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Re: Call RMT for what it is: Speculation
True, but there's better solutions than charging people surely. Things like extending the cooldowns, or limiting the number of transfers per year or even per quarter.
Alternatively, have a global "reputation" that follows people accross servers. Or implement a 'common sense' algorithm that identifies players moving more than seems realistic. e.g. every day. Or apply diminishing returns on server travel. There are a lot of options.
Just because it's easy to figure out the problem doesn't mean the solution is found in RMT. Especially when you're doing it already with a subscription.