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A Guide to Farmers In World of Warcraft

Trounce writes "Game Guides Online has a lengthy article exploring how farmers work in World of Warcraft, including their daily quotas, techniques, schedules, and how they hide their gold surplus from employers and possibly thieving partners. It has a section on how players can benefit from shift changes and score items at low prices (which can then be re-listed at a profit). From the article: 'Of course, farmers who stay on past the ends of their shifts, while their boss and/or partner breathe impatiently down there necks, are even more amenable to agreeing to ridiculously under-market offers; so keep looking for bargains after 6:00 as well.'"

14 of 52 comments (clear)

  1. game guide. by JVert · · Score: 2, Interesting

    Article is at best interesting.

    Anyone ever used the warcraft game guide? Can't belive its actually worth $75...

  2. Interesting, but tough to read. by ClownsScareMe · · Score: 2

    This article is organized like the worst piece of code ever written. Total chaos.

    --
    I read Slashdot for the articles
    1. Re:Interesting, but tough to read. by Digital+Vomit · · Score: 5, Funny
      Nothing wrong with the article

      I found that there was nothing wrong with the article.

      Very informative

      I found it pretty informative as to the nature of WoW farmers.

      Good article flow

      It flowed very well.

      Prodigious use of headers improved readibility

      The use of so many headers within the text really improved the readibility. It notified you when the writer was about to start talking about a new subject.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    2. Re:Interesting, but tough to read. by C0rinthian · · Score: 2, Funny

      These aren't the droids you're looking for.

      These aren't the droids we're looking for.

      We can go about our business

      You can go about your business.

      Move along.

      Move along!

    3. Re:Interesting, but tough to read. by Anonymous Coward · · Score: 2, Insightful

      I liked it. The author knew his limitations as a writer and worked out a way to convey the information he had accumulated. It wasn't as enjoyable to read as an article from a professional journalist but it also didn't bog the reader down with incomprehensible grammar, irrelevant points, and poorly conceived metaphors.

  3. Planting the seeds... by gizmoiscariot · · Score: 2, Interesting

    Ill agree with the Uldaman thing. At any one time on my server (Lightbringer) you will mysteriously see 10-20 Level 60 Rogues, many of which have interesting names, most of which are Chinese.

    Farming tends to bring a lot of items into the mix, however the problem is that those of us who play the games and then try to sell the items we find, find that we aren't getting anything near what we probably should because others who find a bunch of those same items sell them for much cheaper. So yeah it keeps prices down however in some cases thats bad when the rest of us want money too.

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    Gizmo
    1. Re:Planting the seeds... by Ayaress · · Score: 3, Informative

      I have the same problem, and I have a solution that's actually quite productive. Take the hit and sell green drops on the cheap.

      The place to make your money is on consumable items. Cloth is the easiest one, because every profession uses it, plus the reputation turnins. It's easy to get 100 runecloth in a day or two and throw it up at 4g a stack depending on time of day and server. Mithril is another easy one that can pull 5g for a stack of 20 bars. Leather is decent, too, since most professions use at least a little bit of it.

      When you get those green drops, they tend to be harder to sell. I usually cut my price low, especially with off-class stuff (cloth with strength and agility, for example), so even if you can't get it sold for equipment, enchanters will snatch it up for reagents. You can even take up enchanting yourself and burn all those drops and sell reagents or enchants yourself.

      The farmers do this too, granted, but there's a catch: Equipment, you can't sell over and over to the same people. If you have 10 level 30 swords, you'll need 10 level 30 sword users to buy them all up. If you have 10 stacks of cloth, it's a good chance you'll sell them all at once to the same person buying it in bulk.

  4. Fair by adderofaspyre · · Score: 3, Informative

    I found the article interesting as it does not try to judge farmers but try to bridge their world with that of the ordinary player. Worth reading.

