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Tag: auction house

The Kitten Standard Economy?

Posted on October 10, 2011 by Gazimoff

A while back I wrote about the possibility that Titan, Blizzard’s next MMO, would feature a real money auction house. This followed on from Diablo 3, which introduced the concept in order to provide a safer alternative to the grey market that emerged around item trading in Diablo 2.

The main argument at the time was that Blizzard would never put in a real money auction house because it would affect the core dynamic of how players gain power. There was a claim that because Diablo 3 is a dungeon loot fest with no competitive play that there’s no harm to other players in buying high quality items for real cash.

The problem occurs when you try and apply the same logic to Warcraft. Currently the most powerful items and equipment are earned through either raiding (for valour points) or PVP (for conquest points). There is no way to shortcut buying them – no amount of gold will help you, while only breaching the Terms of Use and paying someone to play your character for you will get your character geared up quicker. Not something I’d encourage.

Sure there’s a few good quality BoE items from the top tier raids that can be sold on the auction house, but they’re few and far between. As a result, would it really harm the Warcraft mechanic of playtime=power if a real money auction house existed?

My hunch is that it wouldn’t.

Of course there’s the argument that it would ruin the feel of the game, or that Diablo needs this in order to stop a grey market for items springing up. But that still doesn’t make any sense. Warcraft has its own problems, from the gold farming to account hacking. The illicit trade in gold is huge.

Continue reading “The Kitten Standard Economy?”

Trading in Titan

Posted on August 7, 2011 by Gazimoff

News recently emerged that Diablo 3 will feature several in-game auction houses. One of these will use in-game gold to buy goods, while the other will use real cash. Putting the argument aside about this being a good or bad idea, I wanted to take a look at what this means for Titan, Blizzard’s next MMO.

It’s likely that Titan will feature an auction house of some description. Depending on how successful the RMT (Real Money Trade) auction house is in Diablo 3, it’s also likely that Titan will have the same kind of setup.

  • A gold, BlueBucks or other in-game currency based auction house where commodity items like common crafting materials are bought and sold. The kind of stuff that’s easy to get and will save you a bit of time but nothing more
  • A Real Currency based auction house where everything that’s rare gets bought and sold. Hard-to-find crafting materials, rare items and pre-made characters are all likely to end up here.

Yes, it’s possible that the Titan auction house will support character sales too.

While the previous gold-making champions are understandably excited about the potential to make money from Diablo 3, I think they’re missing the point a little. This is a test. Blizzard are getting a feel for the reaction from the players now. Once the game launches they’ll be able to pull off live data to see how it’s actively being used.

The potential for an RMT based auction house in a full-fledged MMO is huge. How huge? Let me show you.
Continue reading “Trading in Titan”

Becoming a Better Barker

Posted on September 24, 2010 by Gazimoff

I’m probably what you’d call a semi-casual auctioneer. I have a dedicated bank alt and a clutch of addons to help me sell stuff. I tend to avoid risk though – I deal in raw materials, BoE blue gear and items that I can flip easily. I don’t spend much time on it, but likewise I don’t make big profits from it.

Over the last few days I’ve been hit hard from firesales. People are converting the last few badges they have to gems or Primordial Saronite to sell for whatever they can. Prices (and profits) on most materials are plunging as supply far outstrips demand.

Craftables are also a source of anxiety. Get it right and you’re in the money. Get it wrong and you’ve wasted time, effort and materials on something that won’t sell. And right now, it feels like most markets are seizing up. While the smart players are cleaning out their bucket lists and putting down plans, there’s a lot of “wait and see” stagnation.

Right now, the real growth area for me is in barking. By that I don’t mean barking at the moon, I mean having a little advert for my crafting skills that I can paste in the trade channel when I’m not doing anything. Depending on the time of day, it can net me a few hundred gold an hour of pure profit. There are some great secrets to barking that I’ve learned in order to get the best results.

  • Continue reading “Becoming a Better Barker”

Mages Making Money

Posted on August 30, 2010 by Gazimoff

By most estimates, Cataclysm is two to four months away from release. With it, everything relating to crafting and professions changes again. Some materials will become junk for a time, while others will soar in value. People are also playing less, raiding less, crafting less. Demand seems to be down for materials everywhere. My gut feel is if I’m going to be making money in this expansion, this is the last chance I’ll get to do it.

As such, I’ve been taking a good hard look at my bank contents, my professions and my gathering skills and trying to work out just how to turn it into a healthy amount of gold. There are still a few things I’d like to pick up on my main (like the Traveler’s Tundra Mammoth), plus there are a couple of alts I’m planning to level that will need riding skills and so on. I’m trying to lay the groundwork now while there’s little to do so that I’m not having to scrimp and save when the expansion hits.

