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Category Archives: Gold

So I flipped 6500 cards of omens last night

11 Friday Jul 2025

Posted by abc in Gold

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Tags

economy, garrison, gold, inscription, multibox, old content, starter account, WoW

Let’s get the raw numbers just out there – total profit: 35,000

It’s obviously not a great income stream.

—

I used to multibox (not the druid spam moon fire, just multiple accounts doing different things at once) and now I’ve got 3 extra accounts I’m leaving on free and seeing what I can do with them while I play my main. I’m sitting on a free month due to recruit a friend (which I highly recommend if you’re playing more than one account, you get free game time) so I’m currently playing with ways to make money with these other accounts I have with minimal investment before I resub.

This honestly doesn’t seem too bad, combined with my panda farms and transmutes. It’ll add up and when I finally sub that account it’ll be free gold.

—

Now, for the nuance!

First, let’s talk about card of omens…

This is a card you can make with Draenor inscription. Flipping (eg using a cast to use it) generates another card which you can sell. The sell prices range from coppers to thousands of gold – it’s basically gambling, crafter-style.

Crafting it requires War Paints which you can craft once each day as your Draenor cooldown as an inscription crafter.

Spirit of War:

Here’s where it gets fun because I obviously didn’t wait 6500 days…

Once you have a level 3 town hall, a traveling merchant will appear in rotation potentially each day. They will sell a pattern to make War Paints at will using primal spirits…and also let you trade raw comms for primal spirits.

Example merchant: Nicholas, herbs

Note: even if it’s not your profession trader, you can still do the weekly quest for primal spirits AND trade in excess mats for primal spirits. This means you can trade in all that ore from your mine, for example!

So, once you have these grabbed, you’ll want to maximize your passive primal spirit generation – this means shipyard missions as there are often ship missions which give 50 primal spirits.

If you’re going fully passive generation (I accrued these mats for the 6500 cards just from missions and daily CD), you’ll want to focus on buffing your Inn to let you recruit extra resources: your goal is to have extreme scavenger and scavenger stacked as traits on most of your followers – this will let you rack up tons of resources which you can cash in for mats at the Trading Post. Once you level your Inn, you can recruit a follower each week with a trait you select, so this will let you focus on generating resources.


Notes:

– starter accounts can stock up to prepare for this. They CANNOT use the primal spirit trade as they can’t access the higher level garrison needed.

– it’s basically all free passive mats. If you want to grind this, primal spirits can be obtained through killing rares in Draenor but I don’t suggest that method for a starter account as it’s tedious, slow and unreliable. Better to focus on panda farms and xmute. See my other posts about old expansion money making: garrison, general, living steel

– using a mage or shaman lets you time warp to speed up flips. Any haste buff will speed up flip cast time!

– all flipped cards you don’t have room for will go to mailbox. Mailbox will also reach max (unsure if there is overflow protection here), so you can go afk and “loot” mailbox for a bit

– free accounts can use the mine to quickly gather more resources to increase potential trade ins (use the trading post work order when it’s ore to generate more garrison resources)

– this is straight gold, eg no reliance of auctions selling, which is a nice guarantee if you have limited time to make stockpiled gold conversion count (eg getting a few days free via a request)

– You need to wait to subscribe before you do the flip spam as starter accounts have a gold max. Save up the mats to do this for your push to get a token during subbed time. You can sometimes get a free few days by asking nicely via a support ticket and spamming craft/flip can get you a decent way towards a token.

Summary:

If you’re like me (and I doubt you are because why would you be, I’m a bit crazy trying this out) and have several extra accounts set to free, this seems like a decent potential way to stock away a burst of gold influx for a token.

I don’t advise this for anyone actually leveled and strong at the game but for people trying to eke by on free accounts, it might be a decent way to stockpile potential gold for that month when you sub the account.

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Living steel

08 Thursday Sep 2022

Posted by abc in Gold, World of Warcraft

≈ 1 Comment

Tags

2nd account, auction house, crafting, Farming, gathering, gold, mists, mists of Pandaria, mop, old content

This is an easy way to obtain a lot of trillium (and living steel).

On a gatherer, set your hearthstone to your faction’s Pandaria capital city.

Fly around and gather (gathering resets the nodes in the area) until you find a golden lotus node. Harvest – note the buff it gives you! For 15 minutes, anything you kill has a chance to drop a treasure chest, which has a high chance of containing ghost iron, black/white trillium and spirits of harmony.

Head to Loremasters and queue for LFR. Clear trash up to first boss. Leave raid, reset, rinse and repeat. The large packs mean you will get tons of treasure chests.

Smelt trillium and ghost iron, send that + spirits of harmony to your alchemist with transmute spec (for extra procs). Turn ghost iron into trillium, turn trillium + SoH into living steel using riddle of steel (or do this every now and then and always have a nice stockpile for daily transmute).

This is infinitely repeatable as long as you don’t kill any bosses in HoF – with LFR, you will hit a limit of number of times you can enter. The biggest bottleneck is finding golden lotus nodes. Augment it with the Halfhill farm for easy daily trillium and/or SoH. I usually do a lap after doing my farm – the monkey village, bamboo forest west of halfhill and Kun Lai summit are all node rich and this path will let you get a kill in on Sha of Fear as well as some rare kills. You’ll also get a ton of lesser charms which you can convert into bonus rolls.

