Game Forum / Role Playing Games / Warcraft / July 2007
Warcraft Economy
|
|
Thread rating:  |
faceman28208@yahoo.com - 08 Jul 2007 07:40 GMT I am wondering of the economy is being mismanaged on my server. Specifically, there appears to be no value-added for manufactured goods. There's nothing that I can make that the materials sell for more than the items at auction. Armor kits used to sell well. Now, you're better off just sellling the raw leather.
For example, you can sell knothide scraps for more than the equivalent knothide leather which sells for more than the equivalent heavy knothide leather.
In short, there's no incentive to make anything.
Dr. Richard Cranium - 08 Jul 2007 08:26 GMT get over it.
Bliz finished off the Alchemy profession here in the last patch.
so.. uh now there also is no incentive to make anything.
you been nerfed a while ago - we be nerfed now.
most likely i am not on your server, so don't wonder anymore either.
-= imho: pretty soon it will be all the top UBER farmers and UBER gold sellers groups/guilds that battle for the top slots against all Bliz's rich buddies and Magazine Editor's and their staff. =-
so then we just call ourselves serfs.. get it ? LOL
World of youxi gongzuoshi
I kill myself.
** no fate **
dracman
Zebby (the machete) NE Huntress / Aja Nightstalker cat (bite,prowl) http://armory.worldofwarcraft.com/character-sheet.xml?r=Zul'jin&n=Zebby Marksmanship solo PVE 16/28/10 -------------------------------- Aliase Hume Rogue http://armory.worldofwarcraft.com/character-sheet.xml?r=Zul'jin&n=Aliase Subtlety solo PVE 5/15/34
WoW ingame pictures in a smoke free environment: http://www.smokeypoint.com/if_airport/telaar.html http://www.smokeypoint.com/if_airport/IF_airport.htm http://www.smokeypoint.org/wow/worldofwarcraft1.html
>I am wondering of the economy is being mismanaged on my server. > Specifically, there appears to be no value-added for manufactured [quoted text clipped - 7 lines] > > In short, there's no incentive to make anything. ................................................................ Posted via TITANnews - Uncensored Newsgroups Access >>>> at http://www.TitanNews.com <<<< -àery Newsgroup - Anonymous, UNCENSORED, BROADBAND Downloads-
Einstine - 08 Jul 2007 11:04 GMT Wow. Your name is appropriate. You really are a dickhead. Not that what you said was innacurate. You are just a dickhead.
get over it.
Bliz finished off the Alchemy profession here in the last patch.
so.. uh now there also is no incentive to make anything.
you been nerfed a while ago - we be nerfed now.
most likely i am not on your server, so don't wonder anymore either.
-= imho: pretty soon it will be all the top UBER farmers and UBER gold sellers groups/guilds that battle for the top slots against all Bliz's rich buddies and Magazine Editor's and their staff. =-
so then we just call ourselves serfs.. get it ? LOL
World of youxi gongzuoshi
I kill myself.
** no fate **
dracman
Zebby (the machete) NE Huntress / Aja Nightstalker cat (bite,prowl) http://armory.worldofwarcraft.com/character-sheet.xml?r=Zul'jin&n=Zebby Marksmanship solo PVE 16/28/10 -------------------------------- Aliase Hume Rogue http://armory.worldofwarcraft.com/character-sheet.xml?r=Zul'jin&n=Aliase Subtlety solo PVE 5/15/34
WoW ingame pictures in a smoke free environment: http://www.smokeypoint.com/if_airport/telaar.html http://www.smokeypoint.com/if_airport/IF_airport.htm http://www.smokeypoint.org/wow/worldofwarcraft1.html
<faceman28208@yahoo.com> wrote in message news:1183876847.295459.177540@22g2000hsm.googlegroups.com...
>I am wondering of the economy is being mismanaged on my server. > Specifically, there appears to be no value-added for manufactured [quoted text clipped - 7 lines] > > In short, there's no incentive to make anything. ................................................................ Posted via TITANnews - Uncensored Newsgroups Access >>>> at http://www.TitanNews.com <<<< -=ery Newsgroup - Anonymous, UNCENSORED, BROADBAND Downloads=
RogerM - 08 Jul 2007 13:04 GMT > Wow. Your name is appropriate. You really are a dickhead. Not that > what you said was innacurate. You are just a dickhead. Irony alert.
 Signature Best Online comic: http://www.giantitp.com/comics/oots0001.html
Vladesch - 08 Jul 2007 10:15 GMT >I am wondering of the economy is being mismanaged on my server. > Specifically, there appears to be no value-added for manufactured [quoted text clipped - 7 lines] > > In short, there's no incentive to make anything. For crafting to be profitable, it either needs to be resrticted in how much you can make, either by a cooldown (which we have for some professions), or by the length of time it takes to make (which would really cut the supply of the final item and drive the price up).