  5. At least it'll be legitimate by faloi · · Score: 4, Insightful

    I wonder how information like this, assuming even half of it is true, plays into larger corporations attempts at legitimizing the behavior (like SOE recently did for EQ2)? I've always argued that if the game play is boring or tedious enough that someone would consider paying real money for some advancement, it's time to consider another game. As an avid MMORPG gamer at one point, I can say that I suffered through bad game play for the social aspect of it. Now that I'm sort of off that, I tend to get bored with more MMORPGs rather quickly. I don't need l337 items that badly, and I don't like playing an easy game forever to achieve some level or other bonus.

    --
    "It is a miracle that curiosity survives formal education." -Albert Einstein
  6. what about bots? by slicer622 · · Score: 3, Interesting

    sure, chinese peasants are cheap, but you dont have to feed, clothe and shelter processor power.

    1. Re:what about bots? by HTL2001 · · Score: 2, Interesting

      parent has a great point... for the MMO I play (Ragnarok Online) there is even an open source bot. In the past there were several, and well documented cases of people from everywhere running farm bots on trial accounts, gaining ~9mil per character in 2 weeks time (e-bay price was ~$6/mil at that time). And this was with paying no money for a subscription as well... if they had bought a subscription (which some had) they were able to make a lot more.

      the problem with bots is they can act realy dumb, (for instance, in Ragnarok, moster locations were changed drasticly, making it hard to bot without significant setbacks and making it horrably obvious that you are botting) and may not stand up to whatever test the GM's of a particular game have to detect that someone is not using a modified client or something other than the client
      I suppose a single person could watch over several bots, but unless they were graphical representations and took into account the way the real client handles packets, it would probably be easier for one person to watch over several machines running the game using the macro option (or even, one machine using a splitter program, though I don't know of one)

      --
      By reading this, you have given me brief control of your mind.
  7. Mileage may vary by MMaestro · · Score: 4, Insightful
    If you play a MMO to become the #1 uber-l33t player on your server/shard/realm/world, then no you're not going to find a MMO that fits that defination.

    If you play a MMO to play with your friends at your own pace, your own way, then most MMOs will fit that defination.

    Gold/credit/gil farmers cater to the first group. They're the ones who want the uber-l33t gear, the level 20/50/60/75 characters with all the skills, spells and special abilities unlocked. The second group generally cares more about the journey rather than the ending. The line between the two groups obviously cross, but for the most part its pretty distinct.

  8. His analysis on the effect on the economy... by Sathias · · Score: 2, Interesting

    ...is majorly flawed. No-one has argued that the selling of large amounts of items pushes up prices. What has been argued is that people buying larger amounts of gold than they could ever get in causal play gives them a big burning hole in their pocket. Why wander around collecting herbs if you can take a minor dent out of your supply (which you can just spend money to buy more) to get them instantly from the AH?

    It is exactly the same reason that the US can't solve its budgetary problems by "printing more money". Increase the supply of money and you push up inflation. The 24-hour high-pressure farmers increase the rate of gold into the server by a lot, and this has the same effect.

    If you ask me this article looks like it was written by someone from one of the gold selling companies, giving helpful hints such as when to be one of the farmers customers, in order to legitimise their business. It's a pity they have to ignore and argue against basic economic principles to do so.

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    Blessed are the 1337, for they shall pwn the earth.
    1. Re:His analysis on the effect on the economy... by paulish · · Score: 3, Informative

      > ...is majorly flawed. No-one has argued that the selling
      > of large amounts of items pushes up prices.

      The author did not claim that anyone so argued. He said, more or less, that there is a contention that farmers, being greedy, overcharge for their items and thus raise prices.

      > What has been argued is that people buying larger amounts
      > of gold than they could ever get in causal play gives
      > them a big burning hole in their pocket.

      Perhaps that argument has been advanced; but if so, it was advanced *in addition to,* not instead of, the assertion disputed by the author.

      >If you ask me this article looks like it was written by
      > someone from one of the gold selling companies, giving
      > helpful hints such as when to be one of the farmers customers,
      > in order to legitimise their business. It's a pity they have
      > to ignore and argue against basic economic principles to do so.

      Hmm, the article is published on a website belonging to a company whose business appears to be restricted strictly to selling game guides and access to private, insiders, game-related discussion forums.