Look at how hard it is to convince people even in this very thread that all the mechanics in XIV coming together will make the game significantly more inhospitable to RMT than it was in XI. It's **** near impossible. People are so uptight about it in this thread and elsewhere on these boards that they don't want to hear even the HINT that it won't be so bad because the thought of letting their guard down is just too **** terrifying. Yet you point out to them a potential solution to rampant RMT disruption of the game and they don't want to hear about it. Not even a little. Not one bit. They want what they want and they want it now. Children, the lot of them. No compromise, no middle ground, none of that.
It's often difficult to convince people of things that aren't true.
In my years of playing FFXI, I probably saw RMT blamed for literally every problem in the game. If prices went up, it was RMT. If prices went down, it was RMT. If an NM was camped by anyone but yourself, they were RMT. If popular leveling spots were too crowded, it was RMT. If someone MPKed you, he was RMT. If someone was seeking a party with bad equipment or an underleveled sub, he was RMT. If there was a bad design decision in the game, SE wouldn't change it because of some convoluted explanation involving RMT. If there was a bug, RMT were hiding its existence, if they didn't manage to create it somehow in the first place.
The problem is that 95% of it was a paranoid delusion. And it was a great delusion, because like communists, anyone could be an RMT. You just never knew.
The kind of market control you're talking about was nearly impossible in FFXI. A player or cartel of players could buy up current stock of an item, but could very rarely control the supply, which is essential to that strategy. How do you monopolize a piece of crafted equipment when anyone on the server can level up and make it? Or a BCNM drop that anyone can go after?
The only time they had a hope of doing it was with items with very restricted supply, like certain NM drops. Even then, I'm doubtful that it ever happened for more than a very short period of time. Real players were better equipped, better organized, more skilled, and more willing to waste their time than RMT ever were. Any NM whose drop price was rising would be swamped by people wanting a piece of the action. Those places were so crowded that it wouldn't be worth paying even the meager salaries of a few RMT to camp them.
RMT and players have all the same motivations and strategies. Players use all the same bots and exploits that RMT do. They go after all the same income sources. And they never pay more than they think an item is worth.
A few more tweaks here and refinements there and we'll have the wards system operating as best as we could reasonably hope for and then I will evaluate that system based on its own merits, not based on my own childish insistence that it should be an AH and is not and therefor is bad.
What about our arguments do you find childish? Where in our clear and specific list of reasons why an auction house would be superior to any variation on the market wards do we say that "just because it's not an AH, it's bad"?