[Classic] My full thoughts on the WoW token (it sucks)

I’ve tried very hard to consider the scenario from as many perspectives as possible, and at this point I just have to conclude that this decision was in fact just made to make Blizzard more money at the expense of the player experience, which is deeply saddening to me. I’ve been thinking about the WoW token decision nonstop since it first appeared.

As a long-time Classic player and competitive raider who does a lot of GDKPs and also refuses to buy gold, the WoW token will have a profoundly negative impact on my game experience. People seem to think that it won’t make a huge difference in the price of GDKP loot, but it certainly doesn’t make the pay-to-win issues better as far as I’m concerned. The more upsetting part to me is what implication this has for the future, as regardless of how Blizzard tries to justify this, the fact of the matter is that Blizzard now officially endorses paying to win in WoW Classic, and actively profits from WoW token transactions. This also represents a new era of Wrath Classic where the way that players see and interact with the game is now fundamentally changed for the worse. Everything in Wrath Classic that could possibly be bought with gold, including in-game services, now has a real life price tag associated with it. You could have lived in relative ignorance of this fact before, but now it is shoved in everyone’s face, and perhaps most notably in the face of newer players, who may not have even engaged in RMT for a long time otherwise.


To address arguments in favor of the token or being indifferent to the token that I’ve seen:

“It helps reduce the amount of RMT in the game.”

This is Blizzard’s only reason for including it in the game according to Kaivax’s post. I suppose it is technically true that the “black market” culture surrounding RMT will be mitigated by a small amount, an amount that is so small that it obviously does not warrant endorsing pay-to-win in my view. Blizzard also does not offer a competitive rate to attempt to drive out competition which makes me doubt that this is the real reason for the implementation of the WoW token. The only logical conclusion to me is that they are doing this so that RMT actually continues, and rather than help the situation, they are simply swooping in for their slice of the pay-to-win pie because they know how profitable it will be.

“People were already buying gold anyway, so who cares?”

It really saddens me to hear people say this. I just do not understand this take at all, unless your impression is that literally everyone is paying to win already, which I think is simply not the case. If I had to guess, just based on personal experience, I’d say around 20-40% of GDKP regulars buy gold. And in what world does making the problem even more pronounced do anything but make things worse?

“I’m just happy that I can buy gold now without the risk of being banned.”

I can understand where someone is coming from with this, since at first glance, it seems to give everyone a more equal opportunity to compete. However, given that Blizzard takes a middle man cut of 25-35%, players who choose to buy from Blizzard will still not be getting as good of a deal as what they could be getting from traditional gold suppliers. I really wonder if people saying this have fully analyzed the situation and realized what a disadvantage they’re still at compared to traditional RMTers, who Blizzard is apparently incapable of actioning or unwilling to action for whatever reason.

“I’m happy because now I can pay my WoW sub without paying real money.”

I don’t really see this as a valid positive of the token, as it is basically saying “I’m happy because I can sell gold to offset my IRL expenses”, or more concisely put, “I’m happy because I can sell gold now”. I think it’s fair to say that most of the community does not think buying or selling gold should be allowed, and I agree with them.

Why a pay-to-win model is bad for the WoW Classic player experience

When people are allowed to pay for powerful in-game items or services for real money, this fundamentally changes how players will go about making their characters more powerful in many scenarios, but most notably GDKP. If you want gear in a GDKP, you will now have to bid against your competition with real life money if you want to have a shot at gearing up faster than them. Having to pay more money results in a barrier to entry for players, meaning that IRL-poorer players simply cannot enjoy the fun and unique experience of GDKP that other players are having. This is a video game, why should I have to bid real life money against other players just to be a competitive force? How is that in any way reasonable?

In practice, for the average normal player living in the US or Canada, a pay-to-win world means that the most efficient strategy to farm gold is now to outsource some cheap labor from lower-income countries and completely avoid any grinding in the game yourself. Skipping grinds is entirely antithetical to the entire idea of WoW Classic and this system actively discourages players from actually playing the game. When pay-to-win is allowed, the best farming strategy for me goes from actually playing the game to me working a real life job and just spending money. Anything else would simply be inefficient and leave me lagging behind my competition.

Ethicality of pay-to-win in WoW Classic

I think a simple and effective way to determine the ethicality of an action is to look at the decision-making process behind it, and then think about how much better or worse off the world would be if everyone used the same logic. From my view, this is likely executives at Blizzard seeing that they can increase their profits a little bit, at the cost of making the game less accessible/fun for everyone, since more cash is now required to compete in GDKPs than it was before. This subtracts fun and happiness from tons of people around the world, all so that a few rich people can be slightly more rich. This decision is certainly outside of the lines of what I would consider an ethical decision; if everyone valued their own happiness over the happiness of others to the same degree that these executives are doing, the world would no doubt be a very miserable place. I hope these executives will see my message and reconsider their stance on the WoW token.

Thank you for coming to my TED talk.

23 Likes

So, ban GDKP. It’s definiltly pay to win loots. And it’s one of the key reasons they are forced to introduce the token.

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What an absurdly low-effort and insulting response.

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Here are my two cents on GDKPs and potential way of fixing what is broken. Tokens are introduced as a direct answer to GDKPs thus this applies to them as well.

Gdkp as a loot system in its purest form is the most fun and rewarding way to play the endgame without requiring a raiding guild for your main or an alt, but due to injection of botted, stolen and bought gold into gdkps every single person playing in gdkp is culpable for the inflated mess we are in. We cannot punish people who just “work” for bad actors, we go for the bad actors instead.

Take some time to go through the list of every big gdkp on every single server (top 10 gdkps per server which you can find through some investigation on warcraftlogs), comb through the gold trades and if u see big items given out without gold being traded flag that gdkp host and if more than X times flagged issue occurs send out a temporary six months ban against that hosts account.

If you didn’t know by now, hosts don’t sell gold, they sell items and distribute their own gold which they received via massive 20%ish cuts, while receiving real money payments on their bank accounts for those sold items. That way you cannot track gold sales as no gold changes hands in rmt item trades. This is the plague of gdkps, not the gold selling per se, excess gold is just side effect of rmt.

This will result in every single big gdkp crumbling over night with hosts getting temporary bans amass, smaller gdkps would see this shift towards not allowing rmt and stop doing it themselves as well, if they are doing it at all.

From the ashes of old inflated gdkp system new gdkp system will arise in which item prices are normalized to regular non-rmt gdkps and everyone will be able to afford items with enough gold farming effort, cuts will be smaller to reflect the change and people wont go overboard spending hundreds of thousands of ill gotten gold on flares and other best in slot stuff.

This action requires minimal dev time and only targets gdkp host investigations instead of investigating everyone that participated in it and is a viable short term solution while long term solution is being worked on.

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All of your points seem to assume that Blizzard actually wants a world with significantly lowered demand for RMT, which I am not agreeing with at this point. But okay, let’s assume they do.

That’s one way of potentially doing it, but I don’t think it’s reasonable to conclude that every raid leader is making exchanges using that method. I think it’s still hard to ban GDKP organizers even if they straight up trade a raider extra gold in the most basic way possible.

The issue with “just ban RMTers” is that it is extremely hard to maintain a low false positive rate when banning GDKP organizers or people who buy from them; it is completely valid to offer bonuses for doing extra work such as managing an assignment spreadsheet, advertising the runs, or simply being the best performer in a given role. And what about giving a loan? It can be in a raid organizer’s best interest to give out loans to raise the pot higher and increase their net worth over a long period of time. The terms of these agreements will almost never be discussed in game and and as such Blizzard has no way to distinguish between legitimate bonus payouts and RMT in those scenarios. In the case of a loan, it will seem like a one-way payment until the loan is paid back, by which point a ban may have occurred already.

False positives are extremely disruptive to the community and bans must be handled with extreme caution because of that. Imagine your raid organizer was completely innocent but got banned for 2 weeks on suspicion of selling gold. Well, that sucks for the raid organizer, but also completely disrupts the game for the other 24 people that were going to raid with them for the next 2 weeks, and that’s generously assuming they were only involved in 1 raid. At this point, the raid organizer is probably also considering whether or not they want to stay subscribed or not, given that they have just been terribly wronged by Blizzard.

