Boosting requires 5 people working together, including the buyer to some degree (if boosting for very high tier content that can’t fully be carried). There’s nothing against that if it’s being done for gold.
Due the ramping crack down on RMT practices in the boosting community (which still exist, make no mistake), almost every openly advertised boosting service in-game says gold only now, for good reason.
Yes, actually. Kittredge brings up a very good point. The picture doesn’t prove much at all. It proves there are 8 advertisements up, but it doesn’t tell us:
How many people buy those service
How many people profited of those services
Negative effects associated with those services
I used to sell dungeon runs for gold for lowbies to level back in the day, and I see that as a legitimate use of in game service for gold. In essence, these runs aren’t too different, but it is severely complicated by the token purchase system. But I am curious how many actually buy those runs? How many purchase tokens-for-gold to buy runs? How determinantal is it to player experience (those who buy and those who do not buy)? Is there a pandemic of lil kids using mom’s credit card to buy runs for gear/io? What are the issues that harms this beside being annoyed by ads (which imo don’t belong in the lfg channel, but that’s not the same as banning the idea)?
i didn’t say “8 ads”, i said “8 businesses/companies”… all with their own urls, which give an indication of how well set up these companies are.
enough people for it to be a profitable business, which have masses of “throw away” accounts available for advertising.
everyone involved with them, INCLUDING the people buying the runs… RMT messes with the economy.
the negative effects are too many to list. really. blizzard is being cheated, the players are being cheated, and everyone using these services are cheaters.
not sure why people think this has ANYTHING to do with tokens.
You can draw conclusions. If people weren’t buying them, or ENOUGH people weren’t buying them, they wouldn’t be doing it. Unless they’re doing it for fun or out of the kindness or their hearts, in which case they wouldn’t be charging large amounts of gold.
So it does tell us that indirectly.
I don’t think the OP is talking about SFK carries to power level. This is end game content, and the result is players effectively buying gear with gold (often times from tokens, so in reality buying gear with money) and bypassing the normal gearing process.
But I don’t blame them. Blizzard has made that the path of least resistance because gearing should be the ENTIRETY of the game, right? Who cares about fun content, getting gear IS the content!
Yeah, that doesn’t really tell me anything. If these 8 companies have a very low cost of having the ad up (maybe one guy sets it up while he plays) and gets 2 runs throughout 5 days that’s not very significant. But the picture doesn’t show that.
These are services for gold. I’ve seen ads for real money, but these are already against eula and players get banned for it. Tokens, however, bridge that gap and can incentivize the idea of “paying for gear” since you buy tokens with real money. Which IS problematic imo, but I’d like to know if that’s a problem that’s happening.
See above with low cost. If it’s 8 players setting up ads while they play, it’s not a significant fraction, the picture doesn’t tell us how many purchase their services, and still yet I don’t see the negative effects.
The point of my analogy was I used to provide a service for gold. These players provide a service for gold. What difference does it make when they do that service? Maybe they want to spank lowbies in bgs with gearor have a nifty title and they paid gold for it.
I’d say this depends on the week. Had a rogue disconnect after Glubgrog in a +16 PF, and came back after Domina. We managed to time it, but it was also one of the easiest weeks in the cycle. Definitely couldn’t have done it on a Tyrannical week.
Leveling is no longer the game. It’s trivial. They’ve removed the meaning of levels, and at this point should just do away with level increases imo. Gearing is the new leveling.
The community caused it.
It’s like, Frankenstein. Dr. Frankenstein (elitist) created Frankenstein (artificial walls to dictate who advances and who doesnt, RaiderIO for example) which rules up everyone (the casuals) so someone steps in and sells torches and pitchforks (selling carries/gold) which in turn burns down the village (WoW) and now Dr. Frankenstein (you/elitists) complain about the damage done.
Maybe people shouldnt have created the demand for carries. People do it for different reasons but it all comes back to, why wait 8 hours to join a group after being rejected 500 times when I can buy it, get it done and enjoy some content, get my loot and move on?
Yeah that’s a good point. For people who don’t care about money it’s just easier to pay for boosts to get fast gear, achievements, or cosmetics.
I really could care less about boosting except when it’s done in pvp because that’s the only time that a player getting boosted effects other players experience.
Having the lower ladders filled with gladiator players is a problem.
If modern World of Warcraft is so difficult that it is feeding the market for purchasing boosts, then it’s time to have a serious conversation about game difficulty and ways to earn rewards/gear.
Perhaps we need to look at why so many feel the need to buy boosts (at least for PvE content) that in and of itself may be the issue.