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Vanguard Gold farming 101

Step 1: Play a “massively multiplayer” online game on your computer. The most popular these days is World of Vanguard, a role-playing game, or “MMORPG.” In Vanguard, hundreds of players can log in to the same server, or “realm,” for simultaneous adventuring. There are hundreds of Vanguard realms all over the world, and more than 5 million people pay monthly subscriptions to play the game.

Step 2: Slay some enemies (also called “mobs”). When you do, you can loot their corpses for items you can later sell to a computer-controlled merchant. In Vanguard, if you slay a bear, for instance, click on its corpse and you might see a column of icons representing teeth, fur, meat, claws, etc. Click the icons to add them to your inventory. Some enemies yield, or “drop,” weapons and armor as well as copper, silver or gold coins.

Step 3: In Vanguard, players can carry as many as five backpacks, each with more than a dozen “slots,” or spots for loot icons. When your packs are full, head to a town or city and find a computer-controlled merchant.

Step 4: Click on the merchant and then click on your backpacks to open them. Click on the icons in your backpack to sell them to the vendor, who will give you coins.

Step 5: Slay, loot and sell about a million times.

Step 6: While you’re out slaying enemies, keep an eye out for rare items. These can be weapons, armor, trinkets or even crafting patterns that other players might want. You can tell how valuable an item is by looking at the color of its name. Green items are “uncommon,” blue items are “rare,” and purple items are “epic.” In most parts of the virtual world, epic items don’t drop very often.

Step 7: If you get some of these green, blue or purple drops, put them up for sale for gold on the in-game auction house. Sometimes epic items are sold for real money in online marketplaces such as eBay or

Step 8: When you have collected about 1,000 pieces of gold (that can take many days of nonstop killing, looting and selling), put it up for sale on eBay, or some other online marketplace.

Step 9: Here’s how the sale goes on eBay, for example: Someone who plays in the same realm as you wants to buy your 1,000 pieces of gold. He has a winning bid of $75, and the cash moves from their credit card to your account. You arrange to meet him in the game and give him your gold. Vanguard also has an in-game mail system for sending notes, gold and items to other players.

Step 10: Repeat this process 100,000 times. Or, as some have done, open a factory in China, and pay 100 people a few U.S. dollars per month to do it for you. GLOSSARY

Blizzard: The game development studio that makes World of Vanguard (Vanguard)

Bot: Short for “farmbot,” a playable game character programmed to automatically slay enemies and loot their corpses. Creating bots usually involves hacking, a practice most game companies do not endorse.

Drop: Noun: A single piece of loot. Verb: To appear, as sellable items do, in a loot window when a player clicks on the corpse of a slain enemy.

Goldfarmer: Or “farmer,” one who plays a MMORPG solely for the purpose of harvesting and selling loot, accumulating gold and then selling that virtual gold for real money in online marketplaces such as

Loot: Noun: The items that drop from slain enemies. These can be common items such as pelts or cloth to more valuable items such as armor or weapons. Verb: To take dropped items.

Loot window: The window that pops up when a player clicks on a slain enemy. The loot window displays the items (as icons) that can be looted from an enemy’s corpse. Looted items are added to a player’s personal inventory.

MMOG: Massively multiplayer online game, a game played simultaneously by hundreds or thousands of players

MMORPG: Massively multiplayer online role-playing game, a MMOG that focuses more on fantasy role-playing and adventuring than, say, World War II shooting action or the re-creation of battles from ancient history.

Mobs: Computer controlled enemies. In Vanguard, mobs are a mix of common animals, fantasy creatures and monsters and human or humanoid foes.

Ninja: A player who, when grouped with other players, steals loot from the corpses of cooperatively slain enemies instead of waiting to divide it fairly.

Ninja Farmer: A player who, when grouped with other players, steals loot with the intent to sell it.

Thottbot: A Web site that categorizes and cross-references the loot dropped by Vanguard enemies. Thottbot also gives rough estimates (percentages) as to the chance that particular items might drop from particular mobs.

Vivendi Universal: The publisher of Vanguard

Vanguard: World of Vanguard, the current top MMORPG with more than 5 million players worldwide

About Vanguard Online

Vanguard: Saga of Heroes (PC)
Publisher: Sony Online Entertainment / Sigil Games Online Developer: Sigil Games Online

Wild speculation has swirled around Vanguard: Saga of Heroes almost from the moment it was announced. The game is the brainchild of Brad McQuaid and a handful of original EverQuest developers who founded Sigil Games to work on what McQuaid calls a "real MMO experience." That unapologetic, old-school MMO attitude and the limited information that's been released have raised a lot of questions. Is Vanguard really a throwback to the EverQuest-style level-grinding, party-based MMO? Does that mean Vanguard players will be subjected to enormous empty worlds with no instancing, spawn camping and enormous time sinks? Can something like this actually be fun in an environment where World of Warcraft has basically rewritten the rules for what constitutes an MMO? At a recent San Diego event, I finally got the opportunity to sit down with the game, talk with Vanguard's developers and get some answers.

