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Consumables & Gold Farming

Posted: Tue Jan 30, 2024 9:49 pm
by Akalix
Greetings!

Over the previous months, we've seen an exponential growth in the prices of various items, with the most impacted being valuable raiding consumables. This has led to a heavy strain being placed upon those who are active in clearing endgame content on our network, and players would be expected to spend on consumables at an unsustainable rate. Some of our previous efforts to combat this issue can be read in the PvP & Economy Update thread.

As for consumables: Starting after our 2024 — January 31 maintenance, the following effects will persist through death in Dungeon & Raid environments:
  • Lesser Armor
  • Lesser Strength
  • Lesser Agility
  • Health
  • Agility
  • Lesser Intellect
  • Regeneration
  • Armor
  • Regeneration
  • Regeneration
  • Health II
  • Fire Protection
  • Frost Protection
  • Shadow Protection
  • Holy Protection
  • Nature Protection
  • Fire Power
  • Rage of Ages
  • Spirit of Boar
  • Strike of the Scorpok
  • Infallible Mind
  • Spiritual Domination
  • Agility
  • Greater Agility
  • Greater Armor
  • Armor
  • Arcane Elixir
  • Greater Intellect
  • Elixir of the Giants
  • Shadow Power
  • Elixir of the Sages
  • Elixir of Brute Force
  • Elixir of the Mongoose
  • Greater Arcane Elixir
  • Fire Protection
  • Frost Protection
  • Holy Protection
  • Nature Protection
  • Shadow Protection
  • Arcane Protection
  • Flask of the Titans
  • Distilled Wisdom
  • Supreme Power
  • Chromatic Resistance
  • Frost Power
  • Nature Power
  • Regeneration
  • Mana Regeneration
  • Spirit of Zanza
  • Swiftness of Zanza
  • Sheen of Zanza
  • Greater Firepower
  • Greater Naturepower
  • Elixir of Resistance
  • Elixir of Dodging
  • Dreamshard Elixir
  • Mageblood Elixir
Note that some effects may have already persisted through death, this is just a new expansive list.

As for gold farming: Our goal is not to entirely remove prominent gold farms—there will always be a best farm. However, any farms that are significantly disruptive to the economy as a whole, such as generating an unnatural amount of raw gold, or outputting a disproportionate amount of gold for time, are subject to changes. In the coming weeks, we will be reflecting further upon how these changes impact the market. After that, we will begin to implement fixes and changes which should address a handful of farms which are in our sights.

Other issues regarding consumables: While we do not intervene in market manipulation, we do consistently track the markets. This includes looking for the "why" behind certain items having reduced supply. After some investigation, we found a small number of groups participating in abusive gameplay, which are detailed in our GDKP, TDKP, and Turtle WoW thread.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:42 pm
by Tawneyturtle
add Valentines buffs too please xoxo

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:43 pm
by Manolothegreat
Amazing change, thank you!!!!
Is it possible to add Mageblood Potion for our healers?

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:43 pm
by Balake
EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:46 pm
by Jamey
Balake wrote:
Tue Jan 30, 2024 10:43 pm
EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.
Yes, intended.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:48 pm
by Tawneyturtle
Jamey wrote:
Tue Jan 30, 2024 10:46 pm
Balake wrote:
Tue Jan 30, 2024 10:43 pm
EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.
Yes, intended.
can u look into Quickness Potion and Mighty Rage potion? I don't think they should be sharing Gromsblood and the changes above don't change anything about these 30 second long potions. Titans + these 2 are it's prime uses. This change won't affect tank warriors much (highest spenders next to spellrets)

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:48 pm
by Jamey
Manolothegreat wrote:
Tue Jan 30, 2024 10:43 pm
Amazing change, thank you!!!!
Is it possible to add Mageblood Potion for our healers?
Missed that one however, will be added.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:51 pm
by Axe8305
This is excellent! Great work!

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:54 pm
by Akos1896
Huge qol improvement! Love it

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:55 pm
by Queenoona
+1 5char

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:55 pm
by Kangaraxxus
Can't see Elixir of Greater Nature Power in the list, I believe it should be there as well?
And while you at it can you pls fix that Arcane Elixir and Dreamshard tonic effects cancel each other, they share same icon but I believe that is not the reason.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:57 pm
by Reploidrocsa
have you considered implementing an AH bot so he can keep prices of consumables at a reasonable price for a while?

