March 30, 2010

Patch day glyph sales

Filed under: Inscription,Warcraft — Kevmar @ 7:27 pm

My WoW account is still active and I do log in every once and a while.  I even get auctions posted sometimes.  Patch day, I made sure to post my glyphs.  I have not crafted new ones in a long time but I still pulled in 3,000G from posting them that day. I remembered that glyph sales are inflated every patch day.  This patch did have several adjustments to glyphs, but even when the changes are minimal people change glyphs because of patches.

Previous patches I would double craft on days fallowing a patch and control peak hours.  When demand is high and you keep on top of the market the gold just flows in.  The key is to keep crafting glyphs so you never miss a sale. Some of my best patch weeks were the result of my competition running out of glyphs.  Many people like to craft one batch once a week and a high demand week can eat up all the good glyphs.  So the person that keeps up on inventory the whole week can snatch fallback sales at the end of the week.

If you like to manipulate the market this can be a big opportunity.   Just like I would push herb prices up heading into Darkmoon Fair, I would also do that for patches where I expected extra high glyph sales.  If someone is not back stocking ink like I would, the price hike would really mess with the competition.  I would try to keep the prices from falling too low anyway, but time like this I would drive the price up.  Some people when faced with herbs 10-20% over market price will hold off for them to return to normal (even though it would still be profitable to buy at that price).  If you push it high enough, even the farmers start asking for more.

I can’t say I did that every patch or Darkmoon Fair. The few time I looked ahead and saw major glyph changes, I was able to so this with huge results.  The patch that gave us a 2nd spec gave me the best return on this.  Not only was I doing the double crafting sessions, everyone else sold out.  I was posting fall back prices by the end of the week and well into the weekend.  Herb prices where so high that nobody wanted to buy them.  My competition did make a ton of gold that week too, but it was nowhere close the amount that I made.

March 29, 2010

SC2: How many workers per Zealot?

Filed under: Uncategorized — Kevmar @ 5:48 pm

So just how many workers does it take to produce a Zealot?  I ask questions like this all the time about the games I play.  It helps me look deeper and find connections from one part of a game to another.  The Zealot is a key unit that the Protoss produce a lot of.  To figure out how many gateways a base can support, I need to figure out what it takes for constant unit production.

I built 2 Warpgates, a group of workers, and several Pylons.  I mined exactly 200 minerals (the cost of 2 Zealots) and pulled all the workers off to the side.  I then warped in 2 zealots and added about 10 workers back on minerals.  When the Zealot cooldown was up and I had to wait on minerals, I added another worker to the minerals.  It takes 12 workers on minerals for 2 gates to constantly produce Zealots.

I did this type of test with other units too.  The stalker (125m/50g) takes 10 workers on minerals and 5 workers on gas to constantly produce 2 at a time.  The stalker has a higher cost but also takes longer to spawn.  Thats why you can have fewer of them on minerals.

So looking at these numbers, one base can easily support 2 warpgates at full production.  A 3rd also looks reasonable to keep up.  I’m talking constant production.  You still have to keep up on your food count and invest in tech where needed.  I like to know general numbers like this.  If I want to go 6 gates, I need 2 bases for production.

Void Rays is another unit I looked at.  I can support constant production of Void Rays from 3 Startgates if I have 2 bases collecting gas.  Carriers take 2x as much gas and 2x as much time.  So the same 3 starports can constantly produce Carriers from the same 2 bases.  I test this the same way.  I set up 4 startports and added workers collecting gas on 2 bases.  I was going for 100% production from all 4 but the gas limited me to only 3 of them.  It worked perfectly for 3 ports and now I know.

This is still beta and these figures can change, but tests like this are easy to set up and give a lot of information.

March 26, 2010

SC2: How many workers?

Filed under: Starcraft II — Tags: — Kevmar @ 6:57 am

A key thing in most RTS games is managing your economy.  In Starcraft you have workers collect minerals and gas that you spend on various things.

I decided to run some tests to see how many workers I should put to work.  I started up a solo game and did nothing but add workers to the mineral line.  I then went back to the replay and looked at the income rate as I added workers.  It turns out that 3 workers per mineral node is saturated.   I was able to gain just a slightly higher rate with a few more than that.  When I see it saturate, workers will move from node to node looking for a spot.  I highlighted one guy and saw him make several trips up and down the line trying to get in.

Diminished returns start in after you get 2 workers for each node.  You do get more minerals per minute with 3 workers, adding a 3rd worker does not increase collection by 50% over 2 workers.  If 1 worker is 100% production, 2 workers gives us 200%, and the 3 gives us 255%.   With 4 workers I got to around 270%.  I pushed it all the way up to 25 workers per node and did not gain much more than that 270%.