Continue reading “Mages Making Money”

The Flow of Gold

Posted on April 5, 2010 by Gazimoff

Gold is something that we pretty much take for granted. We get rewarded when we turn in quests, we loot it from our fallen enemies. We spend it when we want to buy something from the auction house or when we want to get our equipment repaired. It’s all automatic – a few mouse clicks and we’ve either earned or spent thousands of coins. But do you ever think about where the gold you have comes from, or where it goes to?

I started writing this as a response to Tarinae’s Shared Topic, about how Blizzard is pushing account security and how it seems to be matched by the efforts of gold sellers. But in order to explain why gold selling is wrong, it’s worth explaining the problems it causes in the first place. Before getting into the meat of the topic, there’s a few things you should consider:

  • If you are a Guild Master or Officer, you owe it to your guild to ensure that you have an authenticator registered to your account. You should also ensure that anyone with access to anything of value in the guild bank also has an authenticator. If there is anyone in these positions that does not, you should revoke their guild bank access immediately.
  • You should ensure you practice good computer hygiene. Ensure that you have a virus checker installed on your computer and make sure you keep it up to date. If you use FireFox, install the NoScript addon. If you do click on a dodgy link by mistake, NoScript will make sure that the site cannot install anything onto your computer.
  • If you are a Guild Master or Officer and see one of your members get repeatedly hacked, question their computer hygiene practices. If they don’t do anything about it, you may want to consider suspending them. Do your best to help them, but ensure that they take responsibility for their situation.
  • If you use an email address for your World of Warcraft account, don’t use the same one when posting on blogs, registering on Warcraft-related/Guild forums signing up for other game betas and so on. Hackers harvest these sites for addresses to send scam emails to. Keep your Warcraft email address to as small a number of people as possible.
  • Get an authenticator. Seriously. Either get the key-ring, the free iPhone app or the cheap mobile phone app.

In almost any MMO there are two economies working in parallel. The server economy is designed to regulate the flow of gold into and out of the game. Gold enters the game when you vendor an item, when you loot gold from a creature or when you get rewarded for completing a quest. It also exits the system in much the same way, in repair bills, food/water purchases and so on. By contrast the player economy is based on the trade of gathered materials and finished items, either via the auction house or a fee/tip for crafting. The theory is that the server economy should provide a steady inward trickle of gold, while the player economy should ensure a constant circulation of gold in exchange for goods and services.

The theory is that the two economies work at an even pace to keep the player economy relatively constant. The price of materials stays relatively static from one day to the next, meaning that the price of crafted items is fairly easy to predict. Although the price of goods would tend to decline as demand gradually dries up, the constant of influx of gold from the server economy provides a steady rate of price inflation.

All well and good you might think, but what happens when you start to disrupt the economy by introducing gold farmers and hackers? It’s worth splitting out the two here, as they have a subtly different effect on the economy.

A gold farmer is interested in maximising the amount of gold they accumulate while spending as little as possible on armour repairs and consumables. Although this might mean that they don’t consume much (if anything) from the player economy, they do want to make sure that their auctions sell for the best possible price. They’re unlikely to severely undercut existing server prices, instead making sure that their materials are competitive. Of course if gold farming gets out of control then it heavily deflates prices, meaning that players can’t compete against the gold farmers.

It may also mean that players struggle to gather materials themselves as they’re forced to compete with gold farmers. As resources are limited, a high number of gold farmers means that there are fewer resources available for players to harvest. It can become so problematic that players are forced to buy materials from the gold farmers at the auction house purely because they are unable to gather them themselves.

A hacker by contrast wants to sell everything as quickly as possible before the account owner regains control. Anything that they sell at auction will be priced up to shift quickly, and can often crash a market. Think of the times when you’ve seen titanium ore or eternal elements being sold at a very low price – chances are they were being offered by a hacker. On a server where hacking is a regular occurrence the market can be continually flooded by “fire sale” items.

You might think that this isn’t really a big deal. You probably play the game in a specific way – you might be a pure-bred raider or a determined PvP’er. You barely touch the economy – only picking up the occasional flask or uncut gem from the auction house. But by the same token, you want to be able to make sure that the cost of what you’re doing stays roughly the same. It’s great to know that 50g this week will buy the same number of flasks as 50g next week, or that the gem you need for your latest gear upgrade will cost roughly the same. If you need a quick bit of cash you’d like to know that your spare herbs or ores will sell for roughly the same amount, week in and week-out.

Why do the gold sellers bother to hack at all? Surely they know that they’re damaging their own reputations and annoying the very people that they hope to sell their services to? It’s true that some gold sellers do take their reputations seriously, but not all of them. Eurogamer recently ran a series of articles on gold trading, explaining how the industry was structured.

