>>6
Exactly.
If designers would stop copying Everquest to make their shitty mmo. Maybe they might be able to devise some ideas to prevent anything ingame from gaining real world value.
Ultima Online practically had it done right. Except houses gained value before they added in all those lame vet rewards and uber rares post-Y2k.
So if someone were to take old uo's setup, and make houses capturable or destroyable by other players. You would have an mmo where money means nothing, yet, items/time meant you would have something useful, yet, easy to lose, but, just as easy to replace.
A world with nothing permanent might have no real world value/scams.