The Multi-box Thread: How it ruins the game.

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Cambob wrote:
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SL4Y3R wrote:
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Cambob wrote:


Actually, that patch was for multi loading. Not multiboxing. HUGE difference between the two. NO ONE has shown MB to be a problem. And not only a problem, but even existing in any efficient and worthwhile manner.


I can't prove that Multiboxing exists. It's not my job to prove MB exists. Oh... look at these random images.





These photos prove nothing other then several toons standing near each other. If you had ever actually seen a boxxer in a game you would know that the slaves actaully come to rest behind the main toon quite a ways. They do not stack up like so, unless someone
specifically arranged them that way to give you a nice SS.
I knew someone would have to quote with those giant images intact.

Like I said: I'm not GGG. It's not my job to prove MB exists.

The overwhelming evidence is that MB does exist AND it is detrimental to the games that it is allowed in. (google will help you grasp reality)

The issue, over and over is not if MB exists (it does) or if it's complicated (it's not)... the issue is if MB ruins the game.

So one more time:
MB gives cheaters an unreasonable advantage over other players in a community based game. You don't have to agree with me, it's just a fact.
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Cambob wrote:
I knew someone would have to quote with those giant images intact.

Like I said: I'm not GGG. It's not my job to prove MB exists.

The overwhelming evidence is that MB does exist AND it is detrimental to the games that it is allowed in. (google will help you grasp reality)

The issue, over and over is not if MB exists (it does) or if it's complicated (it's not)... the issue is if MB ruins the game.

So one more time:
MB gives cheaters an unreasonable advantage over other players in a community based game. You don't have to agree with me, it's just a fact.


Looks pretty similar to my own 'witch coven' I use for boss farming. Portals and resurrection puts the characters together nice and close in town. I use no automation, just multilogging.

So one more time:
You can do this too. Doing this gives me no advantage that you yourself do not have access to. You don't have to agree with me, it's just a fact.
No. Calm down. Learn to enjoy losing.


Multiboxing gives movers an unreasonable advantage over other participants in a relocation-based event. Therefore, it's cheating. You don't have to agree with me, it's just a fact.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Apr 3, 2013, 6:11:19 PM
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ScrotieMcB wrote:


Multiboxing gives movers an unreasonable advantage over other participants in a relocation-based event. Therefore, it's cheating. You don't have to agree with me, it's just a fact.


Meh, you could say the same thing about using +mv speed gear. Gives you an unreasonable advantage over people who choose not to use it.

Every participant has access to these methods. Just because some choose to drive a car while others choose a bike, doesn't mean that the car drivers have some sort of unfair advantage. They just choose a more efficient method of transportation. One that the bike riders have access to, no less.
No. Calm down. Learn to enjoy losing.
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b15h09 wrote:
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DatChen wrote:
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b15h09 wrote:
Please, kindly explain the harm it does to others?


1 word: Inflation.


2 words: Intrinsic Value


Except the problem is that the economy is breaking apart in the "intrinsic value" department. Even though there is an intrinsic value to chaos, GCP, and other orbs such as fusing, the values of them are spiraling out of control because of the flood in the marketplace.

Just like there is some "intrinsic value" to gold, the intrinsic value starts to fall apart once the market gets flooded with gold and, thus, people start trying to find new avenues to dump their falling gold and invest into a new item. Part of something's intrinsic value is a function of its scarcity, and if there is some way to make something multitudes more common than another currency (due to the possibility of multiboxing in this case), then its value will plummet in regards to the rarer currency.

Of course, an argument could be made that there is nothing that could not be done by another person, but that's a case of "if you can't beat them, join them" mentality to "gaming" the game. Yes, it's a game, but gaming the system in such a way was not how it was intended to pan out. "Blame the game, not the player" only seeks to reinforce the action as acceptable. Yes, there is a certain amount of blame that the game has for not being able to address it, but there is also an amount of blame for the people who abuse the system as well.
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b15h09 wrote:
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ScrotieMcB wrote:


Multiboxing gives movers an unreasonable advantage over other participants in a relocation-based event. Therefore, it's cheating. You don't have to agree with me, it's just a fact.


Meh, you could say the same thing about using +mv speed gear. Gives you an unreasonable advantage over people who choose not to use it.

Every participant has access to these methods. Just because some choose to drive a car while others choose a bike, doesn't mean that the car drivers have some sort of unfair advantage. They just choose a more efficient method of transportation. One that the bike riders have access to, no less.


These advantages aren't intended to be exploited in such a way. Whereas movement speed is a function of the game that you choose to pursue or not and is within the game itself, multiboxing is not a function of the game itself. Just like how "tax loopholes" exist and can be taken advantage of (and others can take advantage of them as well), they're not supposed to be taken advantage of but are rather exploitative of the system.
Last edited by Yoojinlee#0996 on Apr 3, 2013, 6:30:22 PM
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Yoojinlee wrote:


Except the problem is that the economy is breaking apart in the "intrinsic value" department. Even though there is an intrinsic value to chaos, GCP, and other orbs such as fusing, the values of them are spiraling out of control because of the flood in the marketplace.

Just like there is some "intrinsic value" to gold, the intrinsic value starts to fall apart once the market gets flooded with gold and, thus, people start trying to find new avenues to dump their falling gold and invest into a new item. Part of something's intrinsic value is a function of its scarcity, and if there is some way to make something multitudes more common than another currency (due to the possibility of multiboxing in this case), then its value will plummet in regards to the rarer currency.

Of course, an argument could be made that there is nothing that could not be done by another person, but that's a case of "if you can't beat them, join them" mentality to "gaming" the game. Yes, it's a game, but gaming the system in such a way was not how it was intended to pan out. "Blame the game, not the player" only seeks to reinforce the action as acceptable. Yes, there is a certain amount of blame that the game has for not being able to address it, but there is also an amount of blame for the people who abuse the system as well.


