I’ve been watching other servers
merge get linked and I’ve been kind of curious as to how the linking affects their economy. Starting this Thursday, Alleria, a high-pop server (my home) is linking to Khadgar, a low-pop server.
Some of the comments I’ve seen from low-pop servers (and one medium-pop) indicate that there are lot of "makers" but very few "takers", keeping prices low and sales flat. Here on Alleria, even common commodities like herbs can sell out, prices can get a bit up there, and things generally do move. Even at that, our prices on Alleria have been historically below the average for all realms.
My own business has been brisk. I generally can’t keep the shelves fully stocked, I’m always playing catch-up. On average I pull in 25,000 GP a week. The glyph business has, surprisingly, remained a decent source of income, especially since Blizzcon.
So what happens when Khadgar’s population gets to taste these waters? That … is the great unknown. Will they inundate us with an oversupply of all things? Will they be starved for goods? Will my counterpart on Khadgar be a total jerk, intent on driving me out of business?
It’s all, at this point, rather exciting, from a glyph market geek point of view. My *hopes* are that it will be positive. I might even get to bring some glyphs out of retirement if prices pick up. But even if it goes the other way, I could take at least 25-50% market depression and still get along fine.
In a few days I’ll follow up, allowing things to stabilize – probably after the weekend.
6 Comments »
After patch 5.4.2 was applied, you may have noticed something like this:
Notice anything missing?
No matter who it was, the nameplates no longer showed the names, making them just ‘plates’. If you used something like TidyPlates you might not have this problem, but there were a lot of other people that did. What was up?
The first clue emerged on the forums – if you had Tekkub’s Tekticles installed, which modified the fonts used in game, you might have this problem.
But if you weren’t using Tekticles, and still had that problem? Look for an app called BetterFont – "!BetterFont" on your addon panel, and thus near the top. If you have this installed, disable it. You’ll probably no longer have the problem.
If you have neither of these, search out other font-altering addons. If unsure, disable them all, and then enable each one, one at a time, until the problem occurs again. That’ll be the addon causing the issue.
2 Comments »
Here’s the problem
Not one to mince words here. If you are using MMOUI Minion, WoW Interface’s “auto-updater” tool, you need to know that it’s either broken or going to break soon for you.
MMOUI Minion is based off of the Java virtual platform (Often referred to as the JRE, or Java Runtime Environment). This is a programming language that has gained so much mass that it has curled in the universe around it, giving itself its own “platform” status, similar to “PC” or “Mac” or “Amiga”. This is marketed as a virtue – “write once, deploy anywhere” – and for that reason it is very popular among non-system programmers – web programmers, smart phone programmers, etc.
Java is owned by Oracle, and is very aggressively promoted and supported. There are regular updates, and therein lies the problem. Recently, Java 7 was released and many people, when asked, said “Yes” to the question, “Would you like to update for free?”
Now, normally this sort of thing has two aspects.
- There is the HOORAY aspect in which everyone benefits from new features, either immediately or somewhere down the road. Not necessarily YOU, mind you, but maybe a programmer, corporation, or ad man somewhere is cheering the release of Java 7 right now.
- There is also an OMG SADFACE aspect, in which some things cease to work. This is not unexpected. Interfaces change, and programs may need to be recompiled or rewritten to accommodate that. In that case, you go to the website of the offending program, look at the forums, and find out when they plan on updating the program so that it works again.
I think you see where this is going.
MMOUI Minion was written in such a way that it broke when Java 7 was installed. Well, that’s the breaks, but surely there’s a fix ready to go. After all, any pro Java coder will probably be working on that well ahead of the Java 7 release, using beta releases of the platform, much as addon authors do with the PTR so that their addons are ready when the patch day comes.
I searched in vain, and finally found some comments on the WoW Interface fora that alluded to the Minion app being abandoned. There was no announcement. There was no posted workaround. The download page is still there. For the love of the Titans, there wasn’t even a bug report! Well, maybe there was, but I can’t see it. All bug reporting has been redirected to an external website – behind an authentication wall, so you can’t even RESEARCH whether a fix is forthcoming.
