Unfortunately, I haven't been ably to blog because of work, and I haven't figured out how to do both at the same time effectively. So, I'm just going to put up a quick note:
I don't comprehend the "No flying in Draenor" attitude.
I can understand the dev's apparent point, that they want to force you to do what they want you to do, but I don't agree with it. I think it's self centered of them to force you lo engage in their content.
But I don't understand the players who claim to be OK with no flying in Draenor once you have explored a zone.
I fly in Draenor ALL THE TIME. I don't think I go anywhere without flying or using a teleport mechanic. I don't see the difference between flying 80% of the way on a Gryphon / Raven / whatever and flying 100% of the way on my own mount.
I also don't see why I need to kill every pissed off beast in Nagrand if all I want to do if gather wood for my Lumberyard. Even if I could fly, I would still have to kill SOME of them, because they guard those precious trees with their lives.
I just don't get it. The only reason that even starts to be valid is the "But then you would easily get to that hard to get to cave to do that quest..." Ok, fine. Put that quest in the list of quests you need to do to unlock flying. Solved.
I would bet money that the majority of players that claim to by fine with no flying in Draenor fly around in Draenor just as much as I do.
Just my views on online game playing and development. I've been playing online games since 1993 and developing (mostly writing code) since 1996. Before you ask, no. I don't smoke. The name comes from an area in the forums for Kesmai's "Mutiplayer BattleTech: EGA" game back in 1993.
Monday, May 25, 2015
Monday, May 11, 2015
My problem with classes
I don't like classes. I
think people should and will specialize their characters without
having to be forced to. And then when a new situation arises that
needs a different specialization, then they should be able to
completely reuse the parts of the character that work, that they have
already developed, towards that new specialization without penalty.
You should not have to
level it up again, etc.
Eve Online is classless,
there is nothing stopping you from training in any skill you want,
and since only one character on your account can be training at a
time (Unless you basically pay for two accounts) there is little
point in training up two characters unless you need two for purposes
of hiding activities from your main's corp or the convenience of
never having to leave the trade hub.
World of Warcraft is not,
you are forced into a skillset at the point of character creation.
The problem arises when you need to do things your "class"
cannot do. And since classes are designed to be unique and special
snowflakes in relation to the other classes, you are then pigeonholed
into those skills.
This arises conditions
where your "casual raid group"... (And I'm going to define
"casual raid group" as a group that does not prioritize
raiding to the point that they create alts specifically to match the
raid content.) does not have the class breakdown needed for the
encounter. If you need "Hunters" for a raid boss, and you
don't have any, you are in trouble.
Classes that are
specifically designed to each be their own special snowflake cannot
to "generic" enough to circumvent the need for specific
roles. Blizzard had a campaign way back when when to "Bring the
player, not the class." when they were trying to "standardize"
classes more. What a waste of effort! They were basically saying
"Yeah, we know classes don't work, but we're compelled to keep
them."
In a classless system,
people can step up and learn those roles as they become needed,
without having to re-do their entire character. There's always room
for more tools in the classless character's toolbox.
The pure “roleplayer”
will say “But I like the fact that my class is different! There is
lore involved.” Great! Build your character with a specific lore
and history! Knock yourself out! You are free to do as you wish in a
classless system.
There are also people that
can't make decisions on their own and need to have their hand held.
That's fine too! Have “templates” for the major defined “classes”
that list out what skills would be important to that classical role
and make them available. A player can just work off that list to
develop skills. The advantage here is that without specific classes,
any classical role... be it the classic rogue, wizard, or a specific
one based on a fictional character can be modeled.
Fans would even step in
with their own versions of their favorite fictional characters.
Thursday, May 7, 2015
Innocent until proven guilty
So, another blogger
accepted a donation in WoW gold. Certainly, that's perfectly innocent
in that no real money, good, or service was exchanged. It was a tip.
His opinion is that doing
that is perfectly within TOS, and that even IF banned , he could
prove his innocence. His belief being that we have rights and are
"Innocent until proven guilty."
That works in a court of
law because the prosecution has special abilities that can be brought
to bear. Money is trading hands? They can get a warrant for your
financial records, etc. Blizzard can't do any of that. Selling WoW
gold for real money isn't a crime of any kind.