Things that take 10 seconds to make and are makeable by lots of people, ultimately arnt going to be profitable in a decent size economy.
Lineage2 had a neat idea for crafting that there were hundreds of subcombines required for making items, and each one took mana. I remember when I was making my B grade axe, it took me an hour or so sitting around getting mana for all the subcombines. Have something like that in WOW and you wont see the AH flooded with cheap items.
RogerM - 08 Jul 2007 13:03 GMT
> Lineage2 had a neat idea for crafting that there were hundreds of > subcombines required for making items, and each one took mana. I remember > when I was making my B grade axe, it took me an hour or so sitting around > getting mana for all the subcombines. Have something like that in WOW and > you wont see the AH flooded with cheap items. I'm not happy with the way mana is handled in WoW, but that's mostly a combat issue. More cooldowns would improve the system, IMO.
 Signature Best Online comic: http://www.giantitp.com/comics/oots0001.html
patrick.barnes@standardregister.com - 09 Jul 2007 13:00 GMT > > Lineage2 had a neat idea for crafting that there were hundreds of > > subcombines required for making items, and each one took mana. I remember [quoted text clipped - 4 lines] > I'm not happy with the way mana is handled in WoW, but that's mostly a > combat issue. More cooldowns would improve the system, IMO. What is it about mana that you aren't happy with? It seems pretty much the same way every game treats it.
RogerM - 09 Jul 2007 14:28 GMT > > > Lineage2 had a neat idea for crafting that there were hundreds of > > > subcombines required for making items, and each one took mana. I remember [quoted text clipped - 7 lines] > What is it about mana that you aren't happy with? It seems pretty > much the same way every game treats it. Every other MMORPG, you mean? Perhaps. I have not played any others but brief trials with Guild Wars and D&D Online.
I don't like that it recharges so fast and automatically. I prefer magic systems that use set spell points per day, or (preferably) the way NWN handled it - spell slots. It requires much more strategy then the cheap quick mana recovery in WoW. WoW could take a step towards more strategy (a dirty word in WoW, apparently) by having a few uber spells that have lengthy cool downs similar to the high level crafting cool downs: a day or more.
 Signature Best Online comic: http://www.giantitp.com/comics/oots0001.html
Peachhead - 08 Jul 2007 13:18 GMT >>I am wondering of the economy is being mismanaged on my server. >> Specifically, there appears to be no value-added for manufactured [quoted text clipped - 15 lines] > Things that take 10 seconds to make and are makeable by lots of people, > ultimately arnt going to be profitable in a decent size economy. Also IMO, with some trades - blacksmithing especially - most crafted items are inferior (sometimes very inferior) for their level requirements versus pages of green drops at the AH. Buyers think why spend whatever price for a crafted item when you can get a superior green item for the same price or cheaper at the AH (because they're so plentiful). Most of the time when I was lvling up I didn't even wear or use my own crafted items. Just grind and quest for gold rather than grind for mats. Better stuff was cheaply available at the AH. It isn't till well into the 300s till blacksmithed items get closer to drops in abilities and stats. And by then, more and more stuff is bind on pickup so you won't see certain crafted items ever at the AH.
> Lineage2 had a neat idea for crafting that there were hundreds of > subcombines required for making items, and each one took mana. I remember > when I was making my B grade axe, it took me an hour or so sitting around > getting mana for all the subcombines. Have something like that in WOW and > you wont see the AH flooded with cheap items. Vladesch - 09 Jul 2007 07:07 GMT >>>I am wondering of the economy is being mismanaged on my server. >>> Specifically, there appears to be no value-added for manufactured [quoted text clipped - 27 lines] > more stuff is bind on pickup so you won't see certain crafted items ever > at the AH. And to add to that, many high level recipes require drops that are extremely difficult to get or require raids, so you arnt any better off than just raiding for the completed item.
SniffinPopRocks - 08 Jul 2007 17:50 GMT > For crafting to be profitable, it either needs to be resrticted in how > much you can make, either by a cooldown (which we have for some [quoted text clipped - 9 lines] > getting mana for all the subcombines. Have something like that in WOW and > you wont see the AH flooded with cheap items. It would also help if only players(smiths, taylors,etc) could repair items and had to use resources instead of every other npc being able to for a few silver.
Erick Pelden - 08 Jul 2007 12:08 GMT > For example, you can sell knothide scraps for more than the equivalent > knothide leather which sells for more than the equivalent heavy > knothide leather. Do they really sell for that price, or are you just quoting the prices of those items in the AH that are not sold?