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My POV here is that the token will make GDKP even more popular. And this is what I have seen on my server already - more ads for GDKP runs. So I’m not sure what you do as a dev here - I think the game is just a worse version of itself with the token, regardless of whether its stated goals are accomplished or not. As a player, frankly I don’t see or care about hacked accounts. I do see bots, so that is one positive if that is a successful outcome. But with GDKP becoming a more popular gameplay format as a result of the token, the game has become less approachable - unless you buy gold. I think this directly contradicts one of classic’s design pillars. And I think it makes the game worse.

Also as a player, the token makes me become more insular - only playing with my guild and turning off LFG tool and channel entirely. Again I think this just makes the game worse as I am no longer content for other players.

Moreover I think the token indicates something significant about design: if the game no longer needs to be approachable and familiar, have we abandoned that pillar? Is Wrath no longer a part of Classic? Are we defining Classic as only era and som now? Prior to this change I would have defined Classic as the first three expansions, ending with Wrath. I think Brian would have agreed with me, by his defense of no LFD in Wrath. But that is no longer a tenable defense with the token; Wrath is now part of whatever comes next.

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While I’m not a fulltime Classic Player I still want to share my thoughts on this Topic since it’s effect was well seen in retail and I can imagine where it is going from here.

The WoW-Token and it’s History

The WoW-Token was original founded in Retail with the idea to combat 3rd Party Websites from selling gold to players. This change was made in my PoV because it was the easiest way to disturb RMT for Gold without drastically changing what is Gold capable of.
It didn’t fight the reason why gold was needed in the game. So things got more and more expensive as gold became just a matter of pocket for the masses of players.

The market had drastically more gold in its ecosystem and the so on the reason why players bought gold in retail became not just boosting (which got even more a reason during legion with the introduction of M+) it effected every area of the game. You became basiclly forced as new player to buy a token to start of in World of Warcraft. If you didn’t you where put on a massive disadvantage as you had to spent either time to hard earn gold from professions (which isn’t in any proportion to the value you get from just buying a token) , became a booster yourself or buy straight up the token.

Just from playing the Game you are straight up not in the position to interact with f.e. the auction house in a meaningful way and will likely be frustrated. I encountered many new players which struggled to craft their legendaries during Shadowlands and now the embellishments. Since the market decides of pricing of so called resources you have to go with what the market dictates to you.

Ultimately I doubt as many players would be active in RMT for Gold on 3rd Party Websites (since they fear a ban) as they are with the WoW Token. The WoW Token destroyed more the identity of the game then any change made since it’s introduction. It basiclly started the Inflation in WoW and will likely cause a so called crash in 1 or 2 addons from now if it’s not stopped.

The WoW Token was a mistake, not a tool.

The WoW-Token in Classic

As I pointed out earlier the WoW Token had drastic effects on retail. Those effects will also persist in Classic soonish.

In Wrath Classic there are a few thing you can spent gold on. You can buy a repair mammoth and some other vanity items. Gold in Wrath Classic is still a trading currency for trades…

This is what classic should be in my PoV. Sadly we never got to experience this in WoW Wrath Classic due to a community made issue.

During Mid TBC Era a new form of raiding was founded by some players. The so called GDKP-Raids became a way for players to buy items for gold. Many people adopted this concept, and it became the standard of raiding over time. Players suddenly could skip social interaction with other players and play the game as a single player game. Guilds started to vanish from servers as they lost players to this new form of raiding that didn’t require you to interact with a loot council and fulfill your own demands directly. To participate in this new form of raiding you needed gold to start out.

So some Players (likely more than in Retail) got involved into RMT for Gold on 3rd Party Websites. As it became required to have gold to participated in Raiding the WoW-Token was introduced to fulfill this demand in a legal way. A logic consequence if you don’t want to interact with how players adopt the game. So is the Token the best way to tackle this demand and issue ?

In my PoV no. GDKP and the WoW Token (also pointed out in the first chapter) shouldn’t exist for the sake of game health. But should GDKP Players/Raids be banned?

In my PoV no. GDKP was formed among loopholes that were left open and players adapt to them. We should instead ask ourselves should we close them for the game health?

As someone that interacts with games on a daily basis (free-time and professionally) I think being passive here is the wrong move. WoW is on the brink of drifting away from its identity. GDKP and Gold conflict with the values of the Game.

In the next chapter, I want to bring up a way to tackle this issue and point out a design flaw that should be fixed in both versions of the game.

