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Tag Archives: economy

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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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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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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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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