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Article #340791Re: In which I learn about Opportunity Costs....
From: Neil Cerutti
Date: Thu, 17 Mar 2011 12:35
Date: Thu, 17 Mar 2011 12:35
55 lines
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3393 bytes
On 2011-03-16, Cryptoengineer <pete...@gmail.com> wrote: >> That was an excellent example. Opportunity cost is a popularly >> ignored concept in the WoW economy. The urge to "match up" a >> gathering profession with a crafting profession helps promote >> this mistake. It is economically unwise to ignore the market >> value of those 15 copper ore you just mined when leveling up >> your blacksmithing, engineering, or jewelcrafting. > > Yes, if you intend to sell the product, its important to make > sure its more expensive than its mats. Surprisingly often it is > not. It's the value of the cooldown that's the key factor in > this case though. The reason its so hard to buy a Truegold > cooldown from an alchemist is because of the opportunity cost. You are absolutely right, of course. But I was thinking of the copper ore as a resource. On most servers, you will make more money by selling the ore, and buying the bars to use for crafting. I think of it as reverse flipping. Just like other forms of crafting, some smelting adds value (bronze bars are a good example), and some takes it away (copper bars are a good example). A miner should be responsible for knowing which is which. When I smelt ore it is usually to level mining. The economic fallacy is that for most popular profession combos, there isn't as much value added as some players assume. Leatherworking and Skinning is quite a good combo, but only because skinners were deprived of their rightful tanning abilities. If there were a second profession that relied primarily on leather and hide products, this would have to be addressed. > There are other reasons to make things - the flasks I mention > are probably losses, but the guild needs them both for raiding, > and the achievement. Most manufacturing professions (Enchanting is a happy exception on my server) can't be leveled without taking losses. And yeah, if you make a gun for your Hunter, you lose gold. It's annoying but understandable that you can't really make gold on most crafted weapons, but guns are an exception. The ones engineers make are best-in-slot for most Hunters, but still sell for under mat prices on my server. I guess the market is too small. > My current estimate is that I'll have to shell out around 32kg > to get the mats for the Vial of the Sands. My rule of thumb is > to never let a single purchase more than halve my bank balance, > so it'll have to wait till I have 64k, in 2-3 weeks (at 41k > right now). Good spending habits can create a lot of wealth. -- Neil Cerutti
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Path: mbox-mo1.pugleaf.net!g2news2.google.com!news4.google.com!fu-berlin.de!uni-berlin.de!individual.net!not-for-mail From: Neil Cerutti <ne...@norwich.edu> Newsgroups: alt.games.warcraft Subject: Re: In which I learn about Opportunity Costs.... Date: 17 Mar 2011 12:35:56 GMT Organization: Norwich University Lines: 55 Message-ID: <8uedhbF210U2@mid.individual.net> References: <7dc64633-6d07-4555-bbd4-1bcf23d50527@q40g2000prh.googlegroups.com> <8u9h87FmffU1@mid.individual.net> <6ab6129f-baff-48b5-9fa8-4aa8d20fe198@d26g2000prn.googlegroups.com> Mime-Version: 1.0 X-Trace: individual.net W4Hjqd2k1k9wryhHYqpvnw4oYNcKKfvCR6IH0kl8u9vnOmGWPj Cancel-Lock: sha1:jCsZRxTvSZlIYHD0Sl9a6vrf7ZI= User-Agent: slrn/0.9.9p1/mm/ao (Win32) Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit