for other ideas on the glyph market and other general tips see the free Croda's Inscription Gold Guide
I aim to post every two days one this blog. For the weekend post i plan to post on how the World of Warcraft economy relates to the real world or theoretical concepts for the World of Warcraft economy. Ironically, it is this subject matter which causes the most email traffic!
What do Auctioneers bring to the game?: In other words, to the (legal) gold makers, call them
Auctioneers, benefit World of Warcraft or otherwise?
A fair question, i don’t suspect the developers foresaw
the rise of this breed of player at the outset.
But i greatly suspect it is in their thinking now when they consider
what to do with the professions in the game.
On my server there are 3 or 4 of us who “own” the glyph
market. i don’t see any other
competitors on the list. And the same is
becoming true of the Enchanting market that i am entering.
Therefore, on my server there are at least two markets
where under 10 players make the vast majority of the gold from the player base
of over a 1000.
In a sense, the entire Blizzard coding for these markets
is utilised by these 10 players.
Therefore, is this to the benefit of the game?
Pros
Every item that a player could conceivably need to move
ahead in the game will be on the Auction House.
Therefore, the economy is not an impediment to a player advancing in
World of Warcraft.
Almost every item will have competitors therefore
bringing down prices. Hence, as a rule,
prices are not manipulated upwards.
Therefore, a server will never die because the economy
dies first. A server will die because
the raiding / questing player base dies.
Cons
The vast majority of the player base is not able to fully
participate in the Auction House.
Therefore, the whole concept of professions as a method of making gold
is limited to the “professional” auctioneers.
Therefore, the developers time and effort has ended up
being focused on a very small proportion of the player base.
The gold makers are prone to market manipulation from
time to time. Examples include posting
arrows in batches of 1 instead of 200.
Buying up all the raw materials with the sole intent of cause prices to
rise.
In conclusion
The gold makers bring considerable benefits to the player
base in exchange for excluding that player base from most of the serious gold
making abilities. Whether that is a net
benefit to the game? On balance, yes –
but it is close.
But i do suspect that as a result the developers focus
more on other aspects of the game that affect the entire player base, and not
the economy which benefits a very small part of the player base.
a blog of my experiences and observations of making over 1 million gold in World of Warcraft . . . . . . . . . .Includes the famous free Croda's Inscription Gold Guide
Croda's Inscription Gold Guide - paid version, only $5
Some beautiful music to read the blog to . . . . . . (i first heard on PowerWord:Gold podcast)
Showing posts with label Weekend Post. Show all posts
Showing posts with label Weekend Post. Show all posts
Sunday, 26 August 2012
Sunday, 5 August 2012
Weekend Post - Inflation in World of Warcraft
for other ideas on the glyph market and other general tips see the free Croda's Inscription Gold Guide
I aim to post every two days one this blog. However, i find that my weekend posts generally get less attention (i suspect most people read posts during the week and therefore land on my homepage and read the post i did at the weekend at the same time). Therefore, for the weekend post i plan to post on how the World of Warcraft economy relates to the real world or theoretical concepts for the World of Warcraft economy. Ironically, it is this subject matter which causes the most email traffic!
Inflation is a measure of the price rise of a basket of goods. For our purposes in World of Warcraft inflation is the price rise of new raw materials and old raw materials which leads to a price rise in crafted items, and the higher costs of NPC items, repairs etc . . . . essentially to us it is the rise in cost of living in the World of Warcraft. And typically inflation hits with new content where new raw materials and NPC items are more expensive than in the last content.
For normal players this is compensated by higher gold drops from mobs, bosses and quest awards which leads to more money being in the economy. In many ways, Blizzard are reacting to their own created inflation by paying the player base higher gold wages – which is how the inflation mechanism can work in the real world. Higher costs of living see workers demand higher wages to compensate.
Where it affects all players, but particularly those with large gold balances, is that these gold balances are able to buy less of the new raw materials and new NPC items than they could have bought the equivalent under the old content. In other words, the buying power of our gold falls as we move into the new content. Things are just more expensive but our gold level is the same as it was the night before the new content.
For example, I sit there with 1.5m gold. What you don’t see is the raw materials and crafted goods in my inventory as well.
Hence, i don’t need to spend any of that 1.5m to enhance my gold making process – it is in effect dead gold. It is this 1.5m gold that is hurt by inflation.
My raw materials and crafted items though will go up in value and so are in part inflation protected.
Compare to someone with say 10,000 gold and the rest in raw materials and crafted items – they are less hurt but nonetheless that 10,000 gold still loses some purchasing power in the move from old to the new content. Their raw materials and crafted items, which will form a larger part of their wealth, will rise in value as the new content comes in.
The question therefore is how to protect that 1.5m gold from inflation.
In the real world that surplus gold could be invested to generate a return – the higher the target return then the higher the risk required to achieve it. That is not an option in World of Warcraft.
Therefore the route many take is to buy raw material items and NPC items that they believe will rise in value in the new content and then sell those items once the new content arrives. The “profit” made is in fact merely inflation profits and they are merely holding their own with the inflation – but at least they have inflation protected their gold. Not a bad idea – as long as you select the items to buy that will go up in value.
Personally, i increase my raw materials to meet the increased demand for glyphs but otherwise i just take it on the chin and live with it. The additional amount of gold i need to spend on the new raw materials will be compensated by the higher prices of the new crafted items.
I aim to post every two days one this blog. However, i find that my weekend posts generally get less attention (i suspect most people read posts during the week and therefore land on my homepage and read the post i did at the weekend at the same time). Therefore, for the weekend post i plan to post on how the World of Warcraft economy relates to the real world or theoretical concepts for the World of Warcraft economy. Ironically, it is this subject matter which causes the most email traffic!
Inflation is a measure of the price rise of a basket of goods. For our purposes in World of Warcraft inflation is the price rise of new raw materials and old raw materials which leads to a price rise in crafted items, and the higher costs of NPC items, repairs etc . . . . essentially to us it is the rise in cost of living in the World of Warcraft. And typically inflation hits with new content where new raw materials and NPC items are more expensive than in the last content.
For normal players this is compensated by higher gold drops from mobs, bosses and quest awards which leads to more money being in the economy. In many ways, Blizzard are reacting to their own created inflation by paying the player base higher gold wages – which is how the inflation mechanism can work in the real world. Higher costs of living see workers demand higher wages to compensate.
Where it affects all players, but particularly those with large gold balances, is that these gold balances are able to buy less of the new raw materials and new NPC items than they could have bought the equivalent under the old content. In other words, the buying power of our gold falls as we move into the new content. Things are just more expensive but our gold level is the same as it was the night before the new content.
For example, I sit there with 1.5m gold. What you don’t see is the raw materials and crafted goods in my inventory as well.
Hence, i don’t need to spend any of that 1.5m to enhance my gold making process – it is in effect dead gold. It is this 1.5m gold that is hurt by inflation.
My raw materials and crafted items though will go up in value and so are in part inflation protected.
Compare to someone with say 10,000 gold and the rest in raw materials and crafted items – they are less hurt but nonetheless that 10,000 gold still loses some purchasing power in the move from old to the new content. Their raw materials and crafted items, which will form a larger part of their wealth, will rise in value as the new content comes in.
The question therefore is how to protect that 1.5m gold from inflation.
In the real world that surplus gold could be invested to generate a return – the higher the target return then the higher the risk required to achieve it. That is not an option in World of Warcraft.
Therefore the route many take is to buy raw material items and NPC items that they believe will rise in value in the new content and then sell those items once the new content arrives. The “profit” made is in fact merely inflation profits and they are merely holding their own with the inflation – but at least they have inflation protected their gold. Not a bad idea – as long as you select the items to buy that will go up in value.
Personally, i increase my raw materials to meet the increased demand for glyphs but otherwise i just take it on the chin and live with it. The additional amount of gold i need to spend on the new raw materials will be compensated by the higher prices of the new crafted items.
Sunday, 29 July 2012
Weekend Post: A new glyphmas – perhaps not?
for other ideas on the glyph market and other general tips see the free Croda's Inscription Gold Guide
The launch of Mists of Pandaria will give us Scribes a nice boost to income – but perhaps not the boost that we say back with Cataclysm.
In October 2010, upon release of the pre-Catacylsm patch and then again on release of Cataclysm Scribes everywhere made so much gold.
There is much talk of a new “glyphmas” upon the patch and release of MoP.
It is worth looking at what caused the “glyphmas” of 2010 and hence allowing us to compare to today. I suspect we will see that there are few, if any, similarities.
When Patch 4.0.1 arrived in mid October 2010 glyphs went from an average 15 gold on my server to over 150 gold and held at over 100 gold for a year. In my mind, there were five main reasons for this:
1. Announcement of the change of glyphs in the summer of 2010 led to a reduction of Scribes participating in the market: over the summer Blizzard announced that the glyph system was to be changed. At that time, glyphs were destroyed when they were swapped out – hence characters had to buy a new glyph every time they swapped one out. When the change was announced to the current system many forecast the death of glyphs. Hence, there were very few new competitors and existing competitors started to leave the market. The view was that glyph prices would collapse. Hence, when the patch arrived the number of scribes was low and indeed the scribes left had reduced their stock of glyphs.
That will not be the case this time – the number of Scribes participating in the market has, if anything, increased.
2. Demand went through the roof and the supply was not there: When the new glyph system arrived characters went to the AH to buy up a complete set of glyphs on the first day. What glyphs were on the AH ran out very quickly. Indeed, i could not post quick enough and hence the selling prices rose rapidly.
We are likely to see an increase in demand from returning players + pandas + Monks. However, existing characters will only have a demand for new glyphs. So a slight similarity here.
3. Players returned to the game: on Patch 4.0.1 and generally though the Cataclysm launches old players returned and so added to the demand for the glyphs. Indeed, there were various surges of demand as new patches came and old players came back into the game.
This will be the case this time too.
4. Inks from 1 to 3 per glyph in October 2010: the cost of crafting tripled but more importantly the demand for herbs rose firstly due to the tripling of materials required per glyph and secondly due to the strong rise in demand. Hence, herbs started to run low and their prices rose forcing the prices of glyphs higher still.
This will not be the case this time – the number of inks required to craft a glyph remains at 3. Herbs may run low initially though.
5. Warden in summer of 2010: in the summer of 2010 Blizzard launched a program to catch and ban bots. It was very successful and overnight many bots left the game. However, their herbs remained on the AH and in their guild banks (i assume the AH posters were on different accounts to the bots though i guess Blizzard can now detect that?). Hence, whilst the bots were gone, the herbs were still hitting the AH at very cheap prices. The timing of those cheap herbs running out varied by server. On my server, it happened just at the time of Patch 4.0.1. Hence, the ongoing availability of herbs went through the floor which was a third factor pushing up the price of herbs and restricting supply to scribes trying to meet demand. Indeed, for myself, i was often in danger of being unable to meet demand on several occasions due to lack of herbs to mill.
On my server at least, there are no bots and hence there will not be an effect from them disappearing this time.
In summary – demand will rise driven by returning players / pandas / monks but at a lower rate than was the case at Cataclysm. There will be the usual effect on supply as the herb farmers start to farm the Mists of Pandaria herbs – but that will soon stabilise.
The launch of Mists of Pandaria will give us Scribes a nice boost to income – but perhaps not the boost that we say back with Cataclysm.
In October 2010, upon release of the pre-Catacylsm patch and then again on release of Cataclysm Scribes everywhere made so much gold.
