Posts Tagged Cataclysm

Rent A Tux

tuxedo Rent A Tux

Are the servers up yet?

How about now?

I stupidly patched my EU client to 3.3.0 on Tuesday night, because I’m leveling a character on the US realms with a friend.  Now I’m locked out of the EU realms and am getting kicked out of the US realms after logging in (as I’m sure most of you are as I write this, though hopefully not as you read it).

Rather than talk about what’s going on right now (because much of it is about to change, or at least get re-focused), I’d like to speculate on an idea that came to me when writing about the Cataclysm announcements from Blizzcon 2009.

Rent-a-Tux: The Guild

Even with all the improvements to levelling due to come in Cataclysm, there’s still the issue of gear.  You’re constantly changing pieces of gear, sometimes sacrificing stats that benefit your class for core stats like stamina.  If you’ve ever leveled a character using Recruit-A-Friend, you’ll be familiar with the experience of equipping your first piece of Outland gear and realizing that it replaced a quest reward you picked up in your 20s – you just skip so much quest content.

The heirloom items introduced in WotLK help, but they only cover at most five of your seventeen gear slots.  We’ve heard that Cataclysm will bring heirlooms that cover all gear slots, but this won’t benefit people who are in small or leveling guilds.

What if you could pay someone to rent a complete set of heirloom gear, right from level 1, then use it as you level all the way up to 85.  The terms of renting the gear are that when you hit 85 (or after some suitable period of time), you have to leave the guild.  This kicks the gear back to the guild bank, ready to be rented out to the next person.

How much gold would that be worth?  How much gold would you get back by selling the highest-value quest reward on every quest you complete for 85 levels?  3000 gold?  5000?  If you knew you’d get that much back, would you pay a 25% premium over that to simply have the gear handed to you the moment you rolled a character?

Simple + Profitable

The beauty of the system is that once you have the requisite number of heirloom sets crafted, you never have to make any more.  If you have 20 sets, you can have 20 concurrent clients.  You know that in no more than 6 months (for example) you’ll get the heirlooms back in the guild bank, and you can rent them out again.  Without any management required, it would provide a steady flow of income.  Renting twenty sets of gear at 4000g per six-month rental will bring in 160,000 gold per year.

Other than providing the rental service, I don’t see the guild providing any other services.  It wouldn’t be a traditional leveling guild, just a shortcut to make leveling easier and more profitable.  It would sort of be like being in high school - you get a uniform when you enter school, wear it for the time you’re there, and then get rid of it when you move on.  You spend the time among other people doing similar things, some of whom you’ll continue to talk to after you leave and some of whom you’ll never see again.

Can You Afford It?  Can the Market Support It?

Creating a leveling guild solely for the purposes of renting out heirloom sets would by definition have a somewhat limited market.  A first-time player isn’t going to be able to afford the service, so you’re looking at someone with a well-funded main, either someone in a guild that doesn’t have all the heirlooms or on another server who is willing to create and transfer an alt over with a quantity of gold.

Obviously if you were a member of a guild that had all the recipes and offered heirlooms to member alts, you’d have no need for the service.  But I suspect there are quite a few small guild who will either not grind out all the heirloom recipes or will be so slow in doing so that it will be months before they have enough to outfit a member’s alt – assuming there isn’t a long queue of everyone who rolls a worgen or goblin.

You’d also have to get the guild supplied with heirloom items – which from the most recent news we’ve heard will require getting the guild to level 20 first so you can get guild currency to purchase the patterns and reagents.  If you don’t have alts of your own who can craft the items, you may have to pay others to play their alts in your guild to build up currency to spend.  If you expand your clientèle, you may need to pay a crafter to temporarily come back into the guild to learn and make the items.

Even if paying people to get the heirlooms created cost you 30,000 gold, you’d still turn a huge profit without much maintenance required.  You’d only lose out if you had suits of gear not rented.  As I sit here with dollar signs in my eyes, I envision having a queue of people ready to rent the next suit as soon as it came back to the guild bank.  Of course, if too many people decided to do this on a given realm, it wouldn’t quite work.  Unlike someone muscling their way into the Jewelcrafting market, this is a significantly larger enterprise, and the prep would probably keep the number of competitors low.

What do you think?  Crazy idea?  Or just so crazy it might work?

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GDKP – Where Does It Fit For Guilds?

gdkp run GDKP   Where Does It Fit For Guilds?

A few weeks ago, an article was posted on Elitist Jerks detailing the GDKP loot system.  Since then a few other blogs (Pwnwear, Deathknight.info) have picked up on the idea and spread it around.

I was hoping to provide a bit of an overview and practical suggestions for organizing GDKP runs, but as that’s been done to death I’m going to look at where GDKP can fit into a guild’s loot strategy.

What is GDKP?

A quick refresher: GDKP is a loot system where every item is bid for openly using gold.  Highest bid wins, and at the end of the run everyone splits the pot.

The name is a bit a misnomer, as there are no “dragon kill points” involved.  DKP, EP/GP, Ni Karma – all of these loot systems are closed.  You earn points within the system that you then use in some fashion to receive loot.  No matter what you’ve done before, when you enter into a new DKP system, you’re starting from scratch.

GDKP runs on the other hand implicitly favour people who have a lot of gold, at least from the perspective of getting drops.  But interestingly, GDKP doesn’t solely attract people who are interested in loot.  You can be dressed to the nines with no need of any drop in a dungeon and come out the other side with a tidy sum of gold in your pocket.

Who Is It For?

GDKP attracts three distinct types of players: low-geared members who are willing to spend a reasonable amount on multiple pieces of gear during a run, high rollers who want just one item and are willing to spend large amounts to get it, and people who are just there for the gold.

For the right balance of performance and payout, you probably want no more than 40% low-geared members, 40% people looking for a payout and the rest high rollers.  Depending on just how under-geared the lowbies are, you may need to set more strict gear and experience limits on the rest of the players in order to avoid hitting enrage timers.  Similarly, you can’t go overboard on the people who are just there for the payout or the total gear purchased will be low (as will the payout).

Unlike forming a PUG run where warm bodies are your first concern, building a GDKP run is a balancing act.  Don’t try starting one up on a whim – you need to announce it, review people who are interested, and build a group that serves the needs of everyone attending.

Lowbies Buying Loot For Gold Is Wrong!

Perhaps.  But it’s been going on for a very long time.  Even before Zul’Aman bear runs (costing 15 to 25 thousand gold if I recall correctly) were popular on most servers, there were always guilds who were willing to carry people through higher-level content for a hefty amount of gold.  The difference was that they typically brought one or two people at a time as part of a regularly scheduled guild farm run.  The gold usually went back into the guild bank, and members saw the benefit in that the guild could afford to pay for more repairs or for gems / enchants / etc.

GDKP is just one variant of this.  It’s a framework for doing PUG loot runs that will hopefully become common knowledge.  All you need to do is announce that you’re doing a GDKP run and specify the tuneables: minimum bid amounts, rules for getting kicked, etc.

(more) GDKP as a primary loot system...

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Minor Updates on Guilds in Cataclysm

cata Minor Updates on Guilds in Cataclysm

There isn’t quite enough detail to warrant a full post, but a few details were recently announced about the guild levelling system scheduled for introduction with Cataclysm.  The details come from IgoMir, the “Russian E3″.

Visit the original article for the specifics; the only thing that I find interesting is that the guild experience feature was originally described as being very much like player experience – activities by guild members would accrue XP for the guild as it leveled from one to twenty, gaining talents points along the way.  Once at max level, the experience would be converted into guild currency.

This new description is a bit different – it sounds like your experience is converted to currency at the end of every week.  You can then choose to spend that currency to buy talent points or the items that were mentioned previously: reagents, profession recipes, etc.

This may suggest that the time to level a guild to 20 might be a months-long process for a reasonable guild, and Blizzard wants to allow smaller or less active guilds the choice to progress via recipes or via talents.  Personally I’d prefer the original system with a shorter levelling curve, but I can see how that might encourage a large number of small vanity guilds, which doesn’t really serve the needs of a server’s population.

Other updates include:

  • confirmation that guild heirlooms will cover every gear slot, not just the chest/shoulder/weapon combos we’re used to from emblem vendors
  • the reagent requirements for heirlooms will decrease as your guild levels up.  This sounds to be the reward for guilds who choose both paths of guild advancements (profession recipes plus talent points).

Everything else in the article seems to be a recap of what was announced at Blizzcon ‘09.  The Blizzard speaker seems to have been J. Allen Brack, but it’s not clear if the news that wow.com is reporting is going through a double translation or not.  Some of the finer points may not be entirely accurate.

Hopefully we’ll get some clarification or confirmation in the next few days, but it sounds like the guild changes are still in flux and subject to change.

Until Next Time

UPDATE 20 Nov 2009: According to the official coverage, experience providing currency at levels 1-19 was not accurate:

http://eu.blizzard.com/events/en/igromir2009/coverage.html#Cataclysm

It appears that the original Blizzcon 2009 description was correct: XP levels up a guild until 20, at which point it becomes currency.  Specifically excluded is the idea of the conversion being XP to currency to talent points.

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