Bonus optimisation options:

– Darkmoon fire-water for increased gathering speed
– Pandaria herb gathering speed bonus gloves (chance to drop from rares). I am pretty sure this stacks with fire-water, but haven’t properly tested, I just know it’s hella fast with both. Edit: these do NOT stack
– Mist-veiled goggles (MoP engineering craft) to see extra nodes
– Ancient Pandaren mining pick (from Jade forest mine) for free gems when hitting ore nodes (unsure if this is still obtainable)
– +speed gear set + bear tartare + druid for movement speed to make trash farming faster

If you just want ghost iron, head west of Shrine of Two Moons until you find the area where quillian spawn in an endless swarm. Kill them, mine them. You don’t need to move, just lay down aoe and mine. I prefer a paladin for this as consecration basically instakills everything running by.

Any other good tips?

Update Sept 2022:

– Make sure to harvest herbs as you go. Harvesting a herb clears it out so golden lotus can spawn – golden lotus has a random chance to appear when each node repopulates. DE-populating the nodes by harvesting them forces them to repopulate. If you don’t harvest, then you are just hunting for existing ones, which are much more rare.

– If you have multiple accounts, you can fly around together (eg vial of sands mount) and both harvest the nodes, which makes golden lotus spawn 2x, 3x (X = characters) as fast. Logging out preserves the buff!

– You can use LFR for trash. I don’t know if the raid/LFR is quicker.

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Pet arbitrage

08 Thursday Sep 2022

Posted by abc in Gold, World of Warcraft

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Tags

2nd account, auction house, crafting, economy, gold, pets, second account, WoW

Hiya, here’s an easy guide to setting up selling pets on multiple servers!

1. Optional: Make a vulpera. This isn’t mandatory, but it makes it SO much easier. They spawn with some gold to cover listing fees and they have extra bag space. They also spawn at the back of Org, close to AH and bank.

2. Optional: when spawned, run to the Tauren AH area (nice close bank/AH). Stop at the enchanting trainer and learn enchanting and buy the strange dust/lesser magic essence from the mats merchant. These can be sold for seed money.

3. Cage extra pets. Useful macros, can run these as moving to Ah area (they won’t dismount you):

Cage for sale (this macro cages any pets you have 3 of, leaving 2 behind. You can tweak it to your preference, eg sub 2 for 1 to cage any pets above 1):
/run local t,p,j={},{},C_PetJournal for i=1,j.GetNumPets() do p={j.GetPetInfoByIndex(i)} t[p[2]]=(t[p[2]] or 0)+1 if t[p[2]]>2 and p[16] and p[1] then j.CagePetByID(p[1]) return end end

Add to journal (this will fail if it hits journal full for a pet, so put extra pets at the very bottom on your inventory) :
/use pet cage

TSM:
Use TUJGlobalMean to price pets based on overall region prices. This lets you buy pets cheaply on one region and sell them for a profit on other regions. You will need the undermine journal addon for this price source.


Seed money tips:

– Use TSM “vendor” search to buy/sell items listed lower than vendor price
– Sell enchanting mats from vendor
– Buy and DE cheapo greens and sell mats
– Buy/smelt ores and sell bars
– Mail guild tabard: buy cost is 250g, sell cost is around 60g. You eat a loss but can essentially transfer money to another server to finance posting auctions.

Strategy:

– Buy pets listed heavily below regional prices and relist on other servers. You’ll begin to notice patterns, such as farmers flooding a server market and listing a ton of the same pet for cheap or timewalking driving down the cost of pets associated with turnin area (example: Bemax during Pandaria timewalking, price will tank and then slowly rise once Timeless Isle is less common to visit).
– Augment with pets you create via crafting.
– Keep an ear out for content creators sharing farming tips. These pets will tank in price as people jump on the bandwagon and will go up in value once a new farm becomes popular.
– Learn which pets are bought from vendors and avoid these. As the supply is constant, their price will not fluctuate as much and one dedicated idiot can keep the price low. Place an alt at vendors to easily keep them supplied for yourself.
– Buy FOMO and timegated pets during events which make them common, eg holidays or Darkmoon Faire. Resell later when they are temporarily unobtainable and price has gone up.
– Create a pet dungeon alt to farm rare pets for resale. Legion petshop in Dalaran will let you easily teleport alts to pet dungeons if you’ve already cleared them, just talk to the NPC in the pet shop for a teleport. This will let you easily set up an alt at each pet dungeon entrance (pick Legion for Chromie time and do the intro quests/scenario). These are some of the most expensive pets, but will have lower sale rates so spreading them among multiple servers is really useful.

Useful crafted pets:

– Pandaria engineering dragonling
– WoD garrison elekk plushie
– WoD garrison engineering pets
– Enchanting lantern


Any other tips and hints to share about this method of gold making?

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Middleman

08 Thursday Sep 2022

Posted by abc in Gold, World of Warcraft

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Tags

2nd account, crafting, economy, gold, WoW

As a crafting middleman, you basically are supplying other crafters with what they need. You’re the dude making sure there are enchanting mats on the AH or the gal offering end results of annoying assemblies.

Your goal in this role is to basically turn raw mats and items into stuff people want to pay for.

For example, for enchanting, search for weapon or armor and sort by price. Buy anything under 1-5g, as a rule of thumb – the expansion the item sources from will affect value. Cataclysm breakdowns, for example, are more rare while nobody wants spirit dust from Pandaria. You can almost always disenchant the mats for a profit or snag some transmog to flip. You can do this with the base AH UI very quickly (TSM chugs too hard on my computer for searches as big as this).