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 10:59 pm
by Dragunovi
Kangaraxxus wrote:
Tue Jan 30, 2024 10:55 pm
can't see elixir of greater nature power in the list, i believe it should be there as well?
Its there, greater naturepower.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:00 pm
by Manolothegreat
Jamey wrote:
Tue Jan 30, 2024 10:48 pm
Manolothegreat wrote:
Tue Jan 30, 2024 10:43 pm
Amazing change, thank you!!!!
Is it possible to add Mageblood Potion for our healers?
Missed that one however, will be added.
Thank you sooooooooo much!!!!!!!!!!!!! Great update!! happy_turtle

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:01 pm
by Akalix
Dragunovi wrote:
Tue Jan 30, 2024 10:59 pm
Kangaraxxus wrote:
Tue Jan 30, 2024 10:55 pm
can't see elixir of greater nature power in the list, i believe it should be there as well?
Its there, greater naturepower.
I may have edited it in...

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:07 pm
by Rramage
This is a great change that will help us out considerably. Thank you.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:11 pm
by Biteyou
Somebody about to lose a lot of gold smiling_turtle

This is great news.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:12 pm
by Boyuyu
Tawneyturtle wrote:
Tue Jan 30, 2024 10:48 pm
Jamey wrote:
Tue Jan 30, 2024 10:46 pm
Balake wrote:
Tue Jan 30, 2024 10:43 pm
EYO HUGE

There's some consumables missing from this list. Is that intended or oversight?

Examples: winterfall firewater, dreamtonic, all the jujus, alcohols and foods.
Yes, intended.
can u look into Quickness Potion and Mighty Rage potion? I don't think they should be sharing Gromsblood and the changes above don't change anything about these 30 second long potions. Titans + these 2 are it's prime uses. This change won't affect tank warriors much (highest spenders next to spellrets)
+1 to this. Gromsblood/Icecap that's used in small time potions/food will dodge these changes. Black lotus will also be unaffected and continue to rise in price, keeping flasks expensive. Great change overall though, very happy about this.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:17 pm
by Frantsel
Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:18 pm
by Norseric
Do they persist if you release to a ghost from a dungeon or do you need to be rezzed within the dungeon?

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:20 pm
by Pocas
That's good news, another thing you can decrease the spawn time of herbs and minerals, one day I was farming in feralas in hour I found 0 herbs, I haven't found a single black lotus in two weeks, that's the cause prices are to dam high.

One GM told me once, it's has been like that for 20 year, just consider this server is prime time 24/7 all days of the year.

If I have to spend 80% of the time I have to play farming raw materials, and someone offers a solution where I can spend money and spend my time playing I'll gladly choose that option.

Think about it.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:21 pm
by Borefficz
Great change!

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:21 pm
by Biteyou
Are blasted lands consumes also included?

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:25 pm
by Borefficz
Biteyou wrote:
Tue Jan 30, 2024 11:21 pm
Are blasted lands consumes also included?
They are listed.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:27 pm
by Biteyou
Borefficz wrote:
Tue Jan 30, 2024 11:25 pm
Biteyou wrote:
Tue Jan 30, 2024 11:21 pm
Are blasted lands consumes also included?
They are listed.
My bad, I was looking for the consume name and not the buff itself. Thanks for clarifying.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:38 pm
by Atreidon
This is fantastic news. Finally player do no longer get punished twice for dying!

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:41 pm
by Lexadex
The goose has been been unsluiced, #unsluicethegoose

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:50 pm
by Eversongwoods
Why not just give full world buffs and maximum consumes that persist through death as soon as you enter a raid? This would prevent further crying from raiders and save the team from having to cave in to their needs in the future.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:53 pm
by Burunduk
What about major mana potions???

How will you solve the problem with expensive icecap?

Healers use tons of mana potions, and nothing will change for them.
I spend all my gold for icecap, not for plaguebloom, silversage or gromsblood.

Re: Consumables & Gold Farming

Posted: Tue Jan 30, 2024 11:57 pm
by Schwarzschild
Frantsel wrote:
Tue Jan 30, 2024 11:17 pm
Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..
While I strictly disagree with the term "stupid", I have to somewhat agree to the OP's basic notion. A Flask of Supreme Power provides ~4.3 times the effect of a Greater Arcane Elixir, but costs ~7-10 times as much (per hour). Therefore, it is only half as price efficient. It was THE defining characteristic of Flasks to persist through death and the loss of this uniqueness needs to be compensated for.

Suggestions to keep Flasks as a relevant consumable option
One or multiple of the following:
  • Buff (some) Flask durations to 3 or 4 hours, so you KNOW you only need one per raid, which would make consumable farming more predