As mentioned earlier, other companies have tried to remove RMT by competing with them directly and offering in-game currency for real money as well. This was done in Guild War 2 and to some extent with Diablo 3. Both systems are considered failures.
RMT Store case study (Guild Wars 2)
Guild War 2 also sold Gold on their own cash shop but could not stop RMTs. Instead RMTs started offering gold at lower prices than the store. In the end, the dependance of the system on gold completely destroyed the game economy, causing massive price inflations and a focus on efficiently grinding gold rather than learning and clearing content (which universally favors and promotes botting). In the end, the auctions actually became a RMT hub with cases where the team couldn’t easily tell normal Users apart from RMT traders because the two were so interconnected.
RMT Auction case study (Diablo 3)
Diablo 3 had 2 auction markets: 1 that traded items for in-game currency, and 1 that traded items for real-world currency. People ofc flocked to the real-world currency market and completely ignored the in-game currency. This was largely because there was no reason not to auction an item off, but it completely destroyed the economy and the long-term engagement with the game, ultimately damaging the life of the game.
Anyway, the following section details my underlying assumptions of the problems that have to be addressed. It’s not based on how to stop bots and RMT, but on how the current economy can be exploited by anyone.
1. Everything is based on Silver.
Everything in the game can ultimately be bought with the in-game currency, Silver. This means that Silver becomes the best and easiest way to obtain anything in the game. Consequently, player activity will focus on efficiently obtaining Silver; and I will admit it is very hard to be much more efficient than to have an automated program earning Silver for you 24/7.
So I would really like to decouple a portion of the economy from Silver. It doesn’t have to be a large portion: it may simply be a few rare upgrade/crafting mats or the very rare Legendary (Purple and Red items) tier of items.
The point is that Silver has a very limited role in what it can actually obtain for you in-game. In some ways, it lets you buy more pots, reduces downtime, and may let you avoid grinding X Mob for Y Drop. The point is that extra Silver, like a cash shop, becomes a convenience instead of a “win” button.
2. Provide multiple ways to get the same items
A lot of items can only be obtained by killing monsters and obtaining a random drop. While I know they’ve included other forms of progression like crafting, these are still dependent on the requisite Recipes dropping from monsters.
In this case, it becomes an additional quest you gain after an Item Drop to complete the item. It’s still a Drop and consequently can most efficiently be gathered by an automated program.
Instead, I would like to separate recipes from the Drop economy. Maybe you earn Pages for every raid boss you kill, or for every dungeon you complete. The point is that you can trade (or RP-wise, piece together) those Pages for an appropriately leveled recipe at one point. This way, players don’t all start at the same point: “Kill X Enemy until it drops that one Mad Loot Item”.
It also will cause players to spread out to more remote maps (like dungeons and instanced maps) as they might find one area too crowded for their taste and instead have an option to build out their character in another way. It provides players with a clear indicator of progress instead of an all-or-nothing mentality, which is like gamification 101 nowadays.
Whole recipes may still drop from monsters, but the point is that a large portion of items can be obtained through alternate means that are not Silver or Killing, but rather by completing game content.
Admittedly, this second idea only works with instanced content. There is a potential for players to afk or bots to just stay in the boss room and hit the boss once to get “credit” and farm up the game tokens that way.
TLDR
Official RMTs don’t work to remove RMT or bots. Focus on creating a Progression Economy instead of a Silver Economy. This will move Bots away from leveling areas, so they don’t interfere with the gameplay experience.