What does this information tell us?  With the 8 mineral nodes you start with it is critical to get your first 16 workers and you will still get value from your workers up to 24.  But the cool thing that jumped out to me is that if you expand you should move 1/2 your workers to the new location (if its safe to do).  If you only had 24 workers in your first location and moved 1/2 to the new spot with out making new ones.  Your production will increase from 250% to 300%.  That is a 20% increase.

You can take that one step further and keep up worker production knowing that you will move 1/2 to a new location.  Or move 16 of your workers to the expansion and then replenish your supply in the main base.  This gets more out of that location sooner in case it gets taken away (just save your workers).  It also makes your minerals last longer.  The one in your main base tends to be more protected so it lasting longer is never a bad thing.

How do you tell how many workers you have?  Select them then take a quick look at how many were selected.  After you count it out once or twice you will be able to just take a quick look at it and know.

And what about the gas collectors? The magic number is 3.  They stack up outside when there are more than 3.

Something else I realized is that the rich mineral nodes have 6 nodes instead of 8. You get 7 minerals per trip instead of 5.  But with fewer nodes you don’t gain all that much.  12 workers bring 84 minerals vs 16 workers bringing 80.  Although it takes 6 less workers to saturate it the mineral collection of a saturated rich mineral is not that much more than a normal one.  Time to saturation is much faster.  It takes 17 sec to produce a worker so it will saturate about 2 min before a normal location.

March 24, 2010

Burn out (Part 2)

Filed under: Uncategorized — Kevmar @ 6:38 am

In Part 1 I talked about my rise to GM of a guild and how that burnt me out the first time.

I eventually returned to wow under the RAF program.  I was going to level casually and secretly for a while as I decided to return.  Then I ran into a guild member that was on his alt in the barrens.  I was the same race, class, and name as before.  Was not that hard to miss.

My other friends had taken breaks too but were back at it for WoTLK.  We wanted to recreate what we remembered in the Kara guild.  The guild we were in grew up and became a little more serious.  A good 10 man is what we wanted.  We had a few people that we wanted to raid with and as we tried to pull them, we ended up with the whole guild.  The idea of 10 man only went out the window.

I also ended up as an officer again and like before worked hard to craft out a loot system and supporting mods to go with it.  Before I knew it the GM was taking a break and I was the new GM.  I tried hard not to do too much again.  It didn’t take long for me to feel out who the real GM was.  I had the tittle but I never had control like I did last time.  The feel of the guild was not the same.  We returned the guild back to its previous name and I properly handed GM over to who it needed to go to.

I kept my high ranking officer tittle but slowly worked my way out of that role.  I tried to offer my valued feedback to the GM and other officers, but no longer took any kind of commanding role.  I showed up to raid and could care less about the other stuff.  I started to only log in for raids.  This was working out well for me, but I felt the end was close.  I had a few moments previous to this where I found my self furious over nothing.  But my anger was well contained.

I know in the end it would appear that I was not happy with my guild.  It was more that it was no longer how I remembered it.  My close friends no longer played.  The friends I made within the guild kept me playing much longer than I would have with out them.  Going to another guild was not really an option for me.  It would be raiding with a bunch of strangers with new rules and attitudes.   I also didn’t like the schedules of most of them.  While there were some things I didn’t like, I think all guild have that.  There were other things I did like.

Back to the question that started this wall of text was how glyphs contributed.  At a time I was about to burn out, this pulled me back in.  I like to spend a lot of time gaming even if its just casually.  There was a lot of time I was no longer spending playing the game that I was able to shift into glyphs.  I jumped into inscription big and almost over night I became a voice within the community.  I took the idea of mass glyphs and analysed every aspect that I could.  I added layers and layers of automation.  I then gave KTQ to the community to share with them the same things they shared with me.

The amount of time I put into this was huge.  As I made more and more things quicker and easier, I took the time I freed up and did more with it.  I was able to keep with up for a long time.  I would still log in to my main for raids.  Then one day I stepped away from it all.  Real life happened but thats another wall of text.  I was pulled away from my system for about 2 weeks and ever got back into it.  It was just as I was declaring myself king saying that there was nothing anybody could do to take me out of the market.  It was me trying to go back into that mode again that showed me I was burnt out.  That the results of my actions were fairly pointless.  I walked away from wow without saying good bye or clearing out my mailbox.

March 22, 2010

Burn out (Part 1)

Filed under: Uncategorized — Kevmar @ 12:38 pm

Someone posted an interesting question on my last post.

Do you think getting into Glyphs helped keep your interest in WoW – or did it facilitate and accelerate the burnout that left you disinterested? – S.F.

My first response is both.  My burn out was building for a while.  To give you a clear picture, I need to go way back and start from the beginning.