As I spoke to various members of the Vanguard team throughout the day, they confirmed that many of the perceptions swirling around the game are in fact true. First, Vanguard's landscape will be huge. Our day began with a video presentation presented by McQuaid himself designed to show off the enormity of the world. It highlighted some of the Asian-themed archipelago of Kojan. Kojan is an island chain and the home of the elves in Vanguard's fictional universe. "Island chain" doesn't just mean land surrounded by water, though; it also means dozens of magical islands floating in the sky. "Each square of the player's onscreen map represents 2.5 miles of virtual terrain," McQuaid said as he flew an enormous dragon through a coniferous forest into what looked like a Shinto temple surrounding a sacred pool. Calling up the map, he pulled back to a view of the entire world, revealed a vast space consisting of thousands of 2.5-mile squares.

"The important thing to realize is that everything you see, you'll be able to reach, although maybe not right away," McQuaid said. "The world of Vanguard is also seamless," he noted as he flew up to one of the floating islands, revealing an enormous tower that's a fully functioning adventure area. There's no instancing, teleportation is very rare, and travel between areas is rather difficult and slow. The majority of player travel will be done on a variety of land-based or flying mounts or by ship. The presentation showed off quite a bit of that transportation, including flying dragon mounts and a number of beautiful ships of various sizes ranging from small, fairly slow scows that could be purchased by a single player to gorgeously ornate ships-of-the-line that can only be purchased and maintained by guilds. What really drove home the size of the world was when our presenter revealed that he was using a developer cheat to speed up his dragon to approximately 10x normal speed. What had taken us ten minutes to traverse would probably take most players more than an hour.

The game will also bring back something most people thought was dead -- spawn camping. Players who entered the MMO scene post-World of Warcraft may not be familiar with the concept, but the term refers to rare monsters that only spawn at certain times that may be necessary for a variety of quests. As a result, groups of players cluster around such creatures' spawn points, often waiting for hours for the creature to appear, each hoping to be the first to tag the creature and get whatever it is that drops. The team's rationale behind it is that they don't want to lose the social interactions that come from groups attempting to work out access to rare resources. They also believe that the problem with rare spawns isn't their existence, but that parties often have nothing else to do while they're waiting. Vanguard's three-track experience system is supposed to give players something fun to work on while playing solo or waiting for a spawn to arrive.

Naturally skeptical of this (EverQuest was notorious for the screaming arguments, misery and political maneuvering rare spawns caused), I wanted to learn more about how this "three-track" system worked. After the initial presentation we sat down at computers, and I was instructed to start up a dark elf in the city of Hathor Zhi. Apparently I'd be trying out some of the Diplomacy content in the game, and Steve Williams, the Sigil developer in charge of the Diplomacy system, would be telling me about how diplomacy worked and how it fit into the three-track experience system.

"I'm basically a social gamer," Williams said as we began our conversation. "I like talking and I've always been frustrated by the MMO paradigm that the only way to advance was to kill stuff." That didn't quite jibe with my first hour of gameplay. I had created a Dark Elf sorcerer named Ilyana Maria. She came into existence outside of the city of Hathor Zhi, and I proceeded to drive her through a series of fairly commonplace newbie quests involving killing some of the local wildlife (and less fortunate Dark Elves), harvesting various body parts and turning them in for rewards. When I mentioned this, I was directed into the city to speak with an NPC named Nalzen, and he opened up a whole new world for me.

"Diplomacy is one of our youngest systems," Williams said. I worked my way through Nalzen's first tutorial and while it was a bit confusing, what I eventually figured out is that diplomacy is a way of affecting the world and completing quests by basically playing a collectable card game. Every diplomat has a series of "cards" that represent a variety of conversational gambits. "Snippet of Wisdom," for example, is a "Reason" card, while "Aggressive Statement" generates "Demand" when players enter into a conversation (called a "parley"), a table appears on screen consisting of a player's point totals, four meters representing various conversational "power levels" and a "conversational flow meter" set at zero. The basic game consists of using various cards to fill up these power meters and pull the flow meter toward the player's side of the table. Each round that the meter is on their side, that player loses a point and sees another line of conversational dialogue. First one to get to zero wins the conversation and finishes another chapter in a story that can range from simple quests to bring a woman's husband home from a bar, to a continent-wide tale of betrayal and murder.