 Signature Erick
RogerM - 08 Jul 2007 13:06 GMT > I am wondering of the economy is being mismanaged on my server. Who do you presume is managing (or mismanaging) it?
> Specifically, there appears to be no value-added for manufactured > goods. There's nothing that I can make that the materials sell for [quoted text clipped - 6 lines] > > In short, there's no incentive to make anything. Other than enchants, potions, and BoP stuff, yeah.
 Signature Best Online comic: http://www.giantitp.com/comics/oots0001.html
faceman28208@yahoo.com - 09 Jul 2007 04:53 GMT > "faceman28...@yahoo.com" wrote:
> Who do you presume is managing (or mismanaging) it? Presumably, the system management functions of the server have something analogous to the Federal Reserve. The could control the rate of materials entering the server. From the relative prices, it appears that the powers-that-be are not controling the resource to pre- manufactured items ratio effectively.
Dare I say it, maybe they need to make more drops soulbound.
patrick.barnes@standardregister.com - 09 Jul 2007 14:31 GMT On Jul 8, 11:53 pm, "faceman28...@yahoo.com" <faceman28...@yahoo.com> wrote:
> > "faceman28...@yahoo.com" wrote: > > Who do you presume is managing (or mismanaging) it? [quoted text clipped - 4 lines] > that the powers-that-be are not controling the resource to pre- > manufactured items ratio effectively. The materials not only produce a finished product that enters the economy, but the also produce skillups. If you lower the rate of materials entering the game to cut back on supply of items, you also cut back on supply of opportunties for levelling up crafting. Just like the monsters keep respawning so people can keep fighting them for experience, the raw materials have to keep entering in so new people have a chance to skill up their professions.
> Dare I say it, maybe they need to make more drops soulbound. Well, the top end stuff is already soulbound. But as for loot in generaal --- Soulbound loot is worthless unless someone is there at the time who can use it. The more loot you make soulbound, the more loot you make useless. The more loot you make useless, the more you frustrate the players. There are already enough "of the whale" items out there. If it's all bind on pickup, then the vast majority of drops will be useless to the person who finds them, plus there will be no looted items in the AH to buy and sell. So I realize that as a crafter you want to see a return on your investment in your skill, but in the big picture you simply can't have it a better use of a person's time to sit in the city crafting than it is to go out adventuring. That would kill the game.
SCraig - 08 Jul 2007 15:10 GMT > I am wondering of the economy is being mismanaged on my server. > Specifically, there appears to be no value-added for manufactured [quoted text clipped - 7 lines] > > In short, there's no incentive to make anything. Well yeah, most professions are a money sink. I do alright with tailoring mainly because I can make and sell bags. What I really don't understand is why so much high end crafted stuff is BOP? Like most of the JC trinkets. What is the point? Shouldn't the jewelcrafter have the opportunity to make and sell the stuff for a profit? Same is high end tailoring. What can Blizz be thinking?
RogerM - 08 Jul 2007 15:26 GMT > Well yeah, most professions are a money sink. I do alright with tailoring > mainly because I can make and sell bags. What I really don't understand is > why so much high end crafted stuff is BOP? Like most of the JC trinkets. > What is the point? Shouldn't the jewelcrafter have the opportunity to make > and sell the stuff for a profit? Same is high end tailoring. What can > Blizz be thinking? They want people to have to raid or spend tremendous amounts of time and gold for high end gear. They apparently can't make very much FUN content, so it's GRIND, GRIND, GRIND, in one form or another.
Wow, I can't believe these are the people who made Starcraft and Warcraft. Talk about losing the vision.
Waiting for Stargate now. IMAGINE, puzzle solving in instances.
 Signature Best Online comic: http://www.giantitp.com/comics/oots0001.html
Dr. Richard Cranium - 08 Jul 2007 23:02 GMT didn't a bunch of WoW programmers quit ? a while back ?
** no fate **
dracman
-=-
>> Well yeah, most professions are a money sink. I do alright with tailoring >> mainly because I can make and sell bags. What I really don't understand is [quoted text clipped - 11 lines] > > Waiting for Stargate now. IMAGINE, puzzle solving in instances. ................................................................ Posted via TITANnews - Uncensored Newsgroups Access >>>> at http://www.TitanNews.com <<<< -àery Newsgroup - Anonymous, UNCENSORED, BROADBAND Downloads-
BombayMix - 09 Jul 2007 11:05 GMT > > Well yeah, most professions are a money sink. I do alright with tailoring > > mainly because I can make and sell bags. What I really don't understand is [quoted text clipped - 6 lines] > gold for high end gear. They apparently can't make very much FUN > content, so it's GRIND, GRIND, GRIND, in one form or another. More of a case because crafted goods don't sell they needs to be an incentive for people to do it. Thus powerful BOPs. Pretty much every endgame cloth wearer a tailor due to this.