There is much talk of a new “glyphmas” upon the patch and release of MoP.
It is worth looking at what caused the “glyphmas” of 2010 and hence allowing us to compare to today. I suspect we will see that there are few, if any, similarities.
When Patch 4.0.1 arrived in mid October 2010 glyphs went from an average 15 gold on my server to over 150 gold and held at over 100 gold for a year. In my mind, there were five main reasons for this:
1. Announcement of the change of glyphs in the summer of 2010 led to a reduction of Scribes participating in the market: over the summer Blizzard announced that the glyph system was to be changed. At that time, glyphs were destroyed when they were swapped out – hence characters had to buy a new glyph every time they swapped one out. When the change was announced to the current system many forecast the death of glyphs. Hence, there were very few new competitors and existing competitors started to leave the market. The view was that glyph prices would collapse. Hence, when the patch arrived the number of scribes was low and indeed the scribes left had reduced their stock of glyphs.
That will not be the case this time – the number of Scribes participating in the market has, if anything, increased.
2. Demand went through the roof and the supply was not there: When the new glyph system arrived characters went to the AH to buy up a complete set of glyphs on the first day. What glyphs were on the AH ran out very quickly. Indeed, i could not post quick enough and hence the selling prices rose rapidly.
We are likely to see an increase in demand from returning players + pandas + Monks. However, existing characters will only have a demand for new glyphs. So a slight similarity here.
3. Players returned to the game: on Patch 4.0.1 and generally though the Cataclysm launches old players returned and so added to the demand for the glyphs. Indeed, there were various surges of demand as new patches came and old players came back into the game.
This will be the case this time too.
4. Inks from 1 to 3 per glyph in October 2010: the cost of crafting tripled but more importantly the demand for herbs rose firstly due to the tripling of materials required per glyph and secondly due to the strong rise in demand. Hence, herbs started to run low and their prices rose forcing the prices of glyphs higher still.
This will not be the case this time – the number of inks required to craft a glyph remains at 3. Herbs may run low initially though.
5. Warden in summer of 2010: in the summer of 2010 Blizzard launched a program to catch and ban bots. It was very successful and overnight many bots left the game. However, their herbs remained on the AH and in their guild banks (i assume the AH posters were on different accounts to the bots though i guess Blizzard can now detect that?). Hence, whilst the bots were gone, the herbs were still hitting the AH at very cheap prices. The timing of those cheap herbs running out varied by server. On my server, it happened just at the time of Patch 4.0.1. Hence, the ongoing availability of herbs went through the floor which was a third factor pushing up the price of herbs and restricting supply to scribes trying to meet demand. Indeed, for myself, i was often in danger of being unable to meet demand on several occasions due to lack of herbs to mill.
On my server at least, there are no bots and hence there will not be an effect from them disappearing this time.
In summary – demand will rise driven by returning players / pandas / monks but at a lower rate than was the case at Cataclysm. There will be the usual effect on supply as the herb farmers start to farm the Mists of Pandaria herbs – but that will soon stabilise.
Sunday, 22 July 2012
Week End Post - No concept of banking system
for other ideas on the glyph market and other general tips see the free Croda's Inscription Gold Guide
I aim to post every two days one this blog. For the weekend post i plan to post on how the World of Warcraft economy relates to the real world or theoretical concepts for the World of Warcraft economy. Ironically, it is this subject matter which causes the most email traffic!
In the World of Warcraft there is no concept of a Banking System that is similar to the real world (no bad thing i hear some say!). I.e. there no institution out there that allows savers to earn a rate of interest on their savings and for borrowers to borrow money from at a cost of an interest rate.
We all have surplus gold sitting in our banks earning no return.
In the real world surplus cash can be invested in US Government Treasuries and earn an annual return of 1.4% at almost negligible risk (i know, that may not be the case forever!).
This return of 1.4% can therefore be assumed to be the return one makes with no risk. Hence, any projects one would want to invest in need to earn a return more than this 1.4% to compensate for the risk taken.
In the World of Warcraft that is not the case. There are no Azeroth Treasuries etc. There is therefore no risk free rate of return.
Therefore, surplus gold just sits in bank accounts earning no return.
Furthermore . . . . there is no one on trade chat asking for an interest bearing loan. There is no one on trade chat asking to invest in their venture for a promised return. Indeed, there is no system to facilitate such a mechanism of investing.
Hence there is no need for an institution to be set up to allow those with surplus gold to lend to those who need the gold to invest in projects thereby giving a return to the investors. Hence, no need for a bank.
In turn, this leads to no concept of a bond market or equity market.
. . . . . and hence why our surplus gold earns no return.
Probably a good thing - but boy would that be fun to the very very small proportion of the player base that plays the auction house and enjoys the WoW economy.
Though, with a bit of thought it could be extended to allow guilds to become richer.
Looking forward to inter server lending rate!
I aim to post every two days one this blog. For the weekend post i plan to post on how the World of Warcraft economy relates to the real world or theoretical concepts for the World of Warcraft economy. Ironically, it is this subject matter which causes the most email traffic!
In the World of Warcraft there is no concept of a Banking System that is similar to the real world (no bad thing i hear some say!). I.e. there no institution out there that allows savers to earn a rate of interest on their savings and for borrowers to borrow money from at a cost of an interest rate.
We all have surplus gold sitting in our banks earning no return.
In the real world surplus cash can be invested in US Government Treasuries and earn an annual return of 1.4% at almost negligible risk (i know, that may not be the case forever!).
This return of 1.4% can therefore be assumed to be the return one makes with no risk. Hence, any projects one would want to invest in need to earn a return more than this 1.4% to compensate for the risk taken.
In the World of Warcraft that is not the case. There are no Azeroth Treasuries etc. There is therefore no risk free rate of return.
Therefore, surplus gold just sits in bank accounts earning no return.
Furthermore . . . . there is no one on trade chat asking for an interest bearing loan. There is no one on trade chat asking to invest in their venture for a promised return. Indeed, there is no system to facilitate such a mechanism of investing.
Hence there is no need for an institution to be set up to allow those with surplus gold to lend to those who need the gold to invest in projects thereby giving a return to the investors. Hence, no need for a bank.
In turn, this leads to no concept of a bond market or equity market.
. . . . . and hence why our surplus gold earns no return.
Probably a good thing - but boy would that be fun to the very very small proportion of the player base that plays the auction house and enjoys the WoW economy.
Though, with a bit of thought it could be extended to allow guilds to become richer.
Looking forward to inter server lending rate!
Sunday, 15 July 2012
Weekend Post – No Concept of the Cost of Storage
for other ideas on the glyph market and other general tips see the free Croda's Inscription Gold Guide
I aim to post every two days one this blog. However, i find that my weekend posts generally get less attention (i suspect most people read posts during the week and therefore land on my homepage and read the post i did at the weekend at the same time). Therefore, for the weekend post i plan to post on how the World of Warcraft economy relates to the real world or theoretical concepts for the World of Warcraft economy. Ironically, it is this subject matter which causes the most email traffic!
In the World of Warcraft there is no cost in tying up your gold in raw materials. Neither a direct cost nor an opportunity cost (potential profits lost by using the gold elsewhere).
We do not have to rent storage space and gold used to buy raw materials could not otherwise be earning a risk free return elsewhere given there is no concept of the risk free rate in World of Warcraft. I.e. we do not need to make the choice of buy Herbs or invest the gold in Azeroth Treasuries that make 2% pa and you are guaranteed your gold back.
Other than buying the bank tabs, guild tabs and bags there is no ongoing cost of storage (i.e. rental costs) and the raw materials are not perishable (i.e. our Herbs do not wither and die over time if not used).
