Friday, January 6, 2012

World of Warcraft over 18 Years

By Golden Browe


World of Warcraft economies routinely have gold being generated and destroyed. Gold is generated by looting this from mobs and vendoring items, destroyed by repairing equipment, buying items from vendors, and auction house fees. One could also argue that gold is actually destroyed by being held on to by characters who don't use it -- my death knight, who I haven't played in over a year has a couple hundred gold on him. Although that gold still exists, it's not doing anything and likely never will.

Here's the thing: Gold sellers don't behave like normal players. They don't buy things from vendors or auction houses, they don't repair their gear, plus they certainly don't just leave gold lying around. Gold sellers essentially inject a ton of gold into the server's economy, which can cause problems.

Studies have shown that three percent of boys and really depends on a further 47 percent were high risk -- Pfeiffer cites a value of four hours per day upwards (the time before the screen is just one of many aspects). For girls, only 03 percent were dependent. He sees a link with the high proportion of male school dropouts and the smaller proportion of men with high school graduates and students. He therefore calls for all-day schools-sports, music and art instead of games, television and chat.

If you've been playing World of Warcraft for any period of time, you've almost certainly become gold spam. It may have been in trade chat, an in game mail, or a whisper from a level 1 character with a random name. You have have seen corpses arranged outside an auction house spelling out a gold sellers domain, or for a brief period you may have even gotten an invite from a random level 1 character who then proceeded to spam /raid with broken engrish about how they have got best price offer number one.

In the initial response to this request the opinion of the players was very differentiated - even active players and fans of World of Warcraft, Metin 2, Runes of Magic, Guild Wars and other online role-playing games can claim empathize, not least because many report on specific instances in their own environment. Almost all online role-playing games have been released in Germany since 12 years, since it is usually to dream games with a reasonable share of violence. What is your opinion: World of Warcraft for the first 18 years - yes or no? And above all: Why?




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