This kind of behavior just gets on my nerves. I mean, at least post an announcement and a workaround, or an announcement that it’s abandoned at the very least. Or take down the download page, at the very very least! To do otherwise is very disrespectful to the users.
Here’s a solution
So the problem is that when you installed Java 7, the MMOUI Minion file itself was not upgraded. It will still work fine if Java 6 is used. So we need two things. We need (1) Java 6, and we need (2) to make MMOUI Minion use it. Neither is exactly straightforward, but neither is impossible, either.
Getting the software
- Go http://www.oracle.com/technetwork/java/javase/downloads/jre6downloads-1902815.html.
- Select the Accept License Agreement button (the “red” circle).
- Select the Windows download of your choice (the “pink” circle). There are three variants – x86 offline and online, and Windows 64. If you’re not sure if you need the Win64 version, select the x86 version.
- Click on the appropriate link and download it.
- Once you’ve downloaded it, run the installer. You want to make sure that it goes into its own directory – for example, on my PC it’s C:\Program Files\Java\jre6\, leaving Java 7 in C:\Program Files\Java\jre7\.
Setting it up
Okay, you got Minion and you got Java 6. Here’s where we put it all together.
- Locate your MMOUI Minion icon.
- Right click on it to bring up its properties dialog.
- Select SHORTCUT.
- Under “Target” you should see: “C:\Program Files\MMOUI Minion\minion.jar” ((Or something very similar. Once again, if you chose other than the default, I trust you know how to translate my instructions.))
- Change this to: “C:\Program Files\Java\jre6\bin\java.exe” -jar “C:\Program Files\MMOUI Minion\minion.jar” This will force Java 6 to be used to run the program.
- Select the APPLY button and close the dialog.
Double-click the icon to test out your work. If all is well, you’ll see a console window pop open, then the Minion program. Unfortunately, you may have to re-configure it if you recently re-installed in a desperate attempt to make it work. Sorry, can’t help you there.
If you’re annoyed by the console window, however, I CAN help.
- Reopen the properties dialog for the icon (right-click).
- Next to the RUN label, select MINIMIZED. (It was previously set at NORMAL WINDOW).
- Hit APPLY again and close the dialog.
And that’s it! I hope this has helped you.
No Comments »
By now, if you’re dedicated enough to read even this blog, you’ve seen this announcement from Activision / Blizzard. To wit: Activision / Blizzard has bought its financial independence from its corporate masters, Vivendi Universal.
I’d like to point out a few things.
First of all, note that it’s still Activision / Blizzard. Not just Blizz. Blizz is still joined to Activision via a cash-transporting umbilical cord. The pernicious influence of Activision and Bobby Kotick is still very much an active part of Blizzard’s future. Vivendi didn’t once enter into things, but Activision, well, that’s a very active threat to Blizzard’s moral well-being, and has been. I have no idea if they’ve managed to hold the line against the darkness over there at Pasadena, but here’s hoping they can continue, if so.
Second of all: I don’t care who they are, if they were valuated at EIGHT BEEEELYUN dollars and have over THREE BEEELYUN in cash reserves after that, they are not an "indie" company, any more than EA is. "Independent" and "indie" really mean two different things, and the people calling the A/B monstrosity "indie" should be hauled through the internet into 4chan by their lower lip and left there to suffer. Independent is fine. Indie is not.
Finally, this should send chills through anyone’s heart:
"The transactions announced today will allow us to take advantage of attractive financing markets while still retaining more than $3 billion cash on hand to preserve financial stability."
– Bobby Kotick
"Attractive financing markets" sounds suspiciously like "we’re going to invest our capital in things other than producing games." There’s an accountant in there somewhere urging little Bobby to put cash on derivatives or something.
Well, I hope not. But anything that is other than a direct investment in the game studios’ health is a misuse of funds, in my opinion.
"There are three kinds of lies: lies, damned lies, and statistics."
– Mark Twain, who attributed to Benjamin Disraeli
You may have also noticed that in the same conference, they quietly released the subscriber numbers for 2013Q2. Aaaand the numbers are down again, down to 7.7 subs, which haven’t been that low since before BC launched..
