In many MMORPGs, a user can set up scripts (also known as bots or macros) to play the game, performing a simple task over and over again, and reap huge rewards. This lets users build up a powerful character just by letting their computer run unattended. This flaw is built into almost the very essence of RPG "levelling"; that your character becomes more powerful primarily by repeatedly performing actions.
These macros are forbidden in many of these games, and developers are now fighting back by working on automation detection systems. One tactic is to 'nerf' the game aspects related to the botting. These are easier to implement than actual anti-automation code and are thus favoured by developers. Their effectiveness is dubious, however, in that they affect legitimate players and botters alike, and they negate the fun factor in playing an MMORPG. Another way to speed up the character progress is using multis.
Both of these methods of cheating often backfire or are rendered unusable by the sophistication of certain games that require a human intellect little effort to comprehend yet will render artificial intelligence hampered or completely unusable in certain cases. Such games include Eve Online, which comprises a 3D environment in space with a complex and fluid game structure that most programs cannot cope with, as well as the abolition of the standard experience-level concept used in most of today's MMORPGs.
Ripple Effect
Many of the continual price changes are brought about by the constant influx of new players, and the constant growth in skill levels of older players. For example: only someone with level 99 smithing can make the extremely valuable rune plate body armor. A year after launch, there were few of these smiths, but now, there are many more, over double the first number. If all of these accounts are still playing and still making rune plate body armor, the number of people with it goes up, unused supply goes up, demand goes down, and prices follow.
However, two things tend to keep this deflation in relative check. First of all, there is a constant influx of new players who want this armor, keeping demand up and supply down, or at least even. Also, many high-level players are only out for money when making such rare items.
They rarely want to bother with spending the extra time to find a buyer (and often, the extra profit isn't enough to waste the time on), and will often use the "High Level Alchemy" spell to "sell" the item for 1.5 times the normal store price. This saves them the hassle and gives them the money they need. Supply goes down, demand stays level, and again the price remains relatively stable. The high alchemy spell increases the amount of money in the game.
The mechanisms that take money out of circulation are consumption (food, runes, arrows), are much smaller than the increase caused by high alchemy. This is in part due to the runecrafting, fishing, and cooking skills. A skilled player will quite often produce runes and food (with no monetary loss) for their own consumption without buying or selling these items to other players. The result is inflation, causing the price of some items to soar steadily over time.
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