gives you full benefit with absolutely zero in-game effort. Gardening accounts are quite close to buying gil, gardening requires very minimal effort in-game, the majority there leans towards the additional real-world resources spent to get enough accounts to make your profit significant.
Basically that sums up my opinion of these sorts of matters. If you can throw more dollars at the method and it increases your gil with little or no more effort necessary in-game, it's comparable to gil-buying.
Some examples:
Gil-buying: the more money you spend, the more gil you get. No increase of in-game effort required at all.
Gardening mules: the more money you spend, the more gil you get. Very small increase of in-game effort required (5 minutes every few days, or something along those lines)
Server-transferring items for profit: the more money you spend, the more gil you get. This assumes that you already have enough capital in game to afford the items, but that's an irrelevant variable to the real-money -> profit ratio I'm looking at.
Additional mules for AH slots: the effort switches here, to be mostly in-game. To a point, you can make more gil by spending more money, but this point drops off very quickly. If I was to spend $100/month on additional mules, it would be extremely difficult to fill all those AH slots with anything that would make any significant amount of profit. Personally, I have 3 mules, and there are many days where I can't even fill all of them with things to sell.
Additional mules for additional crafts: as above, it gives you some potential to make more money, but you're going to have to invest a disproportionate amount of effort in-game as compared to the additional $1/month to get the mule. Again, if you spend $100/month on mules it's not going to help you make any more money than you were with many less of them.
For everyone on the original server that wants to buy a mantle, they can do the Ops or pay the price much like any other item in the game. At the moment, we have 40+Mantles on the AH. The supply isn't "artificially" less, it's quite grand considering this is equipment. The price doesn't decrease because people believe their mantles will sell. It could happen and it could not happen. I myself want a mantle, but I know the price is too much for me to afford at the moment (Despite the fact that I am HEAVILY involved in doing this Ops). Yet, I don't let that delude myself into believing the "Greater good" (I hate this term and any term) lies within the server mules scheme. For every individual that wants a mantle on this server, another individual on another server wants a mantle. For every individual that wants gil from the mantles (And is their SOLE motivation for completing the OPs), there is no one to match that in the non-server mules scenario.
I was well aware of that fact and I even reread the post to see if that changed anything stated. It didn't since paying for accounts generally constitutes a great proportion of the effort that does into those activities.One thing about my last post is that I very specifically included the word "major" in the phrase "Anything that centers around using real-world resources as the major means of acquiring in-game ones".
So if my friend gives me his account with 100+3 GS and I accept it without having to pay for it (Aside from monthly updates), is it then similar to buying gil? The effort suddenly shifted more so to paying for the character since in the end, you don't have to level the craft and you gain the full benefits of it.For example, creating a mule that you can use to get a second level 100 craft does not "feel" like gil-buying at all (at least, to me). This is because the majority of the effort involved in getting that second maxed craft takes place in-game. The $1/month isn't what gives you that craft (though it's required to even have the capability), you still have to do all the work inside the game.
I could argue the same for gardening. Have you tried gardening multiple pots on multiple characters? I haven't. I tried on just four and found it to be more annoying than anything. If you screw up, your profits are gone, and it's a pain in the ass to need to check characters at a specific time on a specific day for the best yield. Fafnir up? Time to hit the Aery and wave to one week's to one month's worth of investment and worth.Similar to having AH/bazaar mules, the $1/month doesn't give you anything to sell, it just expands your capabilities. You still have to perform the majority of the effort in-game to receive any benefit from this.
And thus quests for high priced items using mules are comparable to gil-buying because you can complete them on mules with little or no more effort necessary. Using this criteria, I could say that Bonanza mules are comparable to buying gil because as you buy more, your profits should increase (If you're not an idiot). What if I dual-box an account specifically for an ENM (Assuming the account came from a friend)? Sit the character at the ENM and solo it for *more* profits than I would normally had I duoed it. What if I use the warp trick with tri-boxing to do assaults 3x for 3x the AP (And use that AP to get items)?Basically that sums up my opinion of these sorts of matters. If you can throw more dollars at the method and it increases your gil with little or no more effort necessary in-game, it's comparable to gil-buying.
Gil-buying: the more money you spend, the more gil you get. No increase of in-game effort required at all.
I'll agree that gardening and reselling are "close" to gil-buying, but I wouldn't argue that they're comparable on an absolute scale. In fact, Bonanza is probably the most related to gil-buying since your earnings increase *exponentially* in relation to the money you spend. The effort is even less than that of the other listed activities.Gardening mules: the more money you spend, the more gil you get. Very small increase of in-game effort required (5 minutes every few days, or something along those lines)
Server-transferring items for profit: the more money you spend, the more gil you get. This assumes that you already have enough capital in game to afford the items, but that's an irrelevant variable to the real-money -> profit ratio I'm looking at.
Additional mules for AH slots: the effort switches here, to be mostly in-game. To a point, you can make more gil by spending more money, but this point drops off very quickly. If I was to spend $100/month on additional mules, it would be extremely difficult to fill all those AH slots with anything that would make any significant amount of profit. Personally, I have 3 mules, and there are many days where I can't even fill all of them with things to sell.
Additional mules for additional crafts: as above, it gives you some potential to make more money, but you're going to have to invest a disproportionate amount of effort in-game as compared to the additional $1/month to get the mule. Again, if you spend $100/month on mules it's not going to help you make any more money than you were with many less of them.
Well, Diabolos definitely seems to be outside the norm there, I almost think it does need its supply artificially lowered. That's so strange, I don't think I've ever seen 40 of any piece of equipment on the AH at the same time, never mind something that's so rare on all the other servers. Don't misunderstand though, what I meant by "artificially" is that something outside the game mechanics has caused the supply to be lower than it should be, in this case a server transfer. It can happen in quite a few different ways, but it's definitely artificial to the game world. When the STF bans people every month, a lot of gil is artificially removed from the system. If someone transfers to your server holding AV drops and AV has never been killed on your server, the number of those items on your server has artificially been increased. Those are the sort of things that I'm talking about. I'm not necessarily saying that it's a bad thing, just that it's artificial and outside of the game's system.
Being given things as gifts is difficult. It doesn't really fit inside the "buying gil" scale to me, because I think there's not really a conscious effort on the part of the player. There's no "hmm, if I just spend some more money on this game I could have more gil" thought involved in receiving a gift. Of course, in your example, that thought occurs after you've been given the account, because you'll have to pay for it to keep it, but in that case it's fitting into the "creating additional mules to craft on" category of things for me. What I mean is, being given a crafting account is no more similar to buying gil than being given gil by a quitting friend is buying gil, if that makes any sense.
Well, I guess it depends what you consider a decent amount of effort. I don't consider it to be much effort to check pots a couple times a week for a few minutes. And yes, I did try gardening on multiple accounts quite a while ago. I didn't find it particularly difficult, it just didn't produce enough money for me to consider it worth my time to continue doing. Most of the really-hardcore people seem to do their gardening on other accounts, so that way their main account can still be in Aery or whatever if necessary.
Actually, I think here you've hit on one of the major things that makes using a ton of mules to garden different from most other possibilities. The current gardening fad, and the one being abused by RMTs, is wildgrass. The reason for this is that all the seeds come from NPCs, and all the products get sold to NPCs. It's entirely outside the player-driven economy. There's no supply and demand with NPCs. They'll always sell you the seeds for the same price, and they'll always buy the results for the same price, it doesn't matter if you're the only one producing these products, or if 10,000 other players have sold them the same thing today.
What would happen if RMT tried to mass-quest scrolls like Utsusemi? Maybe they could crank out 50 of them per day per server, but nobody would buy them. The price would take a massive dive, and soon it wouldn't even be worth the effort to do the quest any more. The system basically has built-in limiters for this kind of thing. Wildgrass gardening has no such limiters, because the NPCs involved don't adjust their prices based on any factors (other than fame).
As I said above, receiving things as gifts really makes things tricky. I'm honestly not totally sure how to consider them. The effort in leveling those characters was still all done in-game, but then they just happened to come into your possession. If someone gives you 20M, are you now a gilbuyer? No, and I think the same thing is going to apply to additional accounts. If you had purchased those accounts in order to use for profit then yes, that would compare to gilbuying.
I totally agree, Bonanza mules are extremely similar to buying gil. Probably more similar than any of the other options. Like you said, anyone that can put in a couple minutes of thought can figure out how to guarantee (or at least make it extremely likely) that they get a particular amount of gil out of Bonanza. It might be interesting to calculate SE's "official price" for gil by figuring out how much it would cost to guarantee yourself various amounts with bonanza.
Fine w/e you want artificial stuff to be. Artificially decreasing or increasing a product is not good nor bad. It's simply an occurrence.
I can't say I agree with that. If a friend gives me gil, I get the gil without even involving RL money. If I receive a crafting mule specifically for the purpose of making money, then RL cash is involved. The more of these crafting mules I have, the more I can craft; the more gil I can make; the more products I can make; and the more I can bazaar.Being given things as gifts is difficult. It doesn't really fit inside the "buying gil" scale to me, because I think there's not really a conscious effort on the part of the player. There's no "hmm, if I just spend some more money on this game I could have more gil" thought involved in receiving a gift. Of course, in your example, that thought occurs after you've been given the account, because you'll have to pay for it to keep it, but in that case it's fitting into the "creating additional mules to craft on" category of things for me. What I mean is, being given a crafting account is no more similar to buying gil than being given gil by a quitting friend is buying gil, if that makes any sense.
Well that's exactly the point. To make decent profits, people have a truck of these accounts. What's interesting is that gil isn't the *only* factor that increases as you pay more RL cash. Effort as well increases as you pay more RL cash.Well, I guess it depends what you consider a decent amount of effort. I don't consider it to be much effort to check pots a couple times a week for a few minutes. And yes, I did try gardening on multiple accounts quite a while ago. I didn't find it particularly difficult, it just didn't produce enough money for me to consider it worth my time to continue doing. Most of the really-hardcore people seem to do their gardening on other accounts, so that way their main account can still be in Aery or whatever if necessary.
This point was argued in a thread on Advancard.Actually, I think here you've hit on one of the major things that makes using a ton of mules to garden different from most other possibilities. The current gardening fad, and the one being abused by RMTs, is wildgrass. The reason for this is that all the seeds come from NPCs, and all the products get sold to NPCs. It's entirely outside the player-driven economy. There's no supply and demand with NPCs. They'll always sell you the seeds for the same price, and they'll always buy the results for the same price, it doesn't matter if you're the only one producing these products, or if 10,000 other players have sold them the same thing today.
What would happen if RMT tried to mass-quest scrolls like Utsusemi? Maybe they could crank out 50 of them per day per server, but nobody would buy them. The price would take a massive dive, and soon it wouldn't even be worth the effort to do the quest any more. The system basically has built-in limiters for this kind of thing. Wildgrass gardening has no such limiters, because the NPCs involved don't adjust their prices based on any factors (other than fame).
http://www.bluegartr.com/forum/78111...players-3.html
My basic response to this argument is that gardening does use a non-NPC items. Crystals. People belittle the significance of this because Crystals are generally a cheap product. However, Holy Waters (Craft Product) are capable of a *better* design than gardening. Light Crystal + Distilled Water = Holy Water. Distilled from NPC for 10g. Light Crystals from AH. This set up is similar to that of gardening. One Crystal. One NPC item. Holy Water has the advantage since you're not limited by time. Moreover, they NPC for ~350g, which looking solely at the NPC price, there is profit to be made. Why don't people take part in this activity? The crystal. Light crystals simply cost too much and are too rare to partake in this activity. Gardening on the other hand over comes player-to-player transitions in order to make profit. Nothing about the mechanic itself makes it immune to the economy. It simply handles it in a profitable fashion.
Well you're paying monthly for them (Even though the initial fee is "free"), so I guess receiving a free account is comparable to gil-buying.As I said above, receiving things as gifts really makes things tricky. I'm honestly not totally sure how to consider them. The effort in leveling those characters was still all done in-game, but then they just happened to come into your possession. If someone gives you 20M, are you now a gilbuyer? No, and I think the same thing is going to apply to additional accounts. If you had purchased those accounts in order to use for profit then yes, that would compare to gilbuying.
Quick question here, because Titan has not had this Op for awhile, or it has and it snuck under my nose.
The first time we did it, you could pull the NM to the gate, slaughter the helpers and have a 6v1 battle against the main NM. It worked out perfectly for 3 sam, brd,whm,pld because each Sam made a dark chain on the NM and polished them off quickly.
So the question: Does this strategy no longer work? I have read a few pages of people mentioning that they have to deal with the adds a second or third time when the original strat took care of that problem.
Previously, when the adds respawned they would chill in the middle of the BCNM. However, after an update or two or ago, they will now run to whoever has hate regardless of how far away the main NM is pulled.
Yugl, I was talking to a JP friend of mine, and she told me that the JP on Diabolos were basically responsible for the craziness.