(Side note: The next step to making this loop self sustainable is using your own production skill to produce the things to DE, eg making a bunch of bracers with a tailor to DE for dust. This is what’s known as a shuffle)

You can apply this same concept to ores: you’re taking one thing and crafting it to add value. Buy cheap ores, smelt them to sell more expensive bars.

With tailoring, you have stuff like enchanted frostweave, soulcloth, basically turning mats into more valuable mats. Leatherworking lets you upgrade hides. Enchanting + Shadowlands legendaries is a great example of this middle market.

Herb fragments, leather scraps, ore nuggets, shattering enchanting mats, etc can all work with this concept – you can often sell or use them, once transformed. Do the math – sometimes things sell for very inflated values.

Be aware that there is a limit to when the crafting middle market mats stops becoming profitable. For some things, people won’t pay a middleman for – they might make those mats themselves as part of the end goal of their crafting or the process to make it is so easy that it’s not worth your time.

Also learn which mats help boost this sort of crafter. For example, a bunch of frozen orbs cheap on the AH means you get to make a ton of different cloth. Someone dumping a ton of crystals means DE profit. Timewalking dungeons means X ore, cloth, elemental is super common atm. Etc.

In addition to making money, playing this role will teach you about the flow of mats from raw to crafted, which are very important concepts to understand if you want to tackle goldmaking on a larger scale.

This will not make you tons of gold, but it will make you consistent gold.

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Garrison

08 Thursday Sep 2022

Posted by abc in Gold, World of Warcraft

≈ 1 Comment

Tags

2nd account, economy, garrison, gold, old content, starter account, WoW

Ok so these are really old but there is still profit to be made via using resources. How? Well that come comes down to your choice of skills. I’m just going to tackle optimising resource gain, so we can talk about tradeskills in comments.

https://www.wowhead.com/guides/garrisons/buildings/guide-to-the-garrison-lunarfall-inn-frostwall-tavern

Ok so:

–  Inn to level 3. This gives you the huge resource missions

– Inn to level 2. This lets you recruit followers each RL week. You want to recruit for the extreme scavenger trait. Select a green follower instead of blue ones – getting two traits sounds fun until you realise you have locked into a nonoptimal trait. Your endgoal is scavenger AND extreme scavenger as follower traits. Unless that blue follower has both (and it can be procced, just got one with both from my Inn this week!) pass over them to get more rolls at scavenger as a secondary trait.

– Also Inn: if you want transmog, you need to do the quests given here. You can complete these quests in WoD Timewalking as well as by soloing them. Timewalking makes it easy to be lazy.

– Salvage yard to level 3. This takes a quest to unlock. Worth it. This gives you a chance for drops on missions. These drops give extra resources, follower upgrades (very much needed with the push you are doing via Inn) and extra coin via DE/vendor.

– Stables to 1. You only need it at level 1 to get action while mounted, which is the huge benefit it gives. While in your garrison you aren’t dismounted while doing actions like farming herbs.

– Ogre tower to level 2+. This unlocks work orders – mage tower work orders create rush orders for your comm producing buildings. This is NOT self sustaining, and you will need to go farm ogre waystones now and then. Fortunately there is a LFR queue mob right next to where you gather your resources. Highmaul is the LFR for these tokens, alternatively go fly there and AoE for a bit. This one is an elective…build it because you have space but do a tiny bit of work now and then to keep it maintained. It basically just adds to your income.

– Trading post at minimum level 1 for alt trades. Check what is cheap, sell/craft.

– Herb garden + mines: gives xp up to level 50, so a great option for passive leveling while building gold. Can use seeds to buy a pet to resell.

-Lumber mill: a good option for raw resource generation, I only advise if on alt and actively leveling through WoD. This setup involves active collection but it can be really nice to boost early resource generation.

– Holidays: look into using Holidays, eg I have turned in Halloween tokens to spawn spiders which means I have a boss up constantly which gives a potential valuable drop.

– Trader: if you have a level 3 garrison, each week you’ll get a trader. You can move to an alt’s garrison to capitalise on this, if you have 2 accounts, eg using a herb trader instead of a fur trader. The trader will ask for resources which you can trade for primal spirits. This lets you easily exchange excess resources for primal spirits, which can be used for purchasing mats or accelerating tradeskills.

– Wandering vendors may visit you. Depending on your server, the items they sell may have resell value.

– Battle pets setup lets you farm token and stones.

I am writing this off the top of my head, so I expect I’ve forgotten stuff. Please chime in with details!

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Old content

08 Thursday Sep 2022

Posted by abc in Gold, World of Warcraft

≈ 1 Comment

Tags

2nd account, economy, garrison, gold, mists of Pandaria, multibox, old content, pandaria, second account, starter account

Wrote this up for a comment, thought I’d share as a whole post. Here’s what I can think up off the top of my head. Please share your own suggestions!

If you don’t have Shadowlands, I suggest trying several of the following – the key is diversifying into different markets, as old world stuff sells more slowly. This is meant to be a jumping off point, not an exhaustive guide, so you’ll notice a lot of the suggestions involve further research on your own part.


—————————–


*Daily Chores*:


– **Pandaria farm**: this takes a few days to set up, but you can grow mats each day. There is also a rare chance for a cageable pet to spawn. You can sell the mats raw or smelt the ore into bars or transmute it into trillium/living steel, or use it to craft items to sell. Engineering has a lot of evergreen items.

