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Jan 17th 2012 12:30AM Items with a large turnover, consumable crafting mats, will be easier to track, than the big ticket items, like the mounts.
But, you aren't really comparing the two different items...
You're comparing the loaf of bread vs the loaf of bread over time. You're comparing the houses vs the trend of house values over time.
All items matter in this kind of a comparison - but you must compare like to like.
Jan 16th 2012 11:59PM You've picked the wrong low level items to gauge the leveling markets with. These items are always in greater supply than demand, and their markets are often flooded and depressed as a result.
I'd go for a few landmark items to judge these by - Mithril Ore, Thorium Ore, Silk Cloth, Netherweave Cloth, Fel Iron Ore, and an Herb like Goldthorn. All are viable markets, with a much more realistic balance between actual supply and demand, so they tend to move at their actual prices.
Peacebloom, Copper and Linen return as often as not, and are often vendored.
Jan 13th 2012 5:23PM You kind of expect people who write a Blog about WoW on a regular basis to be knowledgeable. Comments like this from the author prove to me that this is not the case.
The EU and NA clients have different TOU and EULAs and are maintained and operated by two separate divisions of Blizzard.
Combine those factors with the geographical locations of their server hosting, and the lag issues that would occur should the player bases be 'merged' and you've got a number of reasons why these two regions are separated.
It doesn't much research to find answers to such a question, and someone who is writing about WoW Professionally should be expected to do some basic research before publishing an article.
Sorry if my manners offended you. I find that fluff pieces that expose a lack of understanding and expertise on the part of the author to be a poor reflection of any professional writer.
Jan 13th 2012 5:05PM "If this is the case, why even have the separation of U.S. and European servers anymore?"
Please, do some research on your own before writing up a big old Blog... It will prevent you from looking stupid.
Dec 23rd 2011 10:58PM DCUO uses the Unreal Engine 3 - just like the average game on the Xbox 360 or PS3. The infrastructure of the game was already in place. That saves all the ground up programming and design creation for a new system.
And it puts DCUO much more in the neighborhood of being a ramped up xboxlive game than a full on AAA MMO.
Dec 23rd 2011 8:04PM With a $50 million licensing fee, $2/sub and 10% cut off the software sales... this could extend their time that the game is profitable dramatically, if not indefinately.
I did some napkin math, and it went from about 6 months to 11 - and that didn't take into account any of their ongoing costs, maintenance, or future development - adding those components in, and you're talking 2 years or more to break even from the initial development cost debt ONLY.
Normally, I like to think that Bobby Kotick really is an arrogant prick without a clue about the gaming community, or the dynamics of the software industry... but in this case, he may just be right.