Part of gold's intrinsic value is its scarcity. Not really comparable to to PoE currency. Every wearable item in the game can be crafted through the games currency, therefore each item has a calculable average currency cost. We don't have the specifics yet, but in time, we'll have a pretty good idea. Even exalteds have a tether to the economy, though that largely is due to scarcity in comparison to a mirror. An exalted will never be worth more than a mirror due to a mirrors extreme scarcity, and a mirror will never be worth more than the most perfectly rolled item equippable in the game. This is the natural state of the economy as designed. No amount of multiboxing, drop rate increases, or even duping, were a method found, could change this. What someone is willing to pay is subjective, but the average crafting cost is far less so.

What we're seeing is the economy finding it's naturally inflated state. It's reached this state quicker than it would have without multiboxing, but the end result is inevitable due to the currency/crafting system's design. We couldn't see this in CB, because there were never enough players for the economy to reach it's natural state.
No. Calm down. Learn to enjoy losing.
Last edited by b15h09#7812 on Apr 3, 2013, 6:42:02 PM
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b15h09 wrote:
Part of gold's intrinsic value is its scarcity. Not really comparable to to PoE currency. Every wearable item in the game can be crafted through the games currency, therefore each item has a calculable average currency cost. We don't have the specifics yet, but in time, we'll have a pretty good idea. Even exalteds have a tether to the economy, though that largely is due to scarcity in comparison to a mirror. An exalted will never be worth more than a mirror due to a mirrors extreme scarcity, and a mirror will never be worth more than the most perfectly rolled item equippable in the game. This is the natural state of the economy as designed. No amount of multiboxing, drop rate increases, or even duping, were a method found, could change this. What someone is willing to pay is subjective, but the average crafting cost is far less so.

What we're seeing is the economy finding it's naturally inflated state. It's reached this state quicker than it would have without multiboxing, but the end result is inevitable due to the currency/crafting system's design. We couldn't see this in CB, because there were never enough players for the economy to reach it's natural state.


Which should be fine and all if this was truly happening. But the problem, as I see it, is that the economy is falling apart as people are abandoning lower currencies and attempting to tether almost all of their trades to exalted. The currencies used most often in crafting: alcs, fusings, chaos, alts, and otherwise which have a more tangible use and are used more often are finding themselves plummeting in value even though these are the currencies that are taken out of the market and put into the market most often. This flux shouldn't cause it so that the economy starts tumbling out of control. However, what ends up happening is that there are enough of these people who hoard the higher currencies that they are the dominant force of deciding how to tether their values. Since trade chats are instanced and no one has the full information of whether or not these trades happen, a snowball effect can occur as a small amount of people can cause lost market confidence in these lower currencies. If a person spends all day pushing the idea that they can get 25 alts for 1 chaos and 5 chaos for a GCP and funnel it all the way up to the ever-expensive exalted (which has maintained its value somewhat suspiciously) then people who see these trade offers start to go along with it as this causes a new standard.

This is an unnatural state of affairs that should not be happening. Unlike fiat money, these currencies have tangible values that should allow them to be tethered to items (like you pointed out), however, we are having the same sort of problem as people trying to withdraw all of their money from their banks. If everyone didn't panic and the money stayed in the bank, there wouldn't be much of an issue. But, due to the scramble to get it all out, they're causing a self-fulfilling prophecy of economic collapse.
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Yoojinlee wrote:


Which should be fine and all if this was truly happening. But the problem, as I see it, is that the economy is falling apart as people are abandoning lower currencies and attempting to tether almost all of their trades to exalted. The currencies used most often in crafting: alcs, fusings, chaos, alts, and otherwise which have a more tangible use and are used more often are finding themselves plummeting in value even though these are the currencies that are taken out of the market and put into the market most often. This flux shouldn't cause it so that the economy starts tumbling out of control. However, what ends up happening is that there are enough of these people who hoard the higher currencies that they are the dominant force of deciding how to tether their values. Since trade chats are instanced and no one has the full information of whether or not these trades happen, a snowball effect can occur as a small amount of people can cause lost market confidence in these lower currencies. If a person spends all day pushing the idea that they can get 25 alts for 1 chaos and 5 chaos for a GCP and funnel it all the way up to the ever-expensive exalted (which has maintained its value somewhat suspiciously) then people who see these trade offers start to go along with it as this causes a new standard.

This is an unnatural state of affairs that should not be happening. Unlike fiat money, these currencies have tangible values that should allow them to be tethered to items (like you pointed out), however, we are having the same sort of problem as people trying to withdraw all of their money from their banks. If everyone didn't panic and the money stayed in the bank, there wouldn't be much of an issue. But, due to the scramble to get it all out, they're causing a self-fulfilling prophecy of economic collapse.


Exalted values are very subjective, because they're luxury items. You don't need an exalted, but they can make a great piece of gear even better. They still fall in a defined range, albeit a very large range. As to the price 'plummeting' on other orbs, what we're seeing is these orbs finding their actual intrinsic value. It takes hundreds, even thousands, to roll certain items. They're not worth much, really. The real problem lies in the drop rates. They drop so infrequently in a normal play session, people perceive them as valuable, but their actual crafting usefulness individually is negligible. Because of this, people hoard, rather than craft. As a result, it reinforces the end consequence of the design. Enough currency in the economy that an item is ultimately worth its average crafting cost.

We'll only see price relief when high end items have saturated the market enough that they must be sold below crafting cost.
No. Calm down. Learn to enjoy losing.

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