These are based off of Blizzard’s reported subscription numbers, and represent roughly the paying player base – though the numbers leading up to MoP are probably artificially inflated by the annual pass numbers – though they seem to be interested in good-faith estimates, so maybe they’re based off of active logins or something.
But the interesting thing is, as you can see, the numbers form a bit of a bell-curve formation. If you fit a trend line to this, you end up somewhere between 2015 and 2017 for the day that the final WoW player logs out of Azeroth, never to return. This is of course not a real date, because this would never happen – Blizz would pull the plug at 100 players, obviously, and they’d all log off at once. Or something like that.
The variation on the curve depends on whether you take the whole data set, or start at 2010Q4 when WoW was peaked. One is an overall dataset, one is just a map of the decreasing trend. Take your pick, but I tend to favor the latter because it takes less of old and obsolete data into account. The fact that it yields the more favorable 2017 date has nothing to do with it.
Something else jumps out if you cook the data in a different manner.
This is a chart explicitly showing gains and losses, rather than just bulk numbers. Here are things about this chart.
- Up through the start of Wrath, the rate of growth was flat; that is to say, the numbers kept growing, but at a more or less steady rate – no glitches that weren’t understood.
- One of those understood glitches was the start of BC, when we got what is now considered the traditional "expansion bump". We see this throughout the game’s history.
- Sub data for most of Wrath is missing. In that gap there IS one quarter reported, and it had zero growth on the previous quarter (11.5 mil).
- From the start of Cataclysm, it’s been more or less a steady down trend, though I caution that the biggest down spikes are outnumbered by lesser down spikes (or one upward).
- But the data do suggest a pretty profound downslope, nonetheless.
It’s also impossible to say when Blizz started to sweat the losses. The huge gaps in the Wrath period reveal nothing. Maybe they saw a down trend at that point and decided to start compensating by nerfing up the game in Cata. Or maybe they thought of nerfing up the game as part of a grand strategy that started to be realized in Cata.
Either way, it’s pretty obvious where the decline really starts to gather momentum. So what are the possible reasons for this? Here are some possibilities.
- Players are getting bored and just come back for the new content. This seems like it would be a more gentle downturn, with sharper uptake and more gentle dropoff in between expansion lines. And we do see some of this, but it’s not the overarching pattern.
- Players don’t like the changes to the game’s difficulty. i.e. "Azeroth has been nerfed!"
- Players hate casuals. This goes with the above. Sure, I’m part of the quested-in-the-snow-uphill-both-ways crowd at times, but I don’t begrudge others the less difficult climb. I don’t need others to suffer to feel better about myself. But the haters, the ones that hate "casuals", well, if I hadn’t seen it myself I would say it was impossible for people like that to exist, but they do. WoW has its own virtual Civil Rights movement, in which the haters are played by Archie Bunker and the "casuals" are played by, well, actual people. More on this anon.
- Other games have come online that are clearly as good or better. I don’t know about better, but many have come online that might be as good in many ways. I’ve personally experienced Eve and Neverwinter and feel both hold up well. Where they don’t hold up is the people, in that the people I like to hang with aren’t in those games. I’m such a camp follower. And STWOR came out right in the middle of that big decline, so it’s not so much a "trigger".
- Free to play games! This too is a big one, and probably one of the biggest. Back when WoW came out, you could pay money to Sony or to Blizzard to get your fantasy on; these days, fantasy MMORPGs are all over the place, and free-to-play. Neverwinter, Rift, Aion, GW2, and more are out there just waiting for you to download a free client or buy one and then play for free. Even STOWR made the transition (not very well, I hear.). More on this in a minute, as well.
- WoW is old and crufty. Well, that’s about as subjective as it gets. I’ve played other games that have "better" graphics and I can’t really say there’s a lot going on there. I will say the armor and weapon models are, a lot of times, a lot more interesting to look at. The toons – player and NPC – however often hit that "uncanny valley" of near-realism that just turns off the brain. WoW makes no pretenses about how it chose to depict its characters, and it’s paid off again and again. Just … hurry up with those player model improvements, guys? Thanks.