This is just what I heard/my understanding, but apparently there is a group of JP players on Diabolos who work together to unlock Splitting Heirs. They did this quite well until a few months ago when they decided they had to stop for a while. Apparently they were so good at unlocking Splitting Heirs that people from other servers would mule over money just to buy mantles/sashes from them here on Diabolos, and ship them back. So they had to stop for a while because, and I don't know if you noticed, but Diabolos's economy went to shit a month or two ago. It was mostly due to all those server-jumpers buying mantles from us that flooded our economy with gil from other servers.
Two weeks ago they started up again, a week ago they dropped it, and this week it's "on" again. So be prepared for marketplace tomfoolery.
I don't know why it's Diabolos specifically where this happens, all I know is apparently we have a very strong and motivated JP group who likes to unlock Splitting Heirs for money. There are LOTS of pickup groups (JP Only) who do Splitting heirs 14 times in the week that it's available.
I'm well aware of this. In fact, they attempted to regain La Vaule the week before this (Had 50 people at La Vaule though some were actually not apart of the group). I'm not surprised it's the JP doing this since they seem more interested in this than the NAs (I often find JPs seeking with Splitting Heirs in Kanji as search comments).
Having said that, Splitting Heirs is a great source of gil if you get the items needed (Sash/Mantle). We went one out of six (Sash) on our last run, but hopefully we pick up more items when we do runs this week. I actually sat on the gil I made from last yr up till summer (Too much RL stuff to do to farm serious gil). I don't necessarily see the server-hopping as bad or good. It keeps the supply in demand and the price on a rare item at an above average price. That means more people are willing to unlock Splitting Heirs (More people doing La Vaule Campaign). It would only be a matter of time before people stop doing La Vaule campaign for Splitting heirs if the price on Mantles and Sashes crashed. It also keeps the prices high for people who want the mantle (I do want the mantle...), but in return, it allows for people who are not as fortunate to have a dedicated JP group on their server to have access to Cuchulain's Mantle.
Edit: I bet it was your idea to do /lolbells updates because such Fnphail can only come from you!
We got sandy a few weeks ago on bismarck, don't think we've ever gotten windy or bastok though. Had my group of friend and 4 jpns and we started 12 hours before tally. Just the 10 of us got like 10% influence, then with 8 hours to go some more jpns came and with 30ish we pretty much had it won with 4 hours remaining, having upwards of 90 people in zone at some points.
Funny thing was at 8am pst, after 12 hours of fightin and we officialy got the zone, I went to get my OP and this noob goes woohoo you guys can thank me for capturing the zone. I was like huh, you weren't even there, and he goes I didn't have to be my campain ls did 4x scnm this week so we weakened them and we won!
I proceeded to tell him he was on crack, since the orcs were at full power when we started, with 0 influence and how we had to sit there and fight stuff no tags to capture it. But he wouldn't believe that's how you do it. I even told him we lost every single campaign battle during that 12 hour span, but he still insisted he was why we won...
If more NA would show up like 20 hours earlier, we'd capture la vaule every week it's possible. I dunno if people are just too lazy or don't know how you are supposed to go about capturing it. I alwasy try to get my shell to go but usualy no one shows up cept 1 person sometimes.
Skimmed the topic and it's just mostly talk about server hopping/hoarding mantles. If there's an earlier post that someone sees please direct me towards it, I'm sorry.
Is there a valid/very safe melee strat? We lack the jobs to manaburn but a few people form my social want a mantle or gil.
Buddy of mine says COR's Light Shot is something godly. It has a very high success rate and lasts quit a bit. Wiki says Sleepga will start to resist after the second time it lands.
I was thinking pld/nin, 2 DD, cor, sleeper, and healer. Sleepga to start and pull the NM to the gate. Sleepga again and have the COR Light Shot as the run towards (as suggested by buddy) and kill the adds when they're close to reset resists. Try to keep this up and they fight "should" be over in 5 minutes after pull? Any suggestions and input would be appreciated.
http://www.bluegartr.com/forum/63381...e-odin-13.html
None of the strats mention COR, but if it's a static duration and incapable of resists (Or HIGHLY unlikely), you can probably kill it with:
PLD 2x
Healer
BRD or Refresher
DD
COR
The DD would have to kill the adds such that they repop whenever the COR receives his recast on QD (Or just have the COR hold two pets for the entire fight). COR would probably need to DD as well in order to avoid timing out.
Ah. Looks like we can't get a cor, might do as it said on that page you linked.
Pld/nin
Drg
sam
war
whm
rdm/blm
Two DD and a RDM on adds with a PLD and 1 DD on the main. We'll see how well this works out.