I started playing wow at the same time a few personal friends did.  The game was only 2-3 months old and we leveled together.  We started a few casual guilds and one of them took off at the end of original wow.  We would have a great time in our small group running ZG.  Many of the core had raided in BWL and found it relaxing in our environment.  I played a silent officer role but as relaxed as we were, I didn’t have to do much.

When BC hit our server was opened up to free transfers off to a low pop server.  Our server was home to Elitist Jerks and Goon Squad.  At the time it was over populated with hord, lagged, and had long queues to get on.  The transfer was easy for us.  We did lose a few good players but a few of them that did make the transfer still have ties to this guild.  Leveling on a low pop server was great.  You could just put your head down and quest.  Ganking was a non issue.  Spotting an alliance was rare.  Not only was it low pop, but alliance didn’t exist.

I remember gearing up for kara and the challenge that instance had at the time.  Some of those fights gave us so much trouble but we were able to pull together and figure them out.  I remember a few trash pulls that sent us to the graveyard numerous time.  We had fun as a group.  It wasn’t just the raiding, it was the group of people.  The guild had a lot of great energy at the time.  Recruitment was easy in that environment.  All they had to do was one run and they never left.

We were at that point where we had too many people for only 1 ten man group.  Instead of building just a 2nd team, we made 3.  We took a step back in progression because we did not have the final bosses down yet and we split our team up.  The 3 groups made great progress and all of them ended up clearing it about the same time.  I know a few of the group thought they had the weaker group, but we kept that in check and they showed us what they could do.  We were able to get a lot of people keyed for the next instance.

My silent role as a officer became less silent.  I was a key part of the conversations on managing the guild.  I also had a lot of influence on the loot system and ended up tweaking a mod to fit our needs.  We had several old time members keeping things running smooth.  As we moved into SSC I was transitioned into GM.  I was handed the GM spot because it was one of my friends that had it and he was taking a break.  He trusted that I would do a good job.  I felt like there were a few things I was great at and I know several things that I was not so great at.

I presented myself more as a dictator.  We do what I say.  I kept my official officers to a minimum.  I did have a few unofficial officers in officer chat.  While I presented myself as a dictator, the feedback I pulled from my officers was important.  I did keep too much control to myself.  I tried to handle all drama directly when I could and I coordinated raid spots.  Managing raid spots is a lot of work when done right.  Who sat reserves last time? Who got good loot last time? Who is points leader for the item they want in this raid?  Who is showing up late we need to save room for? Do I need more strong or weak raiders for this?  And when someone thought I sat them unfairly I could list exactly everyone of those considerations I did for them to sit reserves.  People became aware of just how fair I was making the groups and I gained a lot of trust from that.

As we rose to #3 on the server we ran head first into the low pop issue.  We were done with Kara but to get new raiders, we had to gear them up.  When we progressed too slow in spots, people would move up to one of the 2 better guilds.  The quality of players at each tier of content was very staggered.  We were #3 on the server with only 3 bosses in SSC killed.  #1 was clearing BT.  It was a struggle to constantly rebuild the guild over and over.  Recruitment was my weakness as a GM.

Then 1 week before my son was born,  I transfered the guild to another server and I left the game for about 6 months.  I did a poor job of handing the GM over to someone else.  But they were able to pick the pieces up and continue on. They were able to do well without me.

March 20, 2010

I found a new game

Filed under: Thoughts — Tags: — Kevmar @ 8:16 am

As many of you know, I have all but retired from wow.  The little playing I was doing was on alts.  I would post a few auctions here and there, but I have retired my glyph operation for the most part.  I do post from my existing inventory of glyphs from time to time.  I just found a new game that has me gaming again.

I have been playing a lot of the Start Craft 2 beta.  The original was an old favorite of mine and I already love the new one.  It feels just like the old one.  This is the most complete beta I have ever played.  I have played many games that shipped buggier software than this beta.  I look forward to its release.

March 16, 2010

Spammers, burn in hell

Filed under: Uncategorized — Kevmar @ 6:36 am

One big hassle of having a blog is the battle with the spammers.   Every blogger knows what this is like.  I expect many bloggers have a much larger problem with it than I do.  At first I would block keywords or ip addresses.  This works when one spammer tries to hit me hard.  But its a constant cat and mouse game.

I do have a more aggressive set of rules that hold comments for approval.  Anything that has any kind of link or web address gets held for me to review.  I still have to filter out the spam but it keeps it off the live page.  This is also why you may see some comments you post show up instantly and others get held for a while.

If a comment feels a little strange to me, I will just delete it.  Some things feel just a little to generic about how they like my blog.  They don’t add anything to the post anyway. No need to keep them.

I do not post my email publicly because of spammers.  If you cannot figure out what my gmail address is, post a comment someplace.  I will see it.  If I think my response will be of use to many people, I will just make a blog post about it.  I did a post about what LUA environment I use because of a reader question.