So there’s two things I want to focus on.
The Nerfing of Azeroth
Over time, Blizzard has done a lot to nerf things in the game. I’ve generally felt it was a bad idea.
This harks to the recent Blog Azeroth shared topic of "is leveling too easy?". A lot of people confused "too easy" with "easier". Can we agree that the two aren’t equivalent? Yes? Good. Let’s proceed.
If you accept that "easier" and "too easy" aren’t the same thing, then you won’t feel locked into asserting that leveling in Azeroth is NOT "too easy" but it IS "easier". I can think of dozens of examples.
- Mor’ladim is a joke compared to his past self, who terrorized the Raven Hill cemetery with an iron fist. You always had to work your questing around his whereabouts or suffer the consequences. And don’t give me any guff about "it’s subjective". He was an elite.
- Stitches‘ epic journey from Raven Hill to Darkshire put terror into the hearts of travelers. Many’s the time I stopped to help someone else bring him down. Also many’s the time I hid to one side of the road until he passed. You needed a group; now the game supplies you with one.
- That horrendous run from Menethil to Ironforge so you could take the tram to Stormwind if you were an Night Elf or Draenai.
- That horrendous run to Booty Bay. Back then there wasn’t a Rebel Camp with a gryphon. And, as I found out on my first outing, even the grass was deadly.
- Even Princess was painful.
- You didn’t just waltz into the area outside of an instance; it was full of elites. People forget how terrifying it was to go into Deadmines the first time to do that quest for the miner’s guild.
These were all painful rites of passage that those of us that leveled up in early WoW remember and understand. They are all gone the way of the dodo, either because of new flight points, or new boats, or nerfed zones, or even nerfed NPCs. There are hundreds more examples like this, things that are absolutely, indisputably easier than they were prior to Cata. Anyone that says it’s just my experience in the game making it SEEM that way isn’t thinking it all the way through. There were real challenges that simply aren’t around anymore.
The question of whether it is too easy is another matter because it addresses Blizzard’s actual decision to make the leveling game go easier at lower levels. Starting as far back as Wrath, maybe sooner, they started taking the starch out of expansion zones as we got near the end of the expansion. A journey that might take you all the way to Storm Peaks at the start of Wrath, for example, might end somewhere in Sholazar – if you got that far, even! Faiella managed to get to 80 in Dragonblight.
Did they go too far? There is a fine line between challenge and chore; did they cross it? That’s at the heart and soul of this issue, I think.
When they redesigned Azeroth for Cataclysm, many zones were reworked completely – quests redone, levels changed, elites nerfed, and so forth. And yet people felt like they were on a conveyor belt; you couldn’t start quests at hub "B" until you finished all the ones at "A" and were directed to "B".
My feelings are that they went too far, and did a poor job on the redesign of Azeroth, and that this legacy has carried forth into other aspects of the game, including MoP.
They’re *trying* to understand user feedback, but I think they’re letting their game designer’s instincts be subverted by management’s insistence that they "make the game more accessible", and it’s backfiring because people don’t want to be spoon-fed stuff. After all, if you just want to look at the assets, there are tools that let you do that without actually playing!
Here’s an example of a designer going against what he knows is right; flying mounts take you out of the world and make you an observer of, rather than a part of, that world. When he speaks elsewhere of the importance of "exploration", he’s referring not to the act of flying all over the place to clear areas of the map – that’s "mapping" – but being down in the world’s nooks and crannies and discovering things about it.
Granted you can’t currently fly in a zone until you hit max level. But even that’s an arbitrary rule imposed to overcome the hinkyness of being able to just fly all over the place. It was a bad idea in BC, it was a hakneyed idea in Wrath, and it was a hideous idea in Cata, so now that we’re in MoP, it’s pretty much a given that you’re going to get it one way or another.
