On April 1st introduction of the cards last year, I started puppet farming along with lots of the other players - the players who have the most expensive decks and the most resources overall. When the cards resumed, we also resumed. Our growth is directly proportional to the amount of time we put in "answering issues" with our endless hoards of puppets. We will forever be on top, and there is nothing anyone else can do about it. We have such an extreme and unfair advantage over other players that it is ridiculous, and I argue it is on the same level as WA multiing.
From the FAQ's page, it is evident Admin recognizes this as a problem and intended the current system to significantly limit the ability to card farm:
The auction system is designed to force trading at true market prices, reducing the ability of puppet nations to feed valuable cards to their masters.
Despite the best efforts of Admin, we still manage to mine valuable cards and bank with our puppets, and funnel them to our main nations. Fees don't stop us from gifting cards, because a loss of funds for our puppet doesn't cause us to lose anything on our main. The auction system doesn't prevent us from transferring bank, because the chance of someone stopping us is low enough to not be a significant concern, and we can just piggyback off regular auctions if we want to do things securely (this card is an example of one I used for such a secure transfer). In summary, the expected limitations hardly affect us, and more is needed to address this problem.
Possible Solutions
Issue Throttle
The most valuable thing for a card farmer is time - it's what allows us to get ahead. We can generate more packs of cards than anyone else. But what if we made getting cards from puppets extremely annoying, such that nations answering issues very quickly have virtually no chance of yielding cards? Whenever an issue is answered, the server would check the time stamp of the previously answered issue to make sure at least X seconds (10, perhaps) had passed. Answering issues in less than X seconds would preclude the possibility of generating a card pack. There could also be some kind of animation or card revealing process that takes longer than the current one, that you are required to wait through in order to receive your cards. This kind of feature would hardly affect regular players, who tend to pay attention to the issues they answer, and should be averaging one, possibly two, card packs per day; but it would severely debilitate card farmers.
Edit: I just realized there is a way around throttling issue answering, depending on what X is chosen. If X is too short, that is problematic because card farmers will just count seconds between answering issues when going through their puppets. If X is too large, card farmers will instead rotate between puppets answering one issue at a time. In either scenario, this could be made even worse with a script that reduces issue answering to two buttons - one that the user clicks to answer an issue, one that signs them into the next puppet.
IP Throttle
This should be far less demanding on Admin resources than the Central Bank idea I originally proposed. I am aware of the feature that is in place to make it difficult to up or down vote dispatches by using puppets. My best guess is that up votes and down votes are all tied to IP addresses, so users cannot give multiple votes on one dispatch. I propose that a similar system be applied to how card packs are awarded, such that there is a strict limit to how many packs an IP address can open in a day. This means all players can possibly receive cards from any nation they have access to, but for the most part this should eliminate any advantage gained with puppets.
So far as the details of implementation go, here's what I have in mind. Every time an issue is answered, the system would check a counter associated with the IP address that answered the issue. This counter represents how many issues have been answered from that IP. If the counter is at less than 5, then the system increments the counter by one and proceeds to check if the user received cards. If the counter is at 5 (or more, for some reason), then the system does nothing, and does not give any chance of cards. At 6 hour intervals, the system would subtract 1 from the counter. IPs that reach 0 on their counter would simply be removed from the structure handling the IP throttle.
This system is intended to function such that if a user only uses one nation to answer issues, they will never be throttled. Compared to the WA multi system, this is extremely simple. Yes, this means that someone with a VPN could work around the system, but this should significantly cut down on the number of people using puppets, and this system could be upgraded later, or other systems working in concert with it could present enough of a hassle to anyone using a VPN to virtually eliminate the benefits gained by card farming.
Note: We could also check the IPs of nations gifting or bidding, and prevent them from exchanging cards if they match.
Tweaks to the Auction system
There are some various changes that could be made to the auction system to make bank transfers next to impossible. Some of these could be seen as general upgrades to the system:
- Add a notification option that triggers when a card you own receives an offer more than twice its market value. By default this should be off.
- Increase the run-time of auctions, perhaps as a function of how an auction's current match price compares to the market price. Time is the enemy of transfers because it increases the chances of someone with the card noticing the situation and stealing it.
- Gifted cards may not be put up to auction until a week has passed from the original gifting, and gifting must be accepted on the receiver's end to complete. Most gifted cards are from puppets to mains for the purpose of bank transfers, and this at least forces card farmers to search the market for transfer cards, or risk drowning in cards they must hold on to for a week before using for transfers. This should hurt the largest card farmers the most.
The Strict (but random) Auction System
When an auction on a card starts, new or edited asks must be exactly equal to the ask that matched first in order to match. Higher asks made before the start of the auction can match with high bids. Meanwhile, the amount paid by the bidder will be whatever they actually bid, not the midway between their bid and the seller's ask. At the end of the auction all matching asks will be shuffled and given a random preference for the bids they would have matched to.
This is extremely bad for bank transfers because first, there is no sure way to protect your transfer, and second, you cannot piggy-back off existing auctions in order to shorten the time.
Team Heists
The concept here is essentially a way for teams of WA nations to combine and police bank transfers. WA membership is not required to play the game, but rather WA nations receive a special ability that severely threatens the security of heists.
While a card is up for auction, WA nations could put up one of their card packs on it. If enough WA nations put up their card packs, then three things happen: first, a new copy of the card is created. Second, this new copy of the card matches the highest bid on the card. Third, the auction immediately ends, and the money from the bid is distributed evenly among the nations that put up their card packs (which are consumed in the process). Auctions ending in this manner do not factor into the market price of the card.
The required number of WA nations/card packs should be a function of its market price, rarity, and/or the total number of copies in circulation. Rarer, more valuable cards, with lots of copies, should require action from more players - and the consumption of more card packs - to bring into existence as a means of fighting transfers. Cheap, common cards, with few copies, should be much easier to create in this way.
I suggest starting with the base assumption that one person can consume a card pack to block transfers on most common cards valued at or near junk value, and increase things from there. This is the most common scenario, and thus it shouldn't hardly be difficult to shoot down. However, we also don't want a situation where people start printing off the most expensive legendaries, so such acts should require the coordination of several dozen people. This certainly won't end transfers by itself, but it will make them an art that requires skill and careful planning, or perhaps negotiation with other players, to safely complete.
Any discussion on the topic of ending card farms is welcome here. Please share your thoughts!