Showing posts with label economy. Show all posts
Showing posts with label economy. Show all posts

Monday, October 12, 2009

More tips from MMO, prospecting this time.

MMO-Champion posted up another gold making guide post, this time on prospecting. Was pretty short, basically saying to prospect thorium ore and resell the gems from it for profit.

You don't have to be a genius like myself to work out what this will do to the market. Thorium Ore prices will rise, so buyout cheap ones while you can and do some farming for it in Winterspring if you're desperate.

It's been a pretty lazy week in terms of new content to post on, so bear with me. Hopefully the Icecrown Raid will be available for testing soon, at which point you probably won't be able to shut me up.

~P

Tuesday, October 6, 2009

Aion: Economic Prospecting

I've been playing Aion recently, so I thought I'd take an in-depth look at the way Aion's economy works, draw some comparisons to WoW's own economy, and look at a few ideas Blizzard might try and pinch from Aion.

Aion's currency is called Kinah, and unlike the gold, silver, and copper we have in Azeroth, Kinah only has the one denomination. Kinah is acquired very rapidly, and it's not uncommon to have hundreds of thousands of Kinah by the time you reach level 20. This is a good thing too, because you'll need every last Kinah.

Aion is full of money sinks. Pretty much everything from character advancement to death recovery to transportation costs a seemingly obscene amount of Kinah. The two upgrades to your wings are roughly 1 million and 12 million Kinah respectively. You can, at early levels, expect to be dishing out 20% of your Kinah to recover from death. Professions are costly to level, as are your skills.

You'll have a lot of Kinah coming in, but also a lot flowing out, and obviously the trick is to have your income be greater than your expenditure, and one way of doing this is trading with other players. There are two main ways of doing this in Aion - the Trade Brokers (Auction House) and Private Stores.

Trade Brokers:
These are the equivalent of WoW's auctioneers, however, they work in a slightly different way to the Auction Houses and are slightly more restrictive. Most notably, you can only have 10 active auctions at any given time, so no mass posting for you! Like WoW, you pay a deposit fee proportional to the value of the item when posting your auction, however you do not get this back when your item successfully sells. This is made up for by the fact that there is no Auction House cut.

Private Store:
Players have the option of setting up a private store, where you set down a stall, much like an NPC. You are able to put items from your inventory into the store and you can set the price for these. Other players will have the option of interacting with you to inspect your store where they can browse and purchase your wares. The amount of items you can have in a private store is slightly more than the 10 you can place up for auction.

I personally think the private store is a great idea. It brings back the player interaction that you don't have with the auction house, and makes you feel like you're actually buying from a player, not just an NPC. I wouldn't be too surprised if Blizzard implements something like this.

Professions:
Professions play a big part in Aion's economy and like in WoW, are an important part of a character's development and advancement. Unlike in WoW, the inhabitants of Atreia can choose to learn all of the 6 available professions, however they may only become masters in two of these. This is roughly the same as being able to only advance past 300 skill points in WoW professions. The professions on offer are sewing, weaponsmithing, armorsmithing, handicrafting, cooking and alchemy. These are mainly levelled by completing work orders (a type of quest), in which you are given materials and are asked to craft a certain item, often requiring a vendor bought item. I love this system, definitely feels less grindy and more epic than WoW's system. Just be warned that the vendor bought items for the work orders, and the cost of upgrading your professions to the next level (each level is 100 skill points, compared to WoW's 75) is very expensive!

Gathering isn't forgotten about in Aion, however instead of having multiple professions like WoW, they have all been merged into one single profession: extraction. This encompasses herbalism, mining and fishing. I haven't found an Aion equivalent of skinning, but please comment or e-mail me if it exists. The extracting profession is levelled like the crafting professions, however it does not contribute to the maximum of 2 that you can master. Score! While you'd expect this to flood the economy with gathering materials, this isn't the case, as extraction is rather time-consuming to level up, certainly moreso than any of the crafting professions, and not many people are levelling it, as far as I have been able to tell.

I really like Aion's profession system, and I certianly prefer it to WoW's. How big of a part professions play in the end-game is yet to be seen, but it's definitely worth levelling up at least one, as there's not only quite a bit of Kinah to be had from them, but they can also be a great asset while levelling, especially alchemy.

