Skip to Content
3-22-2011 @ 12:32PM
The flip side of dropping prices in an attempt to increase sales is that our expenses also multiply by the same number of sales. Instead of making 270g profit per glyph, we're now making 70g per glyph, so we need 4 times as many sales just to break even. It's a slippery slope that can rapidly fall to a price that requires infinite sales for zero profit. (My competition has this one all figured out.) No matter what the price, there's also a limited number of buyers on any given day - it's quite possible that sales won't reach the numbers we need to break even.By increasing the number of required sales, we've also greatly increased the amount of time needed to support those sales. Instead of spending one hour milling and crafting and organizing and posting and canceling, we're now spending four hours just to make the same amount of gold (if not less). We're probably going to need to spend even more camping the AH to get that bottom spot on the list multiple times over of the course of the day instead of just taking that 3am sale to a desperate Australian. This is all time that could be spent pursuing other professions, skimming an hour's worth of the most profitable crafts from each of them to greatly increase the daily gold numbers (or, you know, actually playing the game).
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.