The absence of this cost from the market is what, in part, what allows World of Warcraft gold makers to operate strategies that are not so easily adopted in real life.
For example:
A gold maker can attempt to control supply by buying up all raw materials. As long as they have the gold and storage space then their risk is that they can't make a profit on the raw materials they have controlled.
They benefit by preventing other crafters from competing due to lack of raw materials.
They also benefit by forcing up the price of the raw materials and therefore forcing up the price of the crafted products as other crafters raise prices to restore profit margins.
In the real world such an action would require considerable storage cost and the money tied up could be usefully earning a return elsewhere.
In the game, we all sit with surplus gold hence our inventory is not preventing us making profits elsewhere. I am not having to make that decision of “invest at no risk for a small return vs invest at some risk for a greater return”. My choice is “use some surplus funds to make an investment for risk vs leave the remaining surplus funds earning no return for no risk”. Hence, buying up all the raw materials is a strategy seriously considered.
And the view of Blizzard on such an action?
To me, it is not clear what Blizzard’s view on this is. I suspect they don’t really care given there is no obvious abuse of the market going on to the detriment of the player base that plays World of Warcraft for the questing / dungeons / raiding.
Furthermore, i can’t readily think of what Blizzard could do that would not have consequences elsewhere. It is arguable that gold makers do keep the market alive with a consistent stream of raw materials and crafted items – though whether the prices are higher or lower than would otherwise be the case is debatable.
I aim to post every two days one this blog. However, i find that my weekend posts generally get less attention (i suspect most people read posts during the week and therefore land on my homepage and read the post i did at the weekend at the same time). Therefore, for the weekend post i plan to post on how the World of Warcraft economy relates to the real world or theoretical concepts for the World of Warcraft economy. Ironically, it is this subject matter which causes the most email traffic!
In the World of Warcraft there is no cost in tying up your gold in raw materials. Neither a direct cost nor an opportunity cost (potential profits lost by using the gold elsewhere).
We do not have to rent storage space and gold used to buy raw materials could not otherwise be earning a risk free return elsewhere given there is no concept of the risk free rate in World of Warcraft. I.e. we do not need to make the choice of buy Herbs or invest the gold in Azeroth Treasuries that make 2% pa and you are guaranteed your gold back.
Other than buying the bank tabs, guild tabs and bags there is no ongoing cost of storage (i.e. rental costs) and the raw materials are not perishable (i.e. our Herbs do not wither and die over time if not used).
The absence of this cost from the market is what, in part, what allows World of Warcraft gold makers to operate strategies that are not so easily adopted in real life.
For example:
A gold maker can attempt to control supply by buying up all raw materials. As long as they have the gold and storage space then their risk is that they can't make a profit on the raw materials they have controlled.
They benefit by preventing other crafters from competing due to lack of raw materials.
They also benefit by forcing up the price of the raw materials and therefore forcing up the price of the crafted products as other crafters raise prices to restore profit margins.
In the real world such an action would require considerable storage cost and the money tied up could be usefully earning a return elsewhere.
In the game, we all sit with surplus gold hence our inventory is not preventing us making profits elsewhere. I am not having to make that decision of “invest at no risk for a small return vs invest at some risk for a greater return”. My choice is “use some surplus funds to make an investment for risk vs leave the remaining surplus funds earning no return for no risk”. Hence, buying up all the raw materials is a strategy seriously considered.
And the view of Blizzard on such an action?
To me, it is not clear what Blizzard’s view on this is. I suspect they don’t really care given there is no obvious abuse of the market going on to the detriment of the player base that plays World of Warcraft for the questing / dungeons / raiding.
Furthermore, i can’t readily think of what Blizzard could do that would not have consequences elsewhere. It is arguable that gold makers do keep the market alive with a consistent stream of raw materials and crafted items – though whether the prices are higher or lower than would otherwise be the case is debatable.
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