This post won’t change anything since everything is set in stone and Blizz doesn’t care, but I feel this observation needs to be made just for the sake of it.
I came late to try classic, thought I get my gold going with some skins and herbs. After a few stacks of everything I hit the AH and what the heck do I see? Is this a joke… people are selling mats at a loss, barely breaking even? What is the point in wasting so much time if you can’t make any profit at all?
Game design wise this should never happen. The production line
should always have someone doing the work that takes a cut
every step, all the way to the consumer. This is adjusted by setting healthy vendor baseline values for buying /selling mats /items, and a limited supply.
If you have a stack of low (made up example, ignore the actual numbers, focus on the big balance picture) herbs which base vendor value is 10s, their AH price should never be lower or barely breaking even after the deposit. They should sell for at least 20s in this example, 30s if in high demand, 40s if these herbs are hard to find, and 50s if they are a rarer sub type.
Then comes the alchemy, add cost for the vials and work. So you bought a stack for 30s, 10s for vials and you sell 10 potions for 50s, making a 10s profit.
That’s 5s per healing potion. Sounds all nice and reasonable right?
But it’s all ruined because every npc sells these for 1s, limited supply, but enough to get players by. You simply raise the npc cost to 7s. This lets players have occasional feelgood moments when they stumble upon a few potions, while making sure the material gatherers get paid fair for their time, and the alchemist for their work. The sellback value should be raised to meet the other material costs to 5s. So even if you can’t find a buyer to make a big profit, the vendor should be there to make sure you get even at the very least.
The current vendor values are completely off. Add the internal game demand and supply storm and you got 90% of low-mid materials that are worthless, and end game content stuff that is insanely expensive. This is not healthy. This does not motivate anyone to get involved. It’s still a game that should be enjoyable.
Call me crazy but the notion of having to step on 99 burning coals just to hit that warm and soft patch of beach sand once does not sound appealing.
If you bothered rebalancing the values you could have a much nicer profit/progression curve that doesn’t flatline for 99% of it’s duration and then skyrockets at lvl 60, but something more steady and constant. I just hate these black and white “all or nothing” stark contrast game design philosophies.
Why can’t any game ever get it right and be balanced and pleasant for a change.
This also requires a huge overhaul of the actual crafting professions and their consumables, for which I have a million item ideas, but why bother.
Thanks for reading, back to the meta posts…