Monday, November 28, 2005

How To : The key to the World of Warcraft Auction House

This is a cut'n'paste of my response on Tobold's MMORPG blog about the World of Warcraft auction house. Find the article here.

Controlling the market is key. I have the items I watch and I will buyout and low sellers and undercutters. Then I will repost at my price. I usually can bully out the undercutters because they are usually aren't dedicated AH watchers. They got some cash and that's all they cared about.

My keys to AH riches while still playing the game are as follows...

1. Pick your poison and stick with it. Don't switch back and forth between multiple items unless you really want to waste hours in the AH. If you are a disenchanter... stick with it. If you are a miner... stick with it.

2. Own the market every login. Take the few minutes to buyout every undercutter. This is tough at first because you probably will take losses on some purchases, but you are ensuring your future market.

Don't be afraid the mail people if they constantly undercut you. Don't be mad at them! Explain to them that you would like to purchase at a set price and see if they will stop using the AH. It is MORE profitable for them to sell lower to you because they are NOT losing money on AH fees.

3. Don't flood the market.
You have bank space... SO USE IT! If you find the market empty and a demand for your goods you will have the "stock" in the bank to fill up the market... and usually you can charge a bit extra.

30 minutes a day can make you 100 gold a week easily and I've proven it time and again. Just the question of what to buy/sell... I'll let you figure that part out.

Sunday, November 27, 2005

After T-day update!

I am back home from Texas and all my T-day happenings and here is the update of what happened while I was gone. Lets begin:

What sort of gaming did I get done in Texas? Not much that is for sure. The CZee, AT&T gaming/net cafe, was poorly managed and I will write up; Mouthing Off 5 - Piss poor net cafes

Whats in my gaming future?

1. Battlefield 2 : Special Forces - Initial impressions are good, but I'll have to dig into the expansion, so expect a better impressions post on this $30 expansion to an already good game.

2. Call of Duty 2 - I was getting good before I left for Texas and I hope to return to prominence. Sadly, I can't dedicate the time I wish I could. I also plan to knock out some more of the single-player campaign.

3. Counter Strike : Source - Renewed interest to get some CSS in, but not too much.

4. The Hidden - A half life 2 MOD that my boys at MWHQ.net are playing, so we shall play and we shall gank some newbs.

5. Day of Defeat : Source - Not only Call of Duty 2, but DoD : Source! I paid for it so mine as well get at least 50 hours of gaming out of it.

Update: 12 May, 2009 - Edited post, removed broken links, and applied labels.

Tuesday, November 15, 2005

Texas

I'm in the big state of Texas from the 14th until the 24th and I just so happen to have found some internet access.

During my down time away from training I am reading the book Smartbomb, a very good read for any gamer, and I'll have a review when I get back to normalville.

Update: 10 Nov, 2006 - Edited post and applied labels.

Friday, November 11, 2005

Poll shows Star Wars Galaxies NGE plans not popular

Star Wars Galaxies NGE seems to be taking a beating not only on the message boards, but in random internet polls. Discount the validity of such polls and pass it off as just "whiners who haven't tried it yet", but there is a lot of people talking.

People are sick of changing with no promise that when and if things get better in Star Wars Galaxies that they won't just up and change it again. No amount of bribing or promising from the Star Wars Galaxies development team can sell this vocal crowd.

It is human nature to despise change and Broken Toys has a good discussion why.

Wednesday, November 09, 2005

Smedley spins the Star Wars Galaxies NGE

Next Gen has an article/interview up with SOE head honcho, John Smedley. (bad link, removed)
" 'We got a lot of feedback about what was wrong and what wasn't. We saw early on that people weren't satisfied with the combat, so we decided to try something pretty radical.' "
Hold on here... the MULTIPLE complaints from BETA TESTERS didn't give you a clue before you launched the game? Chalk one up for not caring about the feedback from beta testers. Another reason professional beta testers should be used to initially test an MMO. If you are paying them I would sure as hell hope you were listening to them.
"The original design of the game was very much influenced by the Richard Garriot (Ultima Online) and Brad McQuaid (early EverQuest) schools of MMOG design. That is to say that the very best experiences in the game would come from massive time investment, trial and error and endurance of hardship. The rewards that come from that are significant but highly exclusive."
I was around on day one and early on they were staying as far away from the EQ model as possible and stealing only the skill idea from UO. Massive time investment, trial and error and endurance of hardship... three keys to avoiding making EQ2 (oops).
"Along those lines, it was incredibly difficult to become a Jedi. In fact, the mechanism for which it is accomplished (which was secret for a long time) is that a character has to master five specific professions (out of more than 20), and those professions were selected for that character secretly by the game at the moment of creation. The player never knew which specific five would unlock the Jedi path. It was an incredible time sink, to say the least."
Bad decision to have Jedi in the game as playable in the first place. You don't decide to place the game in the "old" movie timeline and then destroy the immersion with a thousand Jedi running around. Jedi should of always been NPC only... or even better... special event characters. The new "force sensitive" class is going to be overplayed... welcome to Star Wars Jedi Online!
" 'It's mixed. It's very positive [feedback] from the people who are actually playing it. And we also have the expected push back from the people who haven't actually logged in to try it," says Smedley. "Once people get in there, it's overwhelmingly positive. It's the "the sky is falling" crowd on the forums that's still going to take some converting. I understand that. These are big changes.' "
Maybe... just maybe... people are sick of you redesigning the game they've invested so much time into. Not to say these changes aren't needed, but not understanding why that vocal minority is RIGHTFULLY pissed is a sure shot to alienate even more players.
"There's a quote about the original design of Galaxies that says it was too much like living the life of Uncle Owen (the moisture farmer) and not enough like the life of Luke or Han Solo. We want to deliver more of the heroic Star Wars experience."
Actually early on Star Wars Galaxies was all about being Stormtrooper #245 or a moisture farmer. Not everyone wanted to be a hero... they wanted to live among heros. Sadly most players want to "change the world" when they are playing an MMO. Unfortunately this is not possible and making classes that stand out in the movies detracts from the immersion factor. Not everyone in Star Wars is a bounty hunter or Jedi, but in Star Wars Galaxies NGE it will be quite the opposite.