"We're aiming for approximately 300 cards at game launch," Williams said. Players will also be able to parley with each other, although this will merely be the equivalent of PvP dueling at launch with no wider game ramifications. Once players have mastered the basics of card playing, that's where the real excitement of diplomacy begins. Diplomacy is one of the game's two alternative tracks (along with crafting) that, according to Williams, have as many levels, as much content and as intricate a gameplay system as the traditional adventuring/monster-killing route. In fact, Williams could barely contain himself as he described how the Diplomacy system is integrated into the game world.

"Once upon a time, cities were just the places you sold loot, bought new armor and left as quickly as possible," Williams said. "For the diplomat, though, our cities are dungeons." Player characters will have three separate experience and skill point totals, so a hardcore diplomat with 350 out of 500 total skill points might only be a fifth-level sorcerer and a third-level crafter. Characters will also have three separate paper-doll systems for clothing and items that they'll automatically don when using various skills. That means that diplomats don't have to waste time in the wilderness changing into battle gear. There's a completely separate itemization tree for each gameplay track and a whole series of adjustments that need to be made when dealing with city denizens.

By the time my third-level sorceress hit diplomacy skill 30, she had already acquired a "Rod of Wrath" and "Bhaela Ondrak's Ring." The Rod gave a 5 point bonus to her noble presence and the ring gave a +1 to both noble and merchant presence. "Presence" is the measure of how the target of a conversation perceives the character. The old saying "The clothes make the man (or the elf)" was never more true than in Vanguard. Without presence of a specific level, certain characters will not talk to the player, therefore one of the diplomat's major gameplay dynamics will be the acquisition of new and better diplomatic clothing along with more powerful conversational gambits (the cards) to use in those high-level power meetings.

Getting "phat diplomatic loot" is one of the ways that diplomatic characters will have to interact with other players. Some diplomatic clothing can only be found as drops off monsters. If, for example, a player wants to parley with a local kobold chieftain for an "embassy mission," he may demand that the player wear the signet ring of a rival Orc warlord before he'll talk to you. The Orc warlord probably won't want to give that up, so it'll require the diplomat to call in friends with sharp swords. Other pieces of diplomatic gear may require the help of a crafter. If, for example, a local banker wants three letters of credit before he'll agree to something, the player will have to seek out a crafter to help forge the letters -- and perhaps pull in an adventurer to kill the creatures that drop the wax needed to create the special seals on the forgery.

That doesn't mean that diplomats have nothing to offer the other tracks. High-level quests for uber-weapons, really cool dwarven curses that make for killer parleys, and epic-level crafting recipes will only be available from local rulers and powerful NPCs. Getting those will require well-dressed diplomats to even get in the room, along with powerful cards to convince them to drop their goodies. Those conversations may, in turn, be the end of a long chain of quests that require players on all three tracks to cooperate to complete.

Diplomats will also get involved with something called "city politics." City politics are a series of invisible levers that diplomats can push via conversations with influential characters around the city. Depending on how they choose to interact with them, these levers can shift the balance of power for various political parties and cities, causing enormous ripples that have significant effects on the real world. At the simplest level, diplomats can push levers that give citywide bonuses to any adventurers or crafters within city limits.

At higher levels city politics get even more elaborate. A dwarven city under threat of kobold attack, for example, can have its morale raised or lowered by diplomats. Raise it high enough and the city begins to feel hope again and work on repairing its defenses, generating a bonus for crafters and triggering crafting quests that are only available when morale is high. Conversely, they may elect to push city morale down. When it gets low enough, it'll trigger an attack by nearby kobolds. That's not so good for the dwarves but should be a bonanza for adventurers who will have access to quests and loot that's otherwise unavailable. There's even a PvP element to city politics as teams of diplomats compete with each other to push the city's levers in different directions.

"Social players always had an opportunity to be social, but they never had any sort of ownership or influence," Williams concludes. "The people chatting with each other were never as important as adventurers or crafters. We aim to change that."

With that, my time with Vanguard had come to its end. It's not nearly as easy or as friendly as the current generation of MMOs, and it's the kind of time-intensive, complex and richly detailed game that most of the industry is moving away from, but within those parameters, Vanguard: Saga of Heroes is doing a lot of cool stuff and is worth keeping an eye out for when it releases in early 2007. Who knows? Even people like me who swear that "simple is better" might get sucked into Sigil's enormous world.

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