I would love to just leave my comments open but a few people spoil it for everyone.

March 14, 2010

!Auto Attack macro for a mage?

Filed under: Uncategorized — Kevmar @ 6:14 am

I just made an auto attack macro for my mage. I know it sounds crazy. But its a nice little macro.

#showtooltip Frostbolt
/use 13
/use 14
/petattack
/cast !Auto Attack
/cast Frostbolt

My mage is frost and with the glyph, this pet is out all the time. Thats why the petattack command is in there. This should look like a normal mage macro except for the !Auto Attack command. What that adds to the macro is auto targeting. If I do not have a mob selected and I press frostbolt, it will auto target a mob in front of me and start to cast.

This little trick is something I got from my hunter. I tried !shoot first, but that was a failure. I ran up to the mob, popped all my macros, and started to wand the mob to death. I used !Auto Attack and it worked wonderfully. I admit the usefulness of this is small. Your target is already a click or a tab away. And when you in an instance, you are going to target a new mob by hand when you know the current one will die in the next 2 sec. The place I like this is when I am questing.

When questing, I can just face my mob and cast frostbolt. The auto attack selects the mob for me. One less action I have to perform by hand when doing something over and over. Auto Attack sets the character to swing a staff at the mob. Any ability will override it and the auto attack will not get off.  This works very nice for me because I play on a laptop with a touch pad when I play casually.  This greatly reduces the amount of hand movement I do while questing.

March 12, 2010

Ingvar the Plunderer vs Water Elemental

Filed under: Alts — Tags: — Kevmar @ 7:01 am

There we were standing at the end of UK starting at Ingvar the Plunderer.  He already took our group down twice.  Our warrior tank is in dps gear with 11,000 health.  Our healer was struggling a bit the whole run but its hard to decide if its tanks fault or not.  I was starting to question if the lock knew what he was doing or not.  He was a late join to our group.  After seeing him on the last 2 attempts I see him playing correctly and he does well.  The other warrior liked to off tank mobs the whole run, but that should not matter on this boss.  I am rocking the charts with my frost mage.

As we pull I swing out to the left and find my pillar.  I pop my trinkets with icy veins off the start like I do every pull.  Deep Freeze lights up for me. I decide to hold off on that for next time it pops knowing its too early in the fight or I will pull agro.  I do a nice job refreshing Ice Barrier and dancing behind that pillar to avoid the aoe so I end phase 1 with most of my health.

As Ingvar is getting revived, I do an early refresh of Ice Barrier to start that cooldown and do my evocation.  Getting into phase 2 I see that I am in a solid 2nd place behind the tank in agro.  The tank goes down with about 50% health left.  He turns to me just like I knew he would.  I let hem get all the way over to me and pop my Ice Barrier before I popped Ice Block. I expected the lock to go next, but the other warrior picked up agro.  I almost released Ice Block at that point but saw a dark smash headed for me and the timming looked like it was going to be close.   But it held just long enough.

The tank got a battle rez and got agro just long enough to die.  I see the other warrior go down almost instantly after.  That puts me back in his sights.  I blink to the back of the room and round the corner as I hit Invisibility.  I see him fade out behind me as I get away.  Knowing this is our last attempt, I pop Ice Barrier to break invis and get back to the fight.  This guy is almost dead.  The lock goes down and the druid goes kitty as he is out of mana doing any damage he can.  Druid dodges a few blows before he takes one and dies.  My water elemental is still going strong and picks up Ingvar.

With just my elemental and myself standing we take him down.  We were moments away from death but we won.  We were excited that we got him down.  I was also a little disappointed that we struggled on him.  He is not that hard of a boss to have a group struggle so hard on him.

March 10, 2010

What a difference a macro makes

Filed under: Uncategorized — Kevmar @ 7:05 am

I added 2 macros to my hunter and already saw a big difference in my damage.  For the macros that I made, I did not expect this much of a gain.  I was doing ok damage but sitting near the bottom of the group in damage.  I put in a few macros and now i’m sitting at the top of the charts.  I even see myself pull way out ahead from time to time.

I think a big part of my problem was not attacking a new target very quickly.  I changed my hunter’s mark and explosive shot buttons to also start auto shoot.  What this does is get my character shooting when I mark a target or when I press my main attack even when its on cooldown.  It also feels like I can mash my explosive shot button and when my target dies, it will pick a new target.

Here is what one of my new macros looks like.

#showtooltip Hunter's Mark
/petattack
/cast !Auto Shot
/cast Hunter's Mark

You will notice the cast !auto shot.  From what I can figure out, the exclamation point gets it started with out interfering with the next action.  The result is it get a first shot off from auto shot as it casts the ability.  This is more important for things that have a cast time but it also works here where this ability is not an attack on its own.

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