Wow, lots to read/comment on, let's start from the beginning.
One single player controlling ~0.5% of the tickets for Gencon (40/~8000), plus all the other players who buy out full runs (let alone multiple full runs) seems like the kind of thing that can add up quickly. Let's not overlook effects in aggregate. One person doing it isn't necessarily a problem. 10 or 20+ people doing it, however, starts effecting the supply of tickets, especially if they (intentionally or inadvertently) end up with 'prime time' slots (for whatever reason), as opposed to those runs mentioned earlier that are a bit less prone to filling up or remaining full (early Sunday mornings, etc).
Even with 'human ghosting' and 'newbie runs', it's tickets out of the system and moved to a secondary system. Especially one that redirects from the open and transparent Gencon system, and comes down to "be in the right place at the right time", as some have said about grabbing random people for 'free but no treasure' runs.
Note; Raven and Ed and others have offered me a slot in future runs, this isn't just about my personal perspective, but that of what is essentially introducing a secondary route of ticket control that few people outside of the forums will even know exists. We're 'solving' the issue of bought out runs by having a shadowy black market/secondary market, which seems less than ideal for the general public, even if it's 'working as intended' for others.
And to take a larger overhead view; the games popularity is built on people being able to play it. People buying out runs for profit at the cost of slot availability are potentially impacting their own user base; the fewer people that can play, the fewer potential customers there are to even be interested in buying those wares off stores or eBay or wherever. Plus there's other perspectives, volunteers standing around not doing a whole lot. Fewer people milling around looking to trade tokens, fewer people buying 10 packs, buttons, other swag. The logistics involved in TD are presumably built around expecting X amount of users. What if substantially fewer than that number show up? How might it impact volunteer availability/interest/enthusiasm if someone's shift is a ghost town due to treasure runs cutting the number of 'actual players'?
I should also note I'm not trying to drive this into absurdist territory. I don't really think someone is going to buy out even 5% of the tickets on their own, but I'm trying to make a point about the disproportionate impact that a few dozen users could conceivably have on the system for high demand events. I'd hate to miss out playing next year only to come to the forums and find people talking about how profitable (or not) their ghosted runs were.
The idea of making the treasure mix 'worse' to combat farming is something that isn't quite sitting right with me. Again, speaking as a newer player, the idea of having decent odds at pulling something *good* with my 4 token draws (or whatever they may be) is appealing. The notion that it's too good/lucrative and thus should be made worse simply because some people/groups are pulling hundreds of tokens is a bit disheartening. Hearing that there might be yet another treasure enhancer coming would conceivably only compound the matter. I get that they're a great way to drive token sales, but is it sustainable? Is it not counterproductive? If people drawing 19(or whatever the current theoretical max is) tokens is a problem now, how about in a few years when people are drawing 22 or 25 or 30? Do we need to keep making the mix worse to account for "_____ running with 9 ghosts/retainers/warm bodies and drawing 250-300 tokens at once"? Do we need to keep making the loot mix (on average) worse to account for a small portion of the user base?
Arcanist Kolixela wrote: The forum posts like this are our *canary in the mine shaft* and it's good to keep watching them. If we watch carefully we can see the dead canary and get out before the mine blows.
This assumes that someone intent on exploiting the system would admit as much. I have to imagine that if things start going sideways, it'd be noted after the fact, with at least one convention experience being heavily impacted. The mine will have collapsed, and we'll have a few months between conventions to try to shore up the next one.
I doubt many people willing to take a stab at such exploitation would admit as much prior to putting their plan in action at least once. I recognize that no usable system is going to be 100% bulletproof, but if we're already seeing a few cracks, it's worth addressing. At the very least, players who do fall into fringe situations should have clear and consistent knowledge of how to proceed (get token packs in exchange, or treasure, or both, or whatever the outcome is, it should be common knowledge for both TD staff/volunteers and players).
Fake edit: and now I'm on the part of the conversation where we determine that the problem with a social activity is other people. Note that I'm not disagreeing, just finding it funny. "The demand was there for more slots, so TD added them, and now people just buy out the slots and don't fill them, which is essentially a ticket hike on those willing to pay it for their preferred experience". At that point might we're just having people buy two seats on airplanes because they don't like having someone sit beside them. They're willing to pay for that right, but someone is still left standing on the ground (assuming the flight sold out).