– **Garrison**: this also takes a little setup. You get passive resources and node spawns each day and you can use those resources to buy comms. You can sell the comms or use the profession buildings + profession cooldowns to make pets, goblin glider kits, toys, bags, transmog gear, drums or cards of omen (each one is randomly worth values from copper to thousands of gold). The menagerie unlocks daily pet battles for tokens, while the herb garden lets you gather seeds for a pet you can sell. The mines also have a potential pet drop, but you can’t upgrade past level 2 (that removes the mobs it drops from). See this post for tips on maximizing resource generation: https://wp.me/sON4N-garrison

– **Mission tables** from Legion and BfA. These still have some rewards but they are more of a background supplement versus something to focus on.

– **Crafting cooldowns and transmutes**. A lot of more profitable stuff is locked behind these (eg tailoring’s imperial silk) or they create valuable items (eg living steel). Consider making several characters to have multiple cooldowns available per day.


—————————–


*Farming*:


– **Golden lotus buff**: picking a golden lotus in Pandaria will give you a buff for 15 minutes that gives a chance for a loot box on a kill. When you get the buff, travel to the Lorewalkers (near your faction’s city, there’s a person who will fly you up to them if you don’t have flying) and queue for Heart of Fear LFR. Clear the entry transh, leave raid, queue again, etc, until buff runs out. This will give you lots of Pandaria mats to sell or craft with. See this for more details: https://wp.me/pON4N-eg


– **Cataclysm herbs, ore, volatiles, enchanting mats**. These are used in the vial of the sands mount and enchanting and are in constant lowish demand. You can use the Cataclysm potion of treasure finding to obtain extra drops while farming mobs, similar to the golden lotus buff, and the Bastion of Twilight’s entry is the best place to farm with it.


—————————–


*Crafting*:



– **Mage tower, twink, farming gear**. Look at which items can have a crafter’s mark applied to make them legion-level and craft ones which will benefit someone in the mage tower. Look for set bonuses and gem slots. Apply the same logic to level 20 players (xp locked twink bracket). These won’t sell super fast but they do sell and there tends not to be a ton of competition.

– **Mage tower, twink, heirloom, farming enchants/item enhancements**. Heirloom ones will sell the most, but these all sell. You’ll need to do research and look at sale rates to decide which ones to make.

– **Mage tower, leveling, farming buffs**. Things like drums, scrolls, certain potions and flasks, certain foods like bear tartare. You’ll have to figure out which ones sell and don’t have a lot of competition.

– **Crafting/farming transmog.** You need to have a ton to see high returns, but it doesn’t hurt to add it to your mix if you find or make it easily. I suggest using a second auction alt for this so you can just skip it for a few days if you’re not in the mood to post all the listings.

– **Old glyphs**. Check your unlearned tab. There are a ton of ways to learn how to make new glyphs and these sell for much higher than the ones everyone learns by default.

– **Other old crafting:** lots of older stuff does still sell. Pets, mounts and toys sell the best, but there are also slow sales for things like contracts, pet name change, bags (especially the larger profession ones). Check sale rates of items. Obtaining more rare or gated recipes will give you access to more profitable items. Check your unlearned tab.

– **Shuffling and transforming mats**. For example, buying a bunch of super cheap cloth, crafting something cheap like bracers, and then disenchanting to sell or use the enchant mats. Transforming might be something like creating enchanted leather or turning light leather into heavy leather. You can also buy cheap greens to disenchant. This will involve research into different material values to determine what’s currently profitable on your AH. See this post for more details about being a crafting middleman: https://wp.me/pON4N-ed



—————————–


*Quests, Exploration, Dungeons*:



– **Legion archaeology quest**. Gives a grey worth 5k, can do this on each character and with allied races you can start at level 10, pick Legion Chromie time, skip the intro, hearth to Dalaran and begin the quest in a few minutes. You won’t have flying, though, so the quest will be a slog on a newbie without a 2nd account to help. This quest only shows up in rotation, so it might not be up. Quest: https://www.wowhead.com/quest=41174/worth-its-weight

– **Rare recipe/item resale**. Some vendors sell recipes or items which appear only rarely. You can usually resell these on the AH for some profit.

– **Rare hunting**. Get an add-on like Silver Dragon and check out rares you see on your map. Killing these usually rewards you with something and sometimes those somethings are profitable to resell or useful (eg faster harvesting gloves in Pandaria).

– **BfA island expeditions**. Drops transmog, pets.

– **Old dungeons/raids**. This will net you mats, greens, blues, purples, soulbound items you can DE, maybe pets or mounts…. Basically just think about ways to maximize profit after doing old content, such as by turning the results into enchants or a crafted pet to sell. ***In general, items that are crafted sell for more but sell more slowly than the raw mats.***

– **Pet battle daily quests.** This takes a lot of setup to unlock, but there are pet battle quest chains for each continent. Once finished you unlock daily pet battle quests for that region. Quest completion gives you a bag of pet supplies which can include pets and tokens to buy pets.

– **Fishing**. There are a few ways to make money with fishing, such as fishing up volatile fire outside Firelands. Research which fishing items can be profitable.

– **Archaeology**. This one is rough, but the vial of the sands does sell for a lot. It’s just takes a LOT of work to get. Research the Lorewalkers and Klaxxi trick to make it easier. More casually, it’s a great profession to snag on an alt if you enjoy leveling casually or exploring a lot. You get extra xp as you level and you can sell keystones on the AH if you aren’t interested in leveling it up. You can also exchange fossil fragments at the Darkmoon Faire.

– **Garrison Auction House Pieces**: These can be farmed from specific places in WoD. They are a fairly slow seller but they sell for a few thousand, more if you have enough to assemble a module.

– **WoD Pickpocket Daily**: Look into the quest chain with Griftah. Rewards around 2k gold.

– **Legion Pickpocket Weekly**: rewards 5k gold.


—————————–


*Hubs, Events*:



– **Dalaran Underbelly.** There’s a variety of things to do here and you can buy recipes, pets, etc with the currency as well as elixir of tongues to resell.

– **Darkmoon Faire**. Tons of stuff to buy/earn and resell, most notably pets and transmog. Make sure to get inky black potion from the cannibal witch in the woods. Doing special events like Moonfang, the heavy metal show and the rabbit can get you more expensive things to sell.

– **Old Patch Hubs**. Pretty much every one of these is deserted but has pets, recipes, toys, etc. It’s quick to blast through the dailies and gradually accumulate currency to buy things to resell. Examples: Argent Tournament, Molten Front

– **Holidays**. Every holiday creates a new temporary market for whatever people need for the event, as well as a way to earn items to resell like mounts or pets.

– **Timewalking**. Use Timewalking tokens to buy pets/toys to resell, increase rep (for factions you need access to for buying/selling their items) or buy mats to craft with or resell.


—————————–


*Other*:



– **AH Flipping**. This one takes lots of research and can be risky, but also profitable.

– **Pet Arbitrage**. This involves selling pets across multiple servers. See this post for more details; https://wp.me/pON4N-ef

– **Camping**. This is when you park an alt somewhere useful, such as where Poseidus spawns, the clickable nest for [leaping hatchling](https://www.warcraftpets.com/wow-pets/beast/raptors/leaping-hatchling/) or a vendor who sells something rare.

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5.2 goodies

09 Saturday Mar 2013

Posted by abc in Achievements, Gameplay, Gaming, Gold, Raids, World of Warcraft

≈ 2 Comments

Tags

5.2, Farming, Fishing, mists, mists of Pandaria, mop, raiding, WoW

Awesome, awesome dancing in this video. Picking it out of C2C’s selection (my favorite new group) because I am happy! Why am I happy? My guild did an impromptu run of Throne of Tunder – we reached critical mass of all our raiders online and decided to dive right in. After only a few pulls we downed Jin’kroh and this happened:

rankal

Anyways! 5.2 is here and with it comes some pretty fun new things. WoWInsider already does a great job of covering the fundamentals of this new, huge bunch of content. Byeond the core new additions, here are some fun little “extras” I’ve found so far.

Fish upon fish upon fish!

Ben of the Booming Voice makes a surprisingly quiet addition to this patch as a new NPC fishing from the river east of Halfhill.

Image

There’s a one-time intro quest to meet him where you learn about the ability to fish without poles (although this was introduced in Cata, not everyone knew about it!), and you can get some easy golden carp. After that, however, is where it gets awesome.

Ben gives you a daily “secret” about where the fishing is hot. And by hot, I mean on fire.

Image

Dozens of pools spawn in the daily fishing spot (make sure to use your Ancient Pandaren Fishing Charm!) and not only can you fish up the the special Nat Pagle rep fish, sealed crates, a minipet fish and the infamous turtle, fishing up enough pools eventually makes a super big pool spawn, called “Large Swarm of [insert daily fish here]”.

This pool can then be fished up, ala The Lurker Below, to summon a big ol’ monster named Krakkanon. This elite doesn’t do much damage, but he has a huge health pool, so you might want to bring some pals. From what I’ve observed so far, he can drop a stack of 20 fish, Nat Pagle rep fish, and Nat Pagle journals (increases your fishing 50 points, BoA, worth 1k gold!). He might drop even more fun things!

I advise systematically fishing each pool, as every pool you clear has a chance to make this pool spawn. It’s not a quick process (at least 30 minutes or more for one person; 50-100 pools), but I think this will become quicker over time as more people become aware of this new little bit of fun!

Faster Farming!

The master plough, introduced in 5.2, is now more effective than ever, finally stunning and (nearly) killing pesky vermin found in untilled soil. This is a great speed up to clearing your farm’s land (it’ll till up to 4 plots at a time).

There are also new seed bags, which let you plant up to 4 of each seed type at a time. Each bag holds 10 charges, so don’t be deterred by the price. Once you buy one, just point and click to plant all the plots in a targettable circle (plots must be tilled first!).

seed_bags

Pets, Pets, Everywhere!

If you are a fan of battle pets, 5.2 is a goldmine. Basically ever new part of the game drops battle pets. If you haven’t checked out the new Jurassic Park Island, head on over there. Bring a friend or 5 (we had a group of 10 at one point) and kill dinosaurs to collect bones which you can turn in for a mount or a battle pet. OR, go alone and just pinpoint the Zandalari trolls. These guys have a CRAZY high drop rate for minipets. They have 4 different ones they can drop, and we were seeing one pet drop for about every 3-4 trolls we killed.

Who's a cute widdle dinosaur? You are, aren't you?!

Who’s a cute widdle dinosaur? You are, aren’t you?!

The rares on Isle of Thunder also hand out shinies. Our very first kill on Haywire Sunreaver Construct (down on the southern beach), Muttonhocks and I each got a Sunreaver Micro Sentry. Mutton’s the pet battling fiend in this relationship, so I asked him if the little dude was any good. His reply? An emphatic, holy shit of a yes. Apparently rare mechanicals are hard to find, and this guy can do a variety of attack types, making him great for hunting all sorts of pets in the wild. Plus, he’s so big he can’t even display properly in your window, which makes me giggle far more than it should:

DGAF PROTOCOL ENGAGED

DGAF PROTOCOL ENGAGED. ALL SYSTEMS NORMAL.

The Raid That Wipes Together…

Finally, if you are on a raid team, you are going to want to have your team camping out Ra’Sha. He drops an item that lets you kill yourself. Ra’Sha’s Sacrificial Dagger is insanely useful for a progressive raid team – not only does the death incur no durability costs, if your whole raid has it, you can quickly die to fully wipe and end an attempt, instead of wasting time waiting for people to stand in pools or whatnot.

He hangs out in a cave tucked away in a little beach cove past the troll area. If you see a Hakkar look alive (bone wind serpent) you are in the right spot. Hang a right past that ominous little clearing and there is a cave guarded by two elites. Inside is Ra’Sha.

This way to self-initiated doom!

This way to self-initiated doom!

My team’s been camping this guy on rotation. We have about half of our raid team equipped with the daggers so far. He only drops one, you see, regardless of however many people attack him, and that drop only goes to whoever tags him, so it can be a bit of a slog to get them. They are completely worth it, however, for any raid team trying to be efficient!

Darkmoon Arising

The Darkmoon Faire also got some minor upgrades! The daily quests now reward a sack instead of a single token. The sack can contain between 1-5 tickets, as well as a chance at a fluffy Darkmoon toy, like the sandbox rides. Minor upgrade, but definitely a change that makes doing the dailies a lot more appealing.

The elite pet you can battle there also now rewards a sack of fun things instead of the single ticket he used to give. This sack rewards the same thing as the daily quests AS WELL AS pet battle goodies. Not a bad change, at all!

I’m not sure when this change went in, but fishing at Darkmoon Island also now fishes up Pandaland fish, instead of the crappy level 1 stuff.

Plus, finally, you can get this:

AM I NOT FABULOUS?!

AM I NOT FABULOUS?!

(Caveat: it actually gives 10% extra rep/xp when used and using it consumes it. It doesn’t stack with the carousel buff, and you can only use it during the Darkmoon Faire Season. Still, for only 10 tickets, it’s kinda worth it just for awesome screen shots…)

Those are some of the less advertised goodies I’ve noticed with 5.2. Hope you are enjoying the new patch!

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E items

03 Sunday Feb 2013

Posted by abc in Game Design, Game Psychology, Gaming, Gold, MUDs, World of Warcraft

≈ 6 Comments

Tags

economy, gold, items, rarity, value

You may have heard the recent news about e-theft; in case you haven’t here’s a quick re-cap: Two boys in the Netherlands physically attacked (in the real world) a third to get to acquire items in RuneScape. The verdict? On top of assault, they were guilty of theft. This is only the latest in a series of similar rulings establishing precedent for real world value for online concepts.

The notion that items which exist solely on the Internet still have some intrinsic real world value is not a new one. You might recall the virtual island which sold for nearly $30,000 several years ago, or the Supreme Court ruling over ownership of domain names. However, this case is unique in that it’s not tens of thousands (or more) of dollars at stake here. It’s basically the equivalent of two kids beating up another to get his prized baseball card – and the courts are recognizing this as just as valid an issue, despite the fact that the stolen item exists solely in a game.

I VALUE MY DARN FULL MALEVOLENT GEAR OMG

I VALUE MY DARN FULL MALEVOLENT GEAR OMG

The ramifications are interesting. IRE‘s EULA provides a solid blanket of cover, ensuring that items such as credits and artifacts are always protected, while items you acquire in-game are subject to game world theft, subject to the individual game’s rules. However, what does this say about the value of our characters themselves and the items they hold? Do they now have a real world or monetary worth? Can items which exist solely in the virtual ether have any sort of price tag attached to them, or are they just intangible abstracts?

An intriguing way to look at this is to consider what in itself denotes value. Basic Econ 101 courses look at real world goods in this way, assessing factors which contribute to an item’s value. One theory suggests that value derives from the inherent costs of production. For items which exist solely online, however, the need for labor and materials is completely absent – a virtual sword doesn’t require a smith’s time or iron ore to make, just like a house in Achaea’s subdivision doesn’t need masons and stone to actually build. Yet these can be highly desired things to acquire in games, so there is obviously something else which plays into how much an e-item is worth – a more subjective scale of perceived use and desirability.

For the most part, items fall into three categories, although there is understandable interlap: utility, enjoyment and rarity. A rune for your blade or a set of wings, a special design for your unicorn in Avalon, or a meta gem in WoW – are all clear examples of items which are highly valued for their utility. These items augment your fighting or greatly ease your travel through the land, and carry high price tags which players consider worth paying because of how useful they are. A house one can roleplay within or a fancy mount, on the other hand, would be an item considered valuable because of the enjoyment factor it contributes  to. These types of items often are acquired more for roleplay or sentimental purposes. Finally, rare items, such as prizes earned through events or promotions, or pets which have a very low chance or spawning, are valued primarily because other people don’t have them, or need them and find them hard to acquire.

Artifact auctions provide a great example of this sort of valuation in practice. Aetolia, for example, is currently holding a unique type of auction, where several of the items can only be bid on with special tokens which players acquired in an earlier promotion. One of the items, a torc which gives the Druid vitality skill, currently has a very high bid, due to how useful the ability is perceived to be in combat. Another item, though, is a special traveling house, and is also rising high up on the bid list, because of the “fun factor” many see in driving a gypsy wagon around. The currency itself, finally, is a great demonstration of the notion of rarity – before the items were announced, most people didn’t value the tokens that highly and they sold for rather low prices. Now, however, that the auction is underway and people need the tokens (and the amount available is becoming more scarce) the price these are being traded for is skyrocketing.

It’s somewhat fascinating how the game world can mirror the real one, but with its own distinct spin put on it. Without the fetters of some real world constraints, such as production and material costs, other aspects of the economy come to the forefront, making for a interesting system to sit back and observe.

How about you? What items do you most value in your game of choice, and why?

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GW’s failed Auction House

14 Friday Dec 2012

Posted by abc in Game Design, Gold

≈ 4 Comments

I just read a great post over at game developer Psychochild’s blog. In it, he addresses various issues plaguing Guild Wars 2’s economy. Guildwar 2’s failed economy is part of why I didn’t stick around there – I love being able to be a crafter and merchant and make money. When I was playing, however, crafting was a straight gold sink and the trading post was a clusterfudge.

 

Here are my impressions on what went wrong with the GW2 trading post:

– Worldwide Trading Post: by not limiting this to smaller markets of individual servers, it becomes very hard for individuals or groups of people to change the market prices. This may seem good, but what it means is that the greater common denominator of clueless sellers wins out, as you can see in the Trading Post, to the point where they had to implement a feature so you couldn’t sell items below their freaking vendor price! Attempting to tweak market prices is simply not possible on a scale this large without the coordination of a LOT of players with a LOT of gold.

– Anywhere access to the Trading Post: This is a huge problem. While it seems great to a questing player to be able to toss up junk on the TP without having to go there in person, what it means is that people are using the TP as a mobile vendor to sell whatever is in their inventory. There is no thought or strategy to the postings, and people don’t care if the items are sold far below market value; they just want them out of their inventory. Items then bypass a basic auction house price floor – without the mobile trading post, people would have to decide if it is worth selling an item to a vendor or on the trading post. Convenience overrules this type of decision. ANet’s later addition of a “minimum price” on the TP didn’t really fix this. It just bumped the price floor up.

– Deceptive/Unwieldly UI: The trading post has a high chunk of hidden costs built into it, which seem designed to actually discourage people from using it to build up a healthy server economy. In addition to the cost you are told about, there is also another chunk of money taken out if you sell the item (I think it’s 15%; it’s been a while since I read ANet forums). These fees also scale really badly, especially at the low end of price ranges. The lack of expiry time on auctions and the hidden additional costs for using the TP combine with an awkward UI to make it a headache to really use beyond casually. It’s hard to make money by buying out and relisting (and thus bumping prices up) due to the heavy listing costs. Sure, you lose money by doing this normally – but when the listing fee costs nearly half as much as the item, it’s not worth it.

There might be further problems with the ease of gathering and drop rates for items, however I think limiting TP access would actually go a decent ways towards addressing that. When players actually have to make decisions about inventory, gathering becomes a more specialized job. As is, everyone can just gather as they go and post raw mats up when their inventory gets full. If that was disallowed and you had to plan how to unload your collected mats, many players would drop out of the gathering market, deeming the time:profit ratio not worth it. Supply would go down and prices would naturally rise.

In short, I get the feeling that the whole thing was designed by someone who hates auction house players and wanted to make a system to “prevent” them from playing the market. It’s expensive to use the market as a merchant, the market is far too easy to use to just unthinkingly slap up items and the lack of an expiry date means that the low priced auctions just keep building up – and it’s not worth it financially to buy them out, since you can’t hope to control a global market. The problem is…we need auction house players. These players keep the economy vibrant and help ensure items retain value.

Many people probably intensely dislike reading that, but auction house players can actually be an asset to a healthy economy. Yes, some of them are jerks and drive out others from the market – but without pressure to push prices upwards, we see situations where constant undercuts drive prices down. There needs to be a counterbalance pushing upwards as well and auction house players provide a stable one.

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Node spawn rates and ripple effects

04 Tuesday Dec 2012

Posted by abc in Game Design, Gold, World of Warcraft

≈ 6 Comments

Tags

crafting, economy, gold, nodes

So big bear butt’s latest post about the recent node spawn rate has…err…spawned a lively discussion about how exactly changes to collection affect the game at large. From my experience in MUDs, changes like these are actually far more wide-reaching than a simple rise in ore costs; they can have (or be a result of) much larger ripple effects in the economy.

Let me share a few examples from MUDs, and then I’ll address these changes in WoW.

– In the very first mud I played, Avalon, the rogue-class equivalent (Thieves) and hunter-class (Rangers) each had the ability to harvest their own poisons for use in combat. Other classes, like warriors, could also use their poisons on their weapons, and other players could sell/distribute these poisons to others, but every single poison use was a direct 1:1 ratio of player harvested to use. I picked one resik, I got to disarm someone once, and then that poison was used up.

Each poison grew in its own environment type and grew at a modest rate. You could have 60 poisons max growing in each node at a time, and it took about 1.5 seconds to harvest a single poison. So, there was a time factor (several minutes for one fight’s worth of poisons) plus a rarity factor (some locations would only have a few poisons available to pick, and locations were limited by the game’s world size. The hardcap on possible growth also put a ceiling on the total amount of poisons possible in the game).