When we played one of the old Gold Box or Black Box series, exploration – the peering into corners, the poking at things and the pulling of levers were integral parts of the games. This is part of what made them fun. Games without a few dead ends and red herrings were generally received with a gigantic yawn.
Blizzard game designers know this, but in an attempt to make the game "more accessible", some of this aura of mystery and magic may have been lost.
I think that if they plan to turn things around, they may have to address this. Put back some of the danger. Make a few things not pan out exactly the way the user wants. Require a little bit of effort in some (non-critical) places. Give people a reason to want to explore places like Winterspring, which is otherwise pretty useless since nobody ever sees it.
Answering the Threat
The one-two punch of new and prettier games, along with the F2P model, are another concern, and one which I think Blizz is dealing with.
Improvements to the gaming assets – character models, scenery, and so forth – have been taking places incrementally since Vanilla. But to many, that’s not good enough. They look at the character models presented in Neverwinter, for example, and complain that "all they have to do" is add some polygons.
But overall, I don’t think anything major will happen in WoW concerning the game engine. They’re working hard on "Titan" for the next big thing, but since it’s been set back, don’t look there for help.
For good or ill, we’re going to have to make do with incremental improvements in our game assets until WoW is sunsetted.
The other threat is the F2P model.
Early on, F2P pretty much meant "free to play but don’t expect much in the way of updates". I encountered F2P first in Anarchy Online, which is still going strong on that model – well, as strong as an out of date game can go strong.
The advantages of F2P is that the barrier to entry is pretty low. All you need is a game client and an internet connection. In some cases you have to pay for the client, but that’s a one-time expenditure that few would argue with. Others will even give you the client for free. Some have turned that around and give you the client but charge you to play – we won’t talk about them for now, they’re small and okay with that.
How does a F2P game keep the servers running? Well, there are a few ways, such as ads in-game (I first saw this in AO), and, and … well, there’s the "cash shop".
The "cash shop" is usually an external web site that you go to to purchase items to use in-game. In most cases you buy currency, then use that currency in-game, such as "Zen" in Neverwinter. For the most part you can only purchase cosmetic and non-game-changing items, though in some very poorly implemented instances, that’s not necessarily true.
So what have we seen implemented recently? A cash shop.
I know dozens of bloggers and opinionators have said that Blizzard would never go F2P. I have never heard anyone from Blizzard say that.
WoW is Blizzard’s "cash cow". For those that have never heard of such a thing, a "cash cow" is something that’s not really top of the line, but keeps bringing in money in a reliable stream. So you keep "milking" it until it runs dry. For example, at one place that Grimmtooth Actual worked, he worked on a lot of bleeding edge server systems, but over in a dark corner was a guy named "Dave" that worked on some pretty archaic looking stuff. He explained, while it was far from state of the art, it was being used by thousands of banks across the world, and any time one broke down, they needed a replacement. So he was the guy that farmed our cash cow while we went and burned off that money with our splashy R&D.
So WoW’s kinda like that right now. And Blizz wants to keep that cash cow on the farm for as long as possible. With today’s numbers, that’s over 100 million bucks a month of solid income. At TWO million players it’s 30 million a month, so even that can’t be sneezed at – would it actually cost that much to keep the servers up?
Unfortunately, that’s where I run out of steam, sort of. I have no idea of what kind of numbers a big F2P title brings in. I don’t even know how to guess. SWTOR claims that shifting to F2P "doubled" its income, but given its draconian implementation, let’s hope for better if WoW ever goes that route.
At the moment I think it’s likely they will, especially since the wait for "Titan" is probably going to be well past 2015, and possibly even 2017.
The question becomes, then: will I play an F2P WoW?
It’s going to depend on the implementation. A Neverwinter-like implementation MIGHT work, assuming the restrictions aren’t too annoying. One like SWTOR would see me drop out in a hurry, however.
At the moment we can only hope for the best.
No Comments »
A few months ago, Google announced that it was discontinuing Google Reader. A mad scramble has ensued to find replacement readers. This post is not about that.
This post is about a hidden asset that Google Reader provided, namely web clips. What this was was a way to organize your RSS feeds in Reader, then create links to those folders that would allow you to display a reading list on your blog consisting of the feeds in those folders. Viola! Instant blogrolls! There was peace in the valley and joy amongst the peasants.
Even now, less than a week before Reader bows out, this still works, but time is running out. I have no idea what will happen to these links when Reader goes dark, but it can’t be good for your blog.
Now is the time to get busy moving your blogroll from this nicely automated format to something else. I personally redid the site using WorPress’s own internal link database. It was clunky as hell but at least I got it loaded. Bonus: the site loads a lot faster now! It seems Google was a bit slow on inter-site responses (huge surprise there).
So check out your blog, if you blog, and make sure you’re not relying on Google’s soon to be broken machinery for your blogroll.
1 Comment »
Grimmtooth hit level 90 in the Wastes.
Jasra hit 90 while flagging goat turds.
Flora hit 90 while flagging goat turds.
I hit 90 turning in the goat turd quest.
I think Blizz is having a little fun at our expense, in response to our complaints about poop quests.
Well played, Blizz.
But remember: he who lives by the goat turd, dies by the goat turd.
No Comments »
After close to two months off the grid, this is what I returned to
This is the downside of using mailboxes to keep your stuff organized between you and various mules; anything not in bags evaporated into the Twisted Nether.
On the bright side, my nemesis appears to have disappeared again, and glyph prices are up from where they were when I left. I’m guessing that the number of glyph mongers have decreased faster than the server population as a whole.
Well, off to rebuild. Has anyone seen the ‘Open’ sign? It’s under this stuff somewhere …
No Comments »
Posted by Illume in Crafting
In which Actual Numbers are used to derive Actual Conclusions. Accept no substitutes.
I mentioned a while back that I didn’t trust WoWHead’s numbers on pigment yields from herbs, based on a few things.
- Uploads from the collection tool don’t seem to be applied in real time.
- There is no indication as to how often stale data is purged,
- … or how old is considered stale
- No indication as to how much of that data is from Beta, and thus no confidence in whether the data was from artificially inflated yield rates
I also mentioned at the time that I had created an addon that would grab milling data automatically in order to obtain an alternative set of numbers that would be – to me - unimpeachable.
The downside to this is that I could not trust the numbers I saw until I had more samples. I think I have enough – for MoP herbs – to provide some more or less accurate commentary, which I present forthwith.
As you probably know, there are two types of pigments yielded – common (for Ink of Dreams), and rare (for Starlight Ink). The former is for the mundane stuff such as glyphs, the latter for the rare and epic items, quite often cards for Darkmoon decks. So there are two thing to consider when obtaining inks to mill – what are you looking for, and what are you going to do with it?
For the average glyph monger, high yield of common inks and low cost (if buying) are key factors. For Darkmoon Card makers, high yield of rare inks will be the overriding concern.
As you can see, common inks are largely clustered around the 2.5 per mill mark. Fool’s Cap far outstrips that at 2.84 per mill. So if other factors are the same, Fool’s Cap is the way to go. Otherwise any of the other herbs except for Desecrated Herbs are equally good. Desecrated Herbs are probably going to be overpriced, but if they aren’t, they’re marginally better than others.
Rare pigments have a similar story, with most clustered around one pigment per four mills, or 0.25. Fool’s Cap again is crazy large at more than one per every other grind, but the price may make it unfeasible. However, given it’s close to 3-to-1 superiority to the others, a bit of flexibility on the price is warranted. Even at double the price of the others, its yields make it more profitable.
Again, Desecrated Herbs have a marginally higher yield rate than the others, but not high enough to justify a premium price.
The clear winner here is Fool’s Cap, with its tremendous yields of both pigment types. You can justify quite a lot of time farming or money on the AH in order to obtain stacks of this herb. This is especially true if you are after rare inks – the other herbs don’t hold a candle to it.
No Comments »
You may not believe it, but addons are severely limited in what they can do. Mostly, they are driven off of "events" which they can react to, or they’re re-imaging of something that already exists.
