My bank alt plays the AH like a battleground.
He'll buy & sell Runecloth constantly, snatching up bargains whenever they appear and flipping to a more regular price. One tactic he also deploys is to bid on all no-buyout auctions. He'll do this even if the item has 48 hours yet to run, knowing full well that someone else will come along and place a higher bid.
So why does he do this? Well, there's a small chance he'll actually win the auction with his bid of course, but more importantly he's forcing the floor price upwards. If his competitors win the auction at a higher price, it means they can't flip it at a lower price. There's also a small psyop element in play in that with constant re-bidding he'll simply exhaust the patience of some other players, letting him win more of the winning bids.
Now, there are auction house mods that facilitate ninja-bids -- placing a bid on items at the last possible moment -- but what I'm looking for is a mod that will place bids from the get go, and do so repeatedly up to some maximum bid, and do so on multiple instances of the same items (eg. those 23 stacks of Runecloth on the AH with a minimum bid of 6 silvers).
Suggestions?
Tuesday, December 23, 2008
Wanted: a bidding mod
Sunday, December 7, 2008
Improving the AH UX
The Moo's bank alt installed a couple of mods this week, to dramatic effect.
The first is AHsounds, a simple addon that will play sounds corresponding to Auction House events. Ka-ching! D'oh! It does nothing to directly improve my profitability per se, but nonetheless it is highly gratifying to now play my bank alt - nothing sweeter than hearing a series of ka-chings! while I'm laboriously running back and forth from the mailbox to the AH, flipping stacks on stacks of Runecloth. While it does nothing in the way of min-maxing the AH activities, it greatly adds to the general user experience – ka-ching! – it now feels more like a game than work.
The second mod is Auctionator - the key features for me is being able to alt-click an item in my bags and have it automatically loaded into the auction interface (saving me from dragging it from the far left all the way to the far right), being able to submit multiple stacks for auction with just two button clicks, and the straightforward price recommendation functionality. If anything, the first two makes it a complete breeze to auction off all manner of junk quickly and simply, and the latter means I'll probably make sales rather than waste my money on forfeited deposits. While this addon, unlike AHsounds, simply improves the UI experience of creating auctions making the work element take less effort (ie. less work, but without making it more game).
Saturday, November 1, 2008
leveling the crafting economy
high level recipes with low level components?
will high level players re-visit lowbie zones to farm components, or will the simply visit the AH?
will this provide a source of revenue to lowbie toons, counteracting the problem of high-level toons causing inflation?
Sunday, October 26, 2008
Economy chains and item drains
Inflation usually occurs because more gold is coming into the player economy than which is leaving. Gold enters the economy by drops from mobs and from quest rewards. It leaves the economy through payments to NPCs - gear repairs, griffon taxis, basic consumables, training expenses, auction house deposits and fees, and obvious gold drains like Epic Flying skill and Cenarion War Hippogryphs. Players paying money to other players doesn't remove it from the economy, it simply shuffles it around.
So here I am, working my way to Exalted with the Cenarion Circle. Amongst other things, I'm buying various items off the AH and handing them in for Cenarion Logistic Badges .. and it got me thinking that this is also making inflation worse.
I'm removing items from the economy, but the gold I pay out simply gets shuffled to another player. Consequently, while the amount of gold available in the economy has remained the same (ie. not increased), my actions are contributing to making things to spend that gold on more scarce. Which of course means higher prices for those things (ie. inflation).
So, while gold drains should be designed into the game to combat inflation, any item drains should also be carefully and cautiously planned given their effect on the economy. This is particularly important if your game includes item breakage for purposes of stimulating an active crafting ecosystem (not a problem in WoW, but often considered theoretically).
This has also set me thinking that perhaps NPCs could be set up to sell many more items, things which are normally farmed by players and sold on the auction house, things which players need as quest hand ins. A really smart system would have NPCs selling items at a dynamic price competitively undercutting the auction house, but in relatively limited supply. It would have to be a limited supply, otherwise no one would ever buy off the auction house, not ever. Say maybe a max of 2-5 units available, spawning every hour or so.
Now, what will likely happen is that the limited supply would be bought and immediately flipped on to market for a modest margin – the players that actually needs the item for crafting/questing purposes would probably not get the chance to buy it from the NPC. Since there are so many items that would need to be supplied by NPCs like this there would need to be multiple NPCs, each selling (limited supplies of) different items. I would fully expect some players would simply ride around from NPC to NPC, buying up stocks as they spawn, keeping themselves busy that way, flipping the lot onto the market.
While some players will grumble at the NPC farming, they are actually performing a service – they are doing all the tedious running about and gathering and consolidating all the stock into one convenient market place. Only fair then that they extract a modest fee from this process.
The neat thing about this process is that while it is actually a gold drain, the players buying from the NPC would actually be making a profit, and everyone else is benefiting from suppressed inflation and increased supply. Much nicer than slugging all players with a repair tax, or 5,000 gold flying lessons, and so on – all sources of player angst and whines.
Also, if the quantity of the limited stocks that spawn is randomised, as well as the respawn timer, then it's easy to gently fudge the random number generator and thus adjust the supply as the economy demands. During times of peak demand for specific items an increase in supply will keep prices reasonable as well as drain more gold faster. Later, as the server population moves on to other activities, the supply of those items can be scaled back to reduce the surplus from the market. It should be a simple matter of tracking how many of the items are churned through the market and how many are being handed in for quests.
Saturday, October 18, 2008
The price of Achievements in WoW
Anyone else notice how much gold is being drained from the economy as players buy 10 tabards, 25 companion pets, 50 mounts, etc etc. I didn't mind paying 80g here and there picking up one of each colour mount, and I was even considering getting the Cenarion War Hippogryph until I saw the price. Which made me stop and think about how much I've already spent bit by bit. Ouch.