

Cornering the World of Warcraft Markets 72
Terra Nova has a post up about a financial development on the World of Warcraft server Elune. From the article: "two players recently bought out the entire contents of the Auction House in Ironforge, with the exception of premium-priced high-level weapons and armor (e.g., they bought all the trade goods) and then resold all of what they bought at a higher price." They go on to discuss the event in the context of Massive Game economies and the results that tradeskills can have on monetary inflation.
Re:Line 'em up (Score:1)
Sure, some people may not like it, but these guys aren't the only ones who have thought of this kind of thing before.
Heck, I would try it, if I had a level 38 character, WoW, a computer that could play WoW, a large amount of time on my hands.
I fail to grasp the (perceived) problem (Score:5, Interesting)
Re:I fail to grasp the (perceived) problem (Score:3, Informative)
Re:I fail to grasp the (perceived) problem (Score:5, Insightful)
"What's this? The Big Bad Gun of Slaying costs 2200 gold?? There is no way I can manage to collect that much gold! Hrm, lemme ebay for people selling gold on my server..."
Ten bucks says that the players monopolizing the market are also the friendly ebay merchants that are selling you money..
Re:I fail to grasp the (perceived) problem (Score:1)
It's good for a quick profit, but it's usually hard to maintain.
Trying to get 1000g for level 60 and maintain all your equipment and skills calls for more than just grinding and farming, I think. At least if you want to get it done in a reasonable amount of time.
Re:I fail to grasp the (perceived) problem (Score:3, Insightful)
The 1st person to own a sword played 10hrs to earn money to buy it. Then sell it at higher price.
The 2nd person to own a sword played 20hrs to earn money to buy it. Then sell it at higher price.
The 3rd person to own a sword played 30hrs to earn money to buy it. Then sell it at higher price.
Repeat, repeat. Afterwards every other sword with the same performance will go
Re:I fail to grasp the (perceived) problem (Score:5, Informative)
Re:I fail to grasp the (perceived) problem (Score:2, Insightful)
Blizzard has the ability to create a complete fiat economy by simply materializing new goods into the auction house ad infinitum.
Re:I fail to grasp the (perceived) problem (Score:1)
Re:I fail to grasp the (perceived) problem (Score:1)
Re:I fail to grasp the (perceived) problem (Score:1)
And besides, I think the advice you cite is for the stock market not business. More along business lines would be, "corner the market, sell at whatever price you want" or "sell $.01 lower than the competitor."
Still it's what these people did is a kind of bastardly thing; an equivalent would be MS's tight grip on the popular OS market, and selling their product for whatever they want. If these two actively pursue this, they could effectively set the price point for all of this ty
Tradeskilling in general (Score:3, Insightful)
Re:Tradeskilling in general (Score:2)
Yes, most people look up the price of similar items when they sell theirs, but there is no item history with the AH. Unlike FFXI, where you could see how much the last 10 people paid for the item (regardless of how long ago those past 10 sales were).
Re:Tradeskilling in general (Score:2, Informative)
Re:Tradeskilling in general (Score:2, Interesting)
Re:Tradeskilling in general (Score:4, Informative)
Just like OPEC (Score:3, Insightful)
All these guys agree on a high price but after a while one of them breaks ranks and makes a huge profit, lowering the market price.
Re:Just like OPEC (Score:1)
Its called "cartel" (Score:1)
MMORPGs are almost immune to cartels *if* they don't have systems which allow denial of resources. You can't preven
Re:Its called "cartel" (Score:1)
talking about a market economy.... (Score:3, Informative)
Re:talking about a market economy.... (Score:2)
Plus, in my opinion, it is MUCH harder to corner a market in Eve. I applaud any organization that has the capital and the influence to really monopolize a market. How much are Cap Recharger II's going for nowadays?
Re:talking about a market economy.... (Score:3, Interesting)
Re:talking about a market economy.... (Score:2)
I've been doing this for months.... (Score:5, Informative)
Trade goods (Linen, Wool, Silk, Iron Bars, etc...) will consistently sell at the AH if you set a decent buyout price. For example, on my server, you can sell stacks (x20) at these prices:
Linen: 25 silver
Wool: 40 silver
Silk: 45 silver (which sucks!)
Mageweave: 1.2 gold
Runecloth 3 gold
Copper Bars 45 silver
and so on and so on. My guild would buy everything we could below that price and resell it. We'd get it from other players, from low buyouts at the AH, poorly priced auctions, wherever...At one point, as a level ~20 mage, I was spending maybe 2 hours a week doing this and making ~80 gold for my efforts. It was huge.
Then I leveled up to the point where 80 gold a week isn't that special.
Re:I've been doing this for months.... (Score:2)
I took your advice, and set a 25 silver buyout on linen, and sure enough, I got 25 silver. This argues that convenience is worth at least 19 silver, (i.e. getting the linen NOW for a higher price rather that waiting 24 hours and maybe someone outbids you b
Let me get this straight (Score:5, Funny)
Oh yeah, and then someone has to write about how interesting that is. Maybe-- to their psychiatrist.
inflation.. (Score:5, Insightful)
which isn't a surprise as basically everything you can kill drops money(or something that you can sell for a buck for a npc) - so a lot of money enters the world.
it needs some serious tweaking.. as now theres professions which simply are not worth doing. you don't get items that are really worth jack from them and selling them for a buck isn't that good business either - basically as said out in the post the best way to make a buck is to be on the raw material side of the business and not on the refining side, as you can get endless amounts of those raw materials(but if you're a refiner you're going to need a lot of those materials to train your skill to be on any level of use, at which point you quite probably already have gotten better equipment than what you can make).
and getting skilled is a lot easier(faster - there is no playing skill involved beyond patience) if you got the cash to just buy the raw materials out of AH - so don't rush into refining(it's not particularly exciting to make copper pants anyhow so you can't justify it with that either), you can change the skills later anyways if you want and later you'll have the cash to buy the raw materials to get the skill up faster.
(no.. fun does not begin at lvl 60.)
Re:inflation.. (Score:1, Insightful)
What's happening here is that all these fancy schmancy MMORPGs, like Everquest, WoW, and their ilk, are rediscovering things that the old, geriatric text-based MUDs have known for years. There's nothing new happen
Interesting (Score:3, Interesting)
Re:Interesting (Score:2, Insightful)
Re:Interesting (Score:3, Interesting)
Re:Interesting (Score:2)
Nothing new (Score:5, Interesting)
However only a tiny percentage of players take the time to simple prepare themselves for a hunt so it is was not unusual to see people desperately trying to shop for brandy ONLY after having arrived at the remotest planet.
Simple money making scheme? Buy stacks of brandy and sell them at a nice profit at remote locations. The makers of brandy don't want to spend the time to distribute their wares and the customers don't want do spend hours shopping.
In the period it worked before SWG went terminal it gave me so much income I never even bothered with running missions. I don't think resellers themselves are a bad idea. Basically I got my money by providing the same exact service as it exists in the real world.
Buying up every single item is an extreme step but perhaps in some future MMO game with a properly thought out economy some players will be making their game by shipping resources between supplier and user.
Imagine a more spread out game were you cannot reach every corner in a few minutes. Perhaps it even takes hours if not days to go into the deep. Ranger type players will be out alone or small groups hunting and doing their survival thing. Once in a while they will be bringing their loot to small villages were they put up for sale. Now these items are in demand but the crafters that want them tend to be in bigger cities as they would be in real live and don't want to constantly be on the move and fend of all kinds of nasty just to get the resources they need. Two groups, the more solo minded explorers who are playing a hunting sim, the other the more social minded creators who are playing a home improvement sim. Add a third group, the money grabbers and they might get their fun out of buying low and selling high. Travelling the lands in search if items to buy.
So I don't think this is such a bad thing in itself. What has me wondering is how badly upset the basic economy is that in such a new game two players can already have gotten so rich as to buy every item on the market. Even SWG economy ain't that broken.
Re:Nothing new (Score:5, Interesting)
This worked well for me in SWG too. I was/am a Master Chef and I started out my business by crafting crates of stuff like that and the much loved (at the time) Tatooine Sunburn, and I would take these to a remote hostile place and sell it. After I made quite a bit and established a solid list of clients, I finally set up shop and raked in the credits! I had shops on four planets, another chef making stuff for me, and I was still turning special orders away because I had too many orders. My customer base blossomed and spilled over quick!
And then they revamped the Chef profession overnight and 90% of my inventory went from awesome to novelty. I was faced with a steep learning curve, so many bad crates that I had to just destroy all but one of my shops and in that remaining shop I destroyed all but one of my vendors, and still had 30 crates in the basement I had to destroy because they were now useless components.
Nowadays I sell the occasional crate on the street, but my days in the fast food business are over.