Diablo II and Diablo III - An evolution that was needed for the health of the game

While those two Games are a totally different type of game, changes that were made here could combat multiple issues WoW is currently facing.

A prominent Issue in Diablo II was the trading of items for real money. It conflicted with what the game should be. A Grind that you do to get certain items to complete your character. You also could trade items for items. As it was possible to trade freely people exploited the system to make real money trades for items. During the developement of Diablo III (got no insights here, so it’s assumption) they were likely aware of this issue and implemented a Real Money Auction House for items to the newest entery. This was the first try to combat this issue. (like the WoW Token is now)

It failed. As it became part of the system instead of combating the issue of trading - The players didn’t want it to be a matter of money to get the best items. So the auction house was closed.

Trading restriction were apllied and you only could trade items if you where directly with someone in a party as they dropped. It ultimately destroyed RMT with a simple but effectiv change.

How Diablo’s Trading Concept could prevent some RMT in WoW

As we have seen in Diablo simple changes can easily turn things around. While the changes made to Diablo can’t be copied directly to WoW they somehow could still matter in the bigger scheme.

There is a reason why Gold as a resource hold so much power now in WoW. You can get everything with it, and its trading capabilities are down to the player base. On this topic was slept for too long in my personal opinion.

Gold should be more restricted in its capabilities, and the most fundamental change that fixes Boosting/GDKP would be by disabling direct player gold trades. You couldn’t trade anymore for items in raids by spending your gold. Also botting would became very unattractiv with this change in place. Gold as a ressource would still work for vanity and auction related trades.

Im well aware that players then will buy services on 3rd Party Websites for Real Money instead of Gold but those do it right now aswell. If they do that let them go for it and ban them afterwards. You can’t win every fight but you can make it atleast enjoyable for the majority of the playerbase.

What do you think about restricting Gold Trading between Players?

Thanks for reading,

Yumuros - Eu Thrall

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There can be more then one reason.

Does the Wow token reduce botting by eliminating the black market for gold?
Yes, we saw this happen in retail when it was introduced

Does Blizzard make more money off of the WoW Token? Does Blizzard like money?
Also, Yes

It seems your stance is that the game is better off without GDKP, which I disagree with. I think many players, myself included, would rather have what we had pre-token than no GDKP and no RMT. Comparing to SR, GDKP provides more fair loot distribution, less loot drama, and also allows hard workers and key roles to be properly rewarded.

Any form of raiding which is not mind-numbingly easy requires some level of coordination and working together, and in the context of WotLK raids, this basically means that some level of social interaction is required for any raid. So I don’t see how you can imply that WotLK raiding can be a single player experience. I find GDKPs to be just as social if not more social of an experience than guild runs. New faces are often coming in to a weekly pug raid, and with every passing week, I am getting to know more and more people on the server due to my participation in GDKPs. Can you say the same for your guild raids?

Certainly in a world where GDKP is no longer possible, the level of motivation I and many others have to continue doing pug raids at all is greatly lowered. So how do your suggestions equate to more social interaction in the game with that in mind?

You are saying that GDKP allows players to skip interacting with a loot council - I don’t really see this as a negative. Some players will have had bad experiences with loot council and should be afforded other options. There are also other loot systems used by guilds, such as EPGP, or DKP. Should we also frown on these loot systems because their loot decisions do not consider your social standing in the guild?

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Let me make it more clear: GDKP is not the issue for me at all - It’s the requirement of Gold attached to it which simply got out of hand. If Gold as a ressource was more limited to be acquired, GDKP would totally be fine as a form of raiding. Since it’s an infinte ressource the buyouts will get out of hand at some point. As they allready do which has been shown by Metagoblin a couple days after my post:

https://www.youtube.com/watch?v=AKqrjbnZX7A

Saying a World in that GDKP is no longer possible equals quiting the Game basiclly shows you can’t fathom losing out on items. GDKP is a community of convenience concept that solo supports people that can’t share loot with others. It’s Ninjalooting expect you put a price tag on it. I didn’t mentioned every loot concept in my post but need and greed is still an option to master loot f.e. in Pug Raids. I don’t like the idea of GDKP and I stand by this point (mostly because it’s simply becoming the only raid concept going on some servers) but if blizzard finds a way to regulate Gold, you can keep going in my PoV.

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