Certainly, the TOS clearly
specifies that your rights as a customer are granted by them and can
be revoked by them at any time. Of course they try to be fair about
it and will allow you to appeal. They also have the ability to
investigate only what goes on on their network. They cannot, for
example, get a warrant for your bank or credit card transactions to
find out if you really bought that game time legitimately or what
have you. Their only real tool is to look for patterns of activity
that points to possible out of game connections. There is no “Burden
of proof” on Blizzard as if this were a criminal case. They do not
have to prove you are engaged in RMT, mere suspicion is sufficient.
And accepting donations is
going to look pretty suspicious. Suddenly you have a character that
gets sent gold in the mail for no reason and can now afford to buy
game time and vanity items? Let's assume they buy the whole “Those
were donations!” line. You're still on a list. The first time you
buy an item from another person that is being watched, action will
probably be taken.
The more donations you
accept, the greater the chance of that action being taken. It's just
a bad idea to paint a target on yourself like that.
This leads me to my point.
How draconian should a game company be in their “donation”
policy? On one end of the spectrum, anything goes, and no records are
kept or analysis done. That was the way it was done at first before
anyone even heard of RMT and the world was viewed as innocent and
pure. On the other end of the spectrum, totalitarian control where
every transaction of any kind is analyzed to be sure it's value for
value. Obviously, that would be unacceptable for players, as they
would feel like they're being watched “Rockwell” style.
I think trades should be
value for value with in a range of about 50% to 100%. Some
transactions should be exempt, like transactions within the same
account and transactions within the same guild, assuming guild
hopping is not evidenced. Some transactions have to be investigated,
like if you send your girlfriend's character 50K for a pet as a
“Birthday gift.” The cost of that investigation is part of the
cost of doing business. Some transaction patterns would be highly
suspicious to the point of warranting an immediate ban, like hundreds
of “gift” transactions in a month.
Now, you could come up
with theoretical scenarios for pretty much any of these bannable
events that are perfectly innocent, and that would be unfortunate if
innocent people got banned and had to appeal. But you can't just
throw up your hands and say “Welp! Can't do anything about RMT.”
You have to investigate and be ready to ban.
This is a reason why I
like the concept of the RMT token. If done right, (As I detailed in
an earlier post.) and in conjunction with transaction analysis and
investigation, RMT can be made to be so painful as to be not
profitable.
Wednesday, May 6, 2015
"Legacy of the Ancients" quest
I like to try to do quests
without having to google them first. To that end, I need there to be
an in game lead in, or an NPC that has a clue about what you need and
can give you a hint, regardless of how vague... that leads you in the
right direction.
So. I wanted to upgrade my
Lumber Mill in World of Warcraft to level 3. Easy, right? You just
get the blueprint, have the required resources, and viola, your crew
of master craftsmen (Who apparently don't own a level or a plumb line
between them.) build it in just one hour.
Hmm. Can't buy it. I need
to get an achievement first. Ok. Fine. Let's see... 75 lumber work
orders. Got that! Two quests. "Legacy of the Ancients" and
"Reduction in force." Ok, I have already done the second
one, just by finding the fallen tree and freeing the CEO of Barov
Industries. He then goes to work at the Lumber Mill and gives you the
quest.
But the other one. What?
Ok, the guys at the Lumber Mill might know something. After all, I'm
trying to upgrade that building. It makes sense that they would have
a clue how to do that. I go click on all of them... they apparently
know nothing at all.
So I google it.
Apparently, there is a
rare mob called a "Petrified Ancient" that you're supposed
to harvest for lumber. It spawns in many locations, the vast majority
are off in the weeds somewhere you would not normally go. And of
course, you won't see it unless you have a Lumber Mill... so you
might have seen one while questing and have never known.
So apparently, Blizzard's
quest team expects you to just randomly come across a rare mob while
just wandering around in the far reaches of the world. Of course you
would pretty much have to be looking for lumber to cut down, too.
What the hell! What quest
guy at Blizzard thought this was a good idea? Ok. So how do you find
this tree? First, get the tom tom addon. Then make 4 macros, one for
each of the zones you may have to search.
The first macro, all the
points in Nagrand.
/way Nagrand 41 59.4
Petrified Ancient
/way Nagrand 40.6 30
Petrified Ancient
/way Nagrand 42.2 26
Petrified Ancient
/way Nagrand 65 19.2
Petrified Ancient
/way Nagrand 85.8 30.2
Petrified Ancient
/way Nagrand 73 62
Petrified Ancient
The second, all the points
in talador:
/way Talador 51.2, 31
Petrified Ancient
/way Talador 52, 48.8
Petrified Ancient
/way Talador 36.6, 69.6
Petrified Ancient
/way Talador 46.8, 85
Petrified Ancient
/way Talador 57, 79.6
Petrified Ancient
The third, all the points
in Spires ar Arak:
/way Spires 37.4, 30.6
Petrified Ancient
/way Spires 35.8, 47.8
Petrified Ancient
/way Spires 65.6, 46.4
Petrified Ancient
/way Spires 64.2, 59.2
Petrified Ancient
/way Spires 56.2, 76
Petrified Ancient
And lastly, the fourth,
all the points in Gorgrond.
/way Gorgrond 70.6, 25.6
Petrified Ancient
/way Gorgrond 61.8, 32.2
Petrified Ancient
/way Gorgrond 57.6, 43.2
Petrified Ancient
/way Gorgrond 50.4, 42.2
Petrified Ancient
/way Gorgrond 41.6, 37.6
Petrified Ancient
/way Gorgrond 49, 50
Petrified Ancient
/way Gorgrond 73.4, 39.4
Petrified Ancient
/way Gorgrond 53, 65.4
Petrified Ancient
/way Gorgrond 41.4, 76.6
Petrified Ancient
/way Gorgrond 43.6, 92.6
Petrified Ancient
After you search a zone,
the command to cleat tom tom's waypoints is:
/way reset all
I suggest just focusing on
Talador, it seems to be the most running around on the ground
friendly.
What's the moral of the
story? Some developer probably thought he was making the quest “hard”
by forcing you to explore the world to find a quest you only know
exists through ancillary means (It's listed in the Achievement you
need.) because, in his mind, that's what you are supposed to do. Well
he is wrong. All he really did was frustrate people to the point that
they posted lists of all possible spawn points on the internet for
others to use.
Developers! DO NOT make
shit with unnecessary difficulty for people that can just search the
internet for the information to thwart you. It annoys them because
they have to “break the fourth wall” to do your quest, and It
makes you look lazy, incompetent, or sadistic.
Here's how it should have
been done. Seed a couple of Petrified Ancients in Nagrand and remove
the dead lumberjacks, they have no part in the lore. you're basically
told to go there by the Foreman of the Lumber Mill, because that's
“The Frontier of Lumber.” Put one near the fort, one near the
Circle of Blood. Have an unrelated Rangari quest to find a strange
flower that happens to grow by the one near the fort. Now you've
found the Petrified Ancient without being able to interact with it
just through normal questing.
Then when it's time to
update the Lumber Mill. and you've done the 75 work orders, the
Foreman mentions something about a “Weird petrified tree” in
Nagrand. Oh! You've seen that weird looking tree! You make the
connection and know what to do. Why do they need this tree? Because
they're going to build the pinnacle of Lumber Mills, and need to test
it out. If you STILL can't figure it out, Ok. You might have to
google, but at least there were in game clues you could have caught
up on.
Tuesday, May 5, 2015
WoW token, part 3
Back to the WoW token. The
tokens are now available in the US, EU, and China regions, I will
refer only to the US market because that is where I am. The tokens
appear to work the same way in all three markets.
Again, as in the other 2
posts, I will refer to the the tokens separately. There is the RMT
token you buy for dollars in the Item Shop, and the Game Time token
you buy for gold in the Auction House.
What's new this time is
the rate of swing between the price extremes in the auction house.
Our friends at www.wowtoken.info
shows this:
Notice how the wave is
smoother, almost perfectly sinusoidal. That's not the web site
smoothing it, that's the raw data, Blizzard is calculating a sine
wave around the desired average and setting the price to that. Again,
the “market price” is not driven directly by supply and demand,
but is a calculated value set by goals Blizzard wants to achieve.
What are these goals?
Possible goals include reduce illicit RMT, make cash by selling gold,
create a gold sink by selling game time for gold.
The cynical among us have
expressed the opinion that their goal is to grab the cash. I don't
think that's what they're going for right now? But I'm fairly sure
the system will eventually slide in that direction just because it
can. This is the “Moral hazard” of an unregulated money printing
machine.
So I ran a little
experiment to probe the workings of the system. First, I waited for
the price of the Game Time token to be at it's lowest and tried to
buy one. Nope, all sold out. And when you try and they're not there,
you're locked out from trying again for one minute. So I waited a
minute and tried again. Nope. A few more times, nope. Nope. Nope.
They are really out of stock. That makes sense, the price is really
low and they all got bought. The price was set by Blizzard to ensure
that all the RMT tokens that got converted to Game Time tokens were
bought so as to not have too long a delay for the people buying the
RMT tokens.
Ok. On the next part of
the experiment. I then waited until the price was at it's peak and
bought an RMT token in the Item Shop and listed it on the AH. It did
not immediately sell, as you would expect. The price swing is so
great that anyone who wants to buy a Game Time token has noticed this
and knows to NOT buy when it's at the high point... come back in 12
hours and start looking for the low point.
I bought my RMT token at
11:26 pm on Sunday, May the 3rd when the price of the Game Time token
was 25,742 gold. I immediately listed it for sale with the knowledge
that my sale price was guaranteed. 13 and a half hours later, at 1:07
pm, it sold for 19,648 gold, just over the low point of 19,482 which
occurred at 2 pm. That was a bitch because I had to sit there and
watch it for hours waiting for it to sell. There was no other way to
know exactly when it sold. Sometimes you have to take a beating for
science! I then immediately bought a Game Time token off the AH
(There were some now because the odds of mine being the last were
statistically impossible, and since mine just sold, they were still
in the process of being emptied from the AH.) and converted it to
game time.
I got 25,742 gold for my
RMT token, but the guy who bought it only paid 19,648 gold. The
difference, over 6000 gold, is gold Blizzard pumped directly into the
economy for cash. This goes on for every RMT token bought at the high
point and sold as a Game Time token at the low point. Which I am
certain is the vast majority of the tokens.
What did I learn? First,
that they're not gaming the availability of the Game Time tokens.
They are also not gaming the sale of the RMT tokens, either, even
though they easily could seeing as how the sell price is guaranteed.
They made me wait the full 13 and a half hours to get my gold. The
illicit gold sellers don't make you do that, at least as far as their
advertisements claim. So, of the 3 goals I suggested earlier, the
ones best served are “reduce illicit RMT” and “make cash by
selling gold”. “Create a gold sink by selling game time for gold”
doesn't even start because the system is a gold faucet. Not a gold
sink.
In my opinion, the GOOD
goals are “reduce illicit RMT” and “create a gold sink by
selling game time for gold.” There should NEVER be a case where you
make dollars directly by injecting gold into the economy.
So Blizzard has already
blown the moral hazard here. But why? Let's analyze. The tokens are
different, apples and pineapples different, that's why a straight up
supply and demand market won't work. A stable price won't work
either, the prices need to be separate, with the amount of gold the
RMT token sells for balanced against the fight against illicit gold
sellers, and the price of the Game Time tokens set to remove the same
amount of gold (or more) from the economy. Right now, you would have
to sell more Game Time tokens than you sold RMT tokens to eliminate
the gold faucet they have right now.
The morally superior
position would be to guarantee that there was no profit motive by
selling enough Game Time tokens to create a gold sink in addition to
removing the gold created by the RMT tokens. That position would be
the one that is “best for the game” and the one they should be
taking.
Their system cannot do
that because the tokens are linked by price, the mechanic of applying
a sine wave to the price creates a QE scheme that essentially unpins
the prices, but without allowing the quantities to change to
compensate, creating a gold faucet. By accident or design (I'm
assuming by accident.) they've created a cash grab that is injecting
gold into the economy, gold the economy doesn't need and will
probably respond to with inflation. How much inflation is unknown.
What I would do if I were
Blizzard:
First, set the amount of
gold you get for an RMT token to a stable value, set to fight illicit
RMT. Give the gold to the player immediately.
Then set the price of the
Game Time token to remove all that gold plus 10%. Sell as many as it
takes to do that. Heavily advertise the fact that they're sacrificing
subscription fees to effectively combat illicit RMT and the “good
of the game” by creating a needed gold sink.
Monday, May 4, 2015
Grinding for mats
Back in the day, I used to
run around collecting mats for hours at a time to then convert those
mats into items through crafting. Sometimes it would be to then
convert those crafted items into even more crafting mats. Here's an
example:
In Howling Fjord, I
studied the pattern of Cobalt Ore veins and figured out that they
were in groups of 3, only one of which could be spawned at a time. So
I mapped the location of all ore veins in a path that took spawn time
+ 1 minute to fly. I could go past 12 sets of 3 possible spawn points
for ore veins in that time. Once I made a few passes of the loop, the
ore spawn time would be synchronized with my flight path such that
ore would spawn and I would always be there to mine it within a
minute.
What can I say, I like
analyzing systems and solving puzzles.
Today I can't do that. At
9:00 after I put up a blog post, I log onto WoW and run my 2 current
characters through their Garrison routine. I make crafter items if I
have enough mats, and I go to the AH and relist everything with a
price 5% lower than the day before. I'm done in half an hour, 45
minutes tops.
And... that's... it. There
is no point in trying to collect more mats. There is nothing to
search for or find to further crafting. And I find that lacking.
Sure, I have more time on my hands, which I should probably spend
getting a PhD online, but instead I'm spending it writing blog posts
no one reads. One could argue that at least doing this helps to
organize my thoughts on the subject more coherently, and that it's a
more productive use of my time that mining Cobalt Ore to craft into
breastplates to DE into dust.
So, I have to study the
system, because that is what I do. Why has WoW derailed the gathering
/ crafting connection? Well. It's because of assholes like me. People
that would analyze the system and optimize their interaction with it
to extract more resources from it. Normal people would be going
around Howling Fjord finding no ore. Then they see one pop and
immediately this asshole descends from the sky on the fastest flying
mount possible and mines it, then flies off. Must be a bot or hacker!
How could he know that ore was about to spawn?
And I'm just a minor
asshole. I'm not cheating in any way to mine that ore. I just reverse
engineered the algorithm that spawns the ore and positioned myself to
get all of it. If I really wanted to be an asshole, I would spend 8,
10 hours a day doing it as my job, like gold farmers do. Or, I could
go right to maximum asshole and write bots to harvest resources. No
no, I strictly follow the rules.
So Blizzard has set up a
system where everything is on cooldown. Then, in a jaw dropping
display of “wuuut?” (Spoken in the voice of an Alliance Peon)
allowed people to completely abuse that system by having up to 11
garrisons per account.
I want to see Blizzard
step back a notch and increase the number of recipes, some off raids
or drop off mobs in the world, and bring back SOME mats grinding to
sink time in conjunction with the Garrisons, which would have a limit
of one instance of a each crafting building per account.
And for god's sake, untie
the wings on my flying mount when I get to level 100 and complete a
quest!
Friday, May 1, 2015
The "rate of drift" rule
“The velocity that prices needs to drift to meet each other is directly
proportional to the speed at which sales are made."
I'm going to call it the
“Rate of drift” rule.
Meaning the more often an
item sells, the faster it's sell order price needs to drift down and it's buy order prices need to drift up.
Ok. Lets define some
terms.
"drift" is the
percent move per period. "Period" is how often you update
the price, or the rate at which an automatic system does it for you.
"speed at which sales
are made" is the volume of sales. If 10 items are sold in a day,
on average, then sales are made every 2 hours, 24 minutes when looked
at statistically.
The law, then, is that
your sell price should drift downward at a rate that allows the
statistical possibility of a buyer to present itself during a window
where your item's price is the most favorable. Or, the buyer's proxy, the buy order, which is drifting up to meet you.
The “brute force”
solution is to park your ass on the AH and relist your item 1 copper
lower than any other seller that deigns to post a price under yours.
Thus assuring that YOURS is “next to sell.”
But the reality is that
the buyer is only available when they look at the market with the
intent to buy. In this case, with 10 items sold a day, it's every 2
hours, 24 minutes on average. Obviously, that's something of a
simplification. People buy less in the middle of the night, for
example. But in general, the law is sound. After all, it's “In the
middle of the night” somewhere and for someone all the time.
Markets, if left to do so,
will seek equilibrium between the law of supply and the law of
demand. The “Brute force” solution of 1 copper undercutting is
only efficient in the eyes of the market if the price being undercut
is too high to begin with. And by “efficient” I mean “Not
wrecking the market.”
The way to prevent this,
and move towards market equilibrium, is to know when sales are made
and how much they were made for. With that information, you can
intelligently calculate the optimal rate of drift. Without knowing
how many sales were made, and how much they sold for, you are flying
blind.
You might say “But Eve
Online has that information! Why do people still sit there and
undercut?” Because the prices have to drift towards themselves to
meet and there is no mechanic to do that without manually resetting
the price. When you rely on the players to do it, you get an
asymmetric pattern with prices drifting down (undercutting) but
rarely up. People putting in the buy orders are also the sellers,
speculating on the item. An auto incrementing buy order lets them
step back and let the market work just like the auto decrementing
sell order. The pattern must be symmetric to have balance.
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