Re:Nothing new (Score:3, Interesting)
Sounds a lot like EVE Online [eve-online.com] to me. While I haven't played it myself, most of the reviews and official blurbs pitch it as being very open-ended and capitalistic (Machiavelli's name crops up a number of tim
Re:Nothing new (Score:2)
Re:Nothing new (Score:2)
Worth checking out, but expect to be frustrated in the beginning.
Re:Nothing new (Score:3, Interesting)
The problem with this comparison is that you can justify this kind of 'scheme' by say its a 'service charge' (I'm pretty damned sure I don't burn $5 in gasoline while riding a taxi a mile in New York City.)
The problem with this 'scheme' is when you always buy out your competition
Just need rarity... (Score:2)
Oh I agree 100% (Score:2)
Alts (Score:3, Interesting)
Its stupid not to put a buyout, even it 10x the price, if someone wants it bad enough, and wants to win, they will pay.
BTW, the Alliance side of the AH on our servers, is 3x as large. I am running AH scripts to watch prices, and buy when stuff is under vendor sale price, or its under the market average. Good for me to make a few bucks.
But, I've started loosing interested, its moved from a game to a chore, screw that. Wheres the next new MMORPG... Not sure if Battlegrounds will save wow from churn.
Re:Alts (Score:4, Informative)
Re:Alts (Score:2)
BTW, All are approved by Blizzard, or they are removed. As in the leet speak ones where removed awhile ago.
Also, Cosmo's which is legit also, has had pieces of removed by request of blizzard.
And how do you HACK looking for the better price? You must work for Best Buy!
Still not the biggest scandal in WoW (Score:5, Funny)
NPC vendors are aiding and abetting terrorist and must be stopped! I welcome the "opposing" faction to swoop down and destroy these tyrants and liberate use from our evil oppressors!
One way to solve the problem (Score:2, Insightful)
Re:One way to solve the problem (Score:5, Funny)
The Economist wrote about this (Score:1)
"Normally, this newspaper's devotion to free trade is unwavering. Yet curbing the trade of in-game items is defensible, since game economies are run to maximise fun, not efficiency."
A model economy: Should links between real and virtual economies be encouraged or banned? [economist.com]
Re:The Economist wrote about this (Score:2)
The problem with a game like WOW is it's not realistic enough.. After all, if you've got a million gold, you should need an army of carriers, not just grab it from your digital bin. They just need to introduce more ways to make wealth harder to keep.. introduce raiders, spoilage, pirates, etc into the mix. You make the cost of having wealth defending to keep it!!!
Programatically, this is a job for Will Wright's idea of procedural-based games. They need to develo
What about thievery? (Score:1)
Re:What about thievery? (Score:1)
Re:What about thievery? (Score:2)
Wars? (Score:2)
Sure, it doesn't sound fair, but that's the point. Perhaps Blizzard could put some cap on how much stuff you can have in one store...or you have to get another. The game deals in gold pieces, not credit cards... a million gold pieces should take an army of helpers to carry. They need to make massive wealth require vunerability to keep it... Why can't the angry mobs mug a very rich guy? Then he'd have to learn to fight...or
Re:What about thievery? (Score:1)
I'm not familiar with WoW, but isn't there a thief class?
No. There is the Rogue class, but it is much more of an assasin / fighter than a thief. (In close combat, the Warrior class is best able to withstand damage, while Rogues are best at inflicting it)
Short Term Effects (Score:5, Interesting)
Relisting the entire AH is an effective strategy for slowing this natural trend, however it effectively ensures that all newly listed items will undercut the existing artificial price, resulting in a loss of sale for the relisters, or requiring the relisters to actively purchase and relist all new items at diminishing returns.
Being on one of the most overpriced servers I'd have too say that the main effect of gold farmers is to increase the price of epic items, but also increases their availability.
Either way it is a short term effect. By purchasing items at the AH you are buying into a free trade economy and as such its effects. Ultimately it all comes down to supply and demand.
Re:Short Term Effects (Score:2)
I'm on Proudmoore, one of the higher population servers (I guess thats most of them now) and have been watching AH prices on a few items. Most are fairly stable with a slight overall downward trend. I've seen all of a particular item bought out and relisted at double the price and within a day prices were back to normal.
Blizzard has adjusted a few things, sending prices higher by raising the number of ingredients required to make a particular item.
Coarse stone was an interesting one, f
This is a great idea (Score:2)
Anyone who finds this intruguing... (Score:2)
You could be
Re:Anyone who finds this intruguing... (Score:2)
Fair market values (Score:1)
Monopolies (Score:1)