Influence Ratio:
Aion introduces a brand new way players can shape the game's economy. The Influence Ratio is determined by the territory held by your faction (Elyos or Asmodian) in the PvPvE zone, the Abyss. The amount of territory held (as a %) has a direct effect on the prices paid throughout the entire world. This is absolutely brilliant, it makes your actions have a direct effect on the world and makes you feel like you're impacting on the wider world, something WoW's world PvP has failed to do. Again, this is the sort of thing you think Blizzard might implement, a world PvP zone like Wintergrasp with one of the rewards for controlling it being reduced prices worldwide.

If you still haven't given Aion a try, I recommend you do so. It's a good game and will keep you entertained for a while. It won't kill WoW, but it's good enough that it should be able to keep its subscriber numbers up for a decent period of time.

~P

Sunday, October 4, 2009

The Effect of One on Many: Market Changes

This is Part Two of my commentaries on the effects of MMO-Champion's gold guide posts. Part One can be found here.

I've been monitoring the effect of MMO-Champion's gold guide posts, and the results are pretty astounding. On my server, Blackrock-US, the following changes have already taken place in less than a week.

  • High level herbs (e.g. Icethorn, Lichbloom) have increased in price by 40-50%
  • Low level herbs (e.g. Peacebloom) have doubled in price
  • Cobalt Bars are fluctuating like crazy, they had increased in price by 60% at one stage
  • Flasks (due to increased herb prices) are about 25% more expensive
  • Infinite dusts are about 20% cheaper
  • Eternal Earths are 10-20% more expensive
  • Glyphs are anywhere from 20-50% cheaper, depending on the glyph
It's probably worth mentioning that my glyphs are selling A LOT faster than they were prior to the MMO-Champion post, probably as the result of new "wannabe" monopolists entering the market.

Infinite Dusts will probably continue to come down in price due to the Abyss Shatter recipe (which is available on Blackrock as it recently came down for emergency maintenance), while Abyss Crystals have been rising steadily since the announcement of Abyss Shatter, and are now nearly twice the value they were two weeks ago. Snap up any cheap Abyss Crystals while you can.

Part Three of this series will probably conclude it and discuss ways for you to profit off the market changes. I will also be doing some testing of Abyss Shatters soon, and you can expect to see the results here!

~P

I'd like to hear about what changes have taken place on your server as a result of the MMO-Champion guides, and what (if anything) you are doing to profit off them! I'll be including a selection of these in my next post on the matter, so please contact me at emblemofconquest@gmail.com if you have a suggestion.

Wednesday, September 30, 2009

The Effect of One on Many: Altering the WoW Economy

As my first real post I'd like to discuss another facet of the game that keeps me interested - playing the Auction House. Prior to transferring (lol 20k gold cap) I had around 110k and was approaching the gold cap, as I had easily been earning 5-10k/week since the release of 3.1. As someone who works in finance in real life and does an extensive amount of analysis on the real-world economy, it's fascinating to draw parallels between the it and the WoW economy.

We've all watched how the actions of an individual can affect many, seeing the world's economy collapse as a result of the actions of US banks, and this is to some extent being replicated across the World of Warcraft as a result of MMO-Champion's posting of gold guides. For those who have missed it, they can be found on the front page of MMO-Champion, and discuss gold-making methods using professions, most prominently Inscription and Enchanting.

What are these doing? They're significantly altering the shape of the WoW economy. For example, the price of Cobalt Bars, since the original post yesterday about enchanting, have skyrocketed in value, doubling in value of some servers and increasing in value to some degree on almost all. Eternal Earths have similarly skyrocketed. Infinite Dust prices have crashed on some servers due to the methods contained in the post creating an over-supply of Dusts. It's yet to be seen what results the inscription post will have on glyph prices, but herb prices have already increased, by 50% on my server, Blackrock.

There's some money to be had if you know where to look, so get in early and beat the rush. Be sure to snap up any herbs/bars/eternals if you find that your server has not yet been affected by the price changes.

I'll keep you posted on this as it develops further, as BB will most likely develop more guides on the matter.

~P