A hacker or gold farmer will sell accumulated gold to a Collector. The gold collector might employ farmers or hackers directly, or they might subcontract or freelance it, paying the agent a fixed value for the gold they provide. The collector then passes the gold on to the Seller, again at a fixed value. Once the seller has the gold, they then offer it to the player by running a website through which gold can be bought, as well as customer support. As a result the person you see spamming trade chat might work for a completely different company to the gold farmer or hacker.

The increase of account hacking guides on the internet means that the person stealing your account could come from San Francisco instead of Shanghai. Either way the effect on the economy of an account hack is the same – freefall prices, guild disruption and loss of an account for several days. The gold might not end up being sent to a gold seller, but might just as easily end up in the coffers of a rival guild on another server.

Finally, hacking a computer is a crime. In the UK the Computer Misuse Act covers everything from unlawful access to obtaining information. From there it becomes a grey area – the gold you buy from a seller may have been partly obtained through illegal channels. There’s the potential of being in receipt of stolen goods, or of complacency or conspiracy to commit a crime. It’s not been tested in court, but in these litigation-happy times it probably won’t be long until we see the first account-hack related lawsuit arrive. By buying gold, you run the risk of leaving yourself open to being sued later down the line. Regardless of the legal risks, it also perpetuates and endorses the damage to the economy, degrading the game experience for both yourself and other players.

So there you have it: why gold selling damages the game, why hacking increases the problem and why buying gold is legally dubious. I’ve also covered what you can do to ensure than your guild and it’s members are protected, and what you should do to maintain their trust in you.

Still feel the shortcut is worth it?

The Impossible Saronite

Posted on April 4, 2010 by Gazimoff

I’ve been setting myself goals for my characters recently in order to give me more of a reason to play them. For Curio I’ve decided to go for the Mekgineer’s Chopper, as it’s the only character I have that would suit it. As a result I’ve started this long grind of mining ores, making titansteel and selling anything I can on the auctionhouse.

I sometimes wonder if I’m strange by saying that Curio should have the motorbike, Shaemus should have all the pets and my other characters should have stuff relevant to them. It’s as if I have a picture of them in my mind about how they go about their lives and the kind of things they would obtain given half a chance. I see Curio as being in a workshop surrounded by gadgets and always having something to tinker on, so the bike is a natural fit for him.

Managing the auctionhouse is proving to be a bit of a slog. Price things too low and they get bought and relisted by someone else, while pricing things too high means that they never shift. I’ve seen the price of Frozen orbs drop from about 70g each when 3.3.3 came out to about 14g now. It’s got to the stage where I can by the orbs, exchange them for Frost Lotuses and sell them at auction for about 10g profit a time. Crazy.

In order to get stuff to sell, I’ve been mining. It started off as a way to gather enough Titansteel to make the chopper, but it’s now been a way for me to gather items to then sell at auction. I’m getting a fair supply of Saronite and various types of Eternals. Gems and titanium ore go to my fiancée’s jewelcrafter for prospecting, with any epic gems being sold. It means she gets to keep the blues and greens, as well as any titanium powder.

So far it’s not been a bad process. I’ve made about 3,000 gold so far with which to buy the remaining parts I need. It’s something I’m able to work on when things are slow, as well as being one of those gentle activities that provides a balance to pugging or raiding. I also feel like I’m achieving something with every gold coin that gets me closer to my goal.

It has got me thinking though about the overall crafting process within Warcraft. I’m not so sure what it’s like in other MMOs, but in order to be able to craft in this game you also need to be a sufficiently high level to gather the materials needed. Items that are difficult to craft require special patterns or plans that commonly require a reputation grind or raid instance farm in order to obtain.

I’m beginning to wonder if it would be viable in an MMO to have crafting as a different levelling path that would work independently of character level. Is it feasible to allow players to focus on adventuring, PVP or crafting as a way of increasing skill and providing different taught skills for each path. I’m sure something like this has been tried before in other MMOs, but I’d be interested to know if it worked or fell flat.

And why the Impossible Saronite? On my mining route around Icecrown, there are a couple of ore nodes that are impossible to harvest safely. Most of them can be cleared away without too much trouble. There’s the odd one though that pings up on my map, only for me to leave it as soon as I see what’s surrounding it. Having to battle four 80-elites just for a scrap of saronite just isn’t worth it.

I’ve always been a fan of crafting in MMOs, as I love to create items that are useful to my character and others. I ended up maxing out Tailoring back in vanilla before I hit the level cap as I was that keen on getting all the patterns I could. I’m still a collectionist, trying to get as many recipies, patterns etc on as many characters as possible. I just find it a touch irritating when my professions are made useless either because far better gear can be collected in dungeons or because the best patterns are rare drops from raid dungeon bosses.

Still, at least I can make a chopper. You can’t say that isn’t cool…

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