Warning, technical bits
Addons that have a lot of animation or fast reacting indicators, such as cast bar replacements ala Quartz, usually trigger off of an event called "OnUpdate". It fires every time the current "frame" (i.e. your screen) updates, and it’s the only event of its kind. Thus, the higher your FPS ("Frames per Second"), the more often this guy fires. If you have low FPS, all animations tend to be choppy, including your addons.
Because it fires so often and is at the heart of your FPS, OnUpdate even "handlers", such as the code routine that updates your cast bar, are supposed to be kept small and focused. All the stuff that sets the texture, size, position, and other frippery associated with the cast bar, for example, will be done elsewhere. We try to restrict the OnUpdate handler, in this case, to calculating and drawing the cast bar, nothing else, and then handing off to the client so it can get about the business of rendering. If we put stuff here that takes a long time to do, it will drag the system FPS down.
What this means to you
There are a few conclusions you can draw with this knowledge.
The addons you have loaded will affect your client’s performance. Furthermore, those with no OnUpdate handler will impact performance far less than those that use one. I don’t suggest you learn to read LUA source code as much as be familiar with what addons are high-impact with animations and critical indicators, such as Quartz or any unit frame addon. The more of these you have, the more delay there is in rendering each frame, until your FPS starts to decline.
You can’t eliminate this, but you can mitigate it.
The fewer, the better
The first principle is that the more active addons you have, the less responsive your client will be. So if you can eliminate addons that you don’t really need, that will help performance. Sometimes it’s a matter of disabling those that you only use from time to time, such as MogIt – which does have some real-time components, but nothing you need in the middle of a raid.
Comparative testing of addons is a must, to eke out every bit of performance. The best approach is to get a little FPS addon (or just use CTL+R to turn on the built-in one), then find a quiet place to test your candidates. For example, all else being equal, try each HUD addon and look for dramatic drops in FPS. Any obvious outliers can be given the boot.
A good place to test your candidates is in the entrance of just about any instance. Avoid those with a lot going on – e.g. Violet Hold or ICC – and opt instead for those that have nice, quiet staging areas, like Karazhan.
All other things being equal, if your client’s main issue is with framerate under load, a simple video card upgrade may do the trick. I’m running a Radeon 5000 series card which I purchased for under $100 over a year ago, and get on average 30 fps in cities. I have a lot of problems in 25- and 40- man raids, though. Purchasing another identical card and coupling it with the one I have already will improve matters a lot, and that will also improve the performance of all my high-impact addons.
Or, I could upgrade to the next tier of Radeon, a 6000 or 7000 series, whichever is available in my price range from my favorite vendor (I prefer Gigabyte solid cap boards because electrolytes are icky).
It isn’t just WoW that will improve, I’ve found. So many apps and games use similar mechanics for updating high-activity visual components that a nice video card upgrade.
So, protip – if you buy to last, you can stretch a PC’s life a long time with video card upgrades.
No Comments »
In the “goblin” world, there are goblins, and there are those that write about goblins, and there are those of us that more or less peer in from the edges, bemused at how far one person will go to make a few gold pieces. I fancy myself in the latter, no illusions there, but I wonder where WpW Insider’s resident goblin journo places himself?
His topic of the day was something near to my heart, inscription as a money maker. As usual, he almost gets it right, or almost gets it wrong, but doesn’t really nail either.
Buy the Numbers
The first thing I want to tackle isn’t provably wrong – not yet, or at least not provable by me – but I want to shed some light on the statement that possibly was edited down for brevity.
Assuming you can make a full deck for every 12 cards you produce (which is the ratio you see if you trade really well and/or produce a lot of cards), it’ll cost you 120 stacks of any herb but Fool’s Cap, or 75 stacks of Fool’s Cap. At 40g per stack of, for example, Green Tea Leaf, that’s 4800g per deck. Some decks can sell for over 20,000g.
What’s he talking about, Fool’s Cap requiring fewer stacks? Well, basically, what he’s saying here is that Fool’s Cap yields up more Misty Pigment than other herbs do. If he got his numbers from WoWHead, I do question them – WoWHead does not appear to purge old data that often, so the numbers up there could possibly include Beta data. Hard to say, since they’ve become less transparent by the day.
However, I wrote a little addon that has been tracking all milling I do in real time. So far, the yields look like this.
So, everything hovers around the .25-pigments-per-mill level, except for Fool’s Cap, which has yielded around .60. Yes, that’s more than double, which is in excess of WoWHead’s numbers. I have no idea whether this will hold, but I’ll be monitoring it. Right now, I don’t have enough samples from all herb types to make me comfortable publishing a link to the database, but before too long I will.
The upshot is, yeah, right now it’s worth it to buy Fool’s Cap for purposes of making Darkmoon cards. But now that Euripides has let the cat out of the bag, I expect there to be at least a window in which it will be priced beyond reason. Keep your eyes on the prices.
Don’t Believe it
Glyphs are a whole other beast. I’ve said a few times that this market isn’t worth pursuing, and to some extent, this still holds true. The main reason I’d advise against trying your hand at the glyph market is that everyone else disagrees with me, and that the profit per hour in this market is purely driven by competitors’ willingness to spend more time cancelling and relisting.
This shows some old-fashioned thinking on Euripides’ part. The “work harder not smarter” attitude works, if you have no other interest in this game than to sell things and make gold. I’ve other things to do. This is and has been a side-project, in which I attempted to determine if one could make money on the AH in an intelligent way. I’ve succeeded – if you disagree, it can only be on the matter as to what degree I’ve succeeded. However, since I started this exercise in Wrath, I’ve accumulated over 1,000,000 gold, so I think I’m on solid ground here.
I published my methods here, so I won’t go into great detail now, but essentially these principles held, and still hold.
- Treat the enterprise as you would a retail outlet.
- Maintain a working inventory of glyphs.
- Cultivate a reliable, inexpensive source of materials.
- Rotate stuff out when its price drops too far (as opposed to a forced reset, which is too labor-intensive) and shelve stuff that doesn’t sell at all.
- Don’t worry about Euripides and the goblins.
#5 is the part that flies in the face of what Euripides said. He maintains that you have to undercut like a fiend. I don’t. I sold 5000 GP worth of glyphs last night. Does that sound like a good turnaround for an hour’s work? It does to me. I post ONCE per day. I still sell stuff. There are a variety of reasons, but the biggest reason is that the stuff that sells, will sell. Some “goblin” may undercut me, but if the glyph is a seller, then his glyphs WILL be bought, then mine are right there for the next buyer.
Don’t take the advice of trolls
I like angry letters, so when I have time to troll my esteemed competitors, I’ll go and post a "glyph wall" of 3 of each glyph for triple the materials cost. This is just expensive enough that it’s not worth them buying me out, and cuts the high end of the market (the 300g glyphs that cost 15g to make) out from under them. This can be fun, not unlike popping bubble wrap. I still get undercut within an hour, but since this doesn’t really drive demand up that much, I don’t end up selling anything more than I would have at the high prices. That’s generally when they’ll mail me letting me know this.
In the end, though, I can’t spend all day trolling — they just wait for me to have better things to do and then go back to their old ways.
I encounter a number of idiots like this on my server and I always get the last laugh, because while they’re all wrapped up in this little game of theirs, I just keep posting and selling. They were thick as fleas on a camel when the expansion posted, but they’re gone now, and I an still making bank. Laugh-a while you can, monkey-boy.
If you’re going to disregard my advice and try to get into the glyph market, the best advice I have for you is to make sure you have the most efficient possible setup, and undercut really frequently.
If you want to make money making glyphs, and you don’t want it to be your life, then disregard this advice and reflect on the article I linked above. Exercise patience and intelligence and you’ll not want for gold in days to come.
I’ve a couple more tweaks to make to see how far I can push this thing, but now that I’ve gotten my Million, it’s all become rather pointless. I’m not one of those one-percenters that digs the money just for being the money. My goal has been to provide a comfortable nest egg for ten toons on this server, and I’ve more than accomplished my goal. Anything else is just gravy.
Everybody loves gravy.
No Comments »