The other reason is they don't want people to buy their epic, especially buy the gold of gold sellers. You, shock horror, have to play the game to get the rewards
> Wow, I can't believe these are the people who made Starcraft and > Warcraft. Talk about losing the vision. > > Waiting for Stargate now. IMAGINE, puzzle solving in instances. Up until the point the Stargate online version of WoWHead of Thotbot up and running and you can just look up the answers.
RogerM - 09 Jul 2007 11:37 GMT > Up until the point the Stargate online version of WoWHead of Thotbot > up and running and you can just look up the answers. It will be there for people who want it, those of us who do not will ignore it. Only rarely do I go out of game for WoW solutions.
There will be action and time factors involved in the puzzles, as well.
 Signature Best Online comic: http://www.giantitp.com/comics/oots0001.html
BombayMix - 09 Jul 2007 11:56 GMT > > Up until the point the Stargate online version of WoWHead of Thotbot > > up and running and you can just look up the answers. > > It will be there for people who want it, those of us who do not will > ignore it. Only rarely do I go out of game for WoW solutions. But you often can't ignore other poeple who know the solution or look them up.
RogerM - 09 Jul 2007 14:18 GMT > > > Up until the point the Stargate online version of WoWHead of Thotbot > > > up and running and you can just look up the answers. [quoted text clipped - 4 lines] > But you often can't ignore other poeple who know the solution or look > them up. True, but I'm guessing that groups will have agreements on whether to use cheats on the puzzles or not. Like loot rules.
 Signature Best Online comic: http://www.giantitp.com/comics/oots0001.html
patrick.barnes@standardregister.com - 09 Jul 2007 14:19 GMT > faceman28...@yahoo.com wrote: > > I am wondering of the economy is being mismanaged on my server. [quoted text clipped - 15 lines] > and sell the stuff for a profit? Same is high end tailoring. What can > Blizz be thinking? All the Top End stuff is bind on pickup. It doesn't matter whether it is a PVP reward, raid loot, or crafted item.
They don't want to flood the servers with endgame gear and end up trivializing it. Whichever method is used to gain that gear doesn't matter in the end. If people can skip hours of raiding and just buy the raid drop in the AH or if people can skip hours of skilling up crafting and just buy the top end crafted item on the AH, the end result is the same.
You just have to look at most crafting as not a commercial skill, but as another route to endgame gear.
patrick.barnes@standardregister.com - 09 Jul 2007 14:59 GMT On Jul 8, 2:40 am, "faceman28...@yahoo.com" <faceman28...@yahoo.com> wrote:
> I am wondering of the economy is being mismanaged on my server. > Specifically, there appears to be no value-added for manufactured [quoted text clipped - 7 lines] > > In short, there's no incentive to make anything. The incentive to craft things is in raising your skill.
Tradeskills in WoW aren't like their counterparts in real life. In real life a carpenter doesn't start out building birdhouses, then shacks, then regular homes, then mansions, with discreet measurable increases in skill in between. A crafting skill in WoW is a money sink as you effectively purchase most of your skilllups by having to consume raw materials worth more than the finished product. And you watch your skill level rise point by point as you go.
It costs you more than what the finished product is worth because there's always another crafter around who also wants those same materials to increase his skill, while the finished products you both produce are identical.
So what I'm saying is that in many cases the true finished product of crafting isn't the actual item you produce, it is the skill increase you get. That's the profit you get out of crafting.
Your payoff for many of the crafting skills isn't ending up with a marketable profession, it is being able to produce endgame gear for yourself with the top end bind on pickup recipes.
mbgaski@gmail.com - 09 Jul 2007 15:21 GMT On Jul 8, 2:40 am, "faceman28...@yahoo.com" <faceman28...@yahoo.com> wrote:
> I am wondering of the economy is being mismanaged on my server. > Specifically, there appears to be no value-added for manufactured [quoted text clipped - 7 lines] > > In short, there's no incentive to make anything. There is: it's called skillups, and that's the reason why things sell for less than their mat cost. People who have professions want to level them to max level. Until you get to max level, it's not "How much money can I make?", it's "How much is each skill point gonna cost me?". A lot of crafters vendor (or disenchant) their creations and just keep making stuff to skill up.
Any pattern that is made with less thatn max-level skill will often be this way. The postive thing though, is that for items that require the max skill level (ie, 375) to make, people don't normally sell these at a loss, because there is no incentive to do it. That being said, for the really common max-level patterns, you will probably still not see much of a profit there. Profit from crafting (or enchanting) is ALL about having the max level scarce recipes/patterns.
Mike
|
|
|