My solution to this was to begin building a vast network of cottages, squirrelled away behind the walls of my guildhall. These private gardens basically gave me infinite poisons for certain environment types. Now the first result was a good one: I was able to spread the wealth and give newbies tons of nice stuff to use in combat. However, as the idea became popular, other players began to do it as well, and we saw a permeation of poisons, to the point of ALL classes eventually using them.

Coupled with this player-based proliferation, the admin also decided to change the environment types of one of the very rare poisons. I was the class liaison at the time and, admittedly, naive. I pushed for this, not having the full view that I have in retrospect. The result was that we suddenly began to see a much larger influx of certain poisons being used, again by all classes.

These small changes reshaped combat, from the player level. The game wasn’t balanced to have heavy-hitters like warriors able to afflict like thieves. Affliction-based users began to get more sloppy, throwing expensive affliction after expensive affliction at their foes. Classes had to go through rebalancing. Thieves and rangers had to be given more buffs to balance out the fact that everyone had access to their affliction potential. In addition to this, the economy was completely tweaked. Poisons dropped in value, while the potion and herb market shot up, as people began to need to chew through TONS more curatives each fight.

In short, huge changes happened because of spawn rate changes. Some, like having more new players able to dive into combat, were great for the game. Some, such as the class unbalances, were severely problematic.

This is what happens when everyone can harvest herbs. :(

This is what happens when everyone can harvest herbs. 😦

– In another MUD I played, Aetolia, there was a similar herb harvesting system. Each room could potentially contain a specific number of herbs, and players had to visit each room, picking a few here and there. Only two classes in the game, Druids and Sentinels (similar to hunters) could pick plants.

As the factions split into various city alignments, it became clear that the “evil” side of the game was facing a much harder struggle to get herbs, as both Druids and Sentinels were members of the “good” faction. Herbalism/Alchemy was turned into a general skill that all players had access to. The only limit? You couldn’t be a blacksmith (had to pick one or the other). And blacksmithing really wasn’t that fun or profitable. Once you had a weapon, you kept it for real life MONTHS, so barely anyone had interest in that profession.

In conjunction with this change, harvesting turned to PERSONAL limits, with each player limited to a certain number of herbs picked per day, instead of the prior overall world limits on plant spawns. The result was expectedly catatrosphic: with no upper ceiling on the total number of plants in the WORLD, every player went out each day and harvested their max. There was no competition for specific plants, no rarity for plant spawns, and so EVERYONE had the same amount of plants available for sale each day.

Within a month, plants bottomed out at one gold each (the lowest possible price, about the equivalent of one copper in WoW), whereas before they had cost dozens of gold. They pretty much never recovered from plummet, and harvesting plants became basically a profession where you were paid for your time/you did it for the convenience.

Some of us keep it big pimpin' no matter what, though.

Some of us keep it big pimpin’ no matter what, though.

The moral of these examples is that what may seem like small changes can have potentially large ripple effects. WoW is obviously a bit different (we don’t consume multiple stacks of plants each fight!), but there are some similarities here. At its very core, the gathering side of an economy has a chunk of its value based in TIME. How much money are you getting for your efforts? Consider, also, that the rewards for all those freaking dailies had gone up in Mists, so there’s a fairly direct comparison for gatherers in the amount of money they could snag with a basic time investment.

At the start of MoP, the value side of the gathering economy became very low due to the high node spawn rates. On larger servers, this might not have been as noticable, as there are ALWAYS players who will gather, even if they are getting only pennies for their efforts. Players may have only seen a relatively low cost for crafted goods, since mats were cheap. However, on smaller population servers, this contingent of die-hard gatherers is smaller, so the result has actually been a weird one: prices got stupid. And not just stupid high or stupid low, but stupid all over the place. The initial influx from the high amount of nodes drove the prices down super low…and those low prices discouraged many people from gathering. Materials became harder to get, so prices would shoot back up…and then the market would get flooded again, and prices would plummet.

Imma get ALL THE ORES

Imma get ALL THE ORES

Crafters, however, would be purchasing mats at a fairly regular rate, and (the smart ones, at least) would base their prices off how much they were spending and/or the market value of the commodities. Crafted items also, on the whole, take longer to sell…or rather, they sell at a smoother rate – raw mats are purchased in bulk, crafters turn them into a bunch of items, and the items are bought as needed. The end result of this is that the cost for raw materials was fluctuating wildly from day to day, but the market for crafted items wanted to stay stable. Players themselves were a big factor in this, as crafters had prices they wanted to sell at, and buyers had ideas of how much things were worth (and neither of these may actually be the market value!). We ended up seeing tons of items selling at less than cost. For example, some alchemists were only profiting based on spec procs.

Was the nerf needed? Maybe. I view it as an attempt by Blizzard to rectify the too-high gathering rates from early in the expansion. They wanted to avoid the huge price inflations that we saw at the start of Cata, but they went too far in the other direction. This could potentially normalize it and make gathering attractive again…except there is the tricky aspect of us players ourselves. The market had already settled down (albeit into a slightly lower level than many would like). We have all picked up an internal “cost” calculation. This change was ABSOLUTELY needed several weeks ago. Now? It might very well throw a big wrench into things and require the market to readjust, again. Then again, it might be a very useful one that encourages more gatherers to get back out there grabbing items, which can ripple profit upwards along the crafting chain. Or it could just make things even less profitable to craft. I, personally, am going to be keeping my eye on things for a bit before I craft/post large amounts of items created from herbs/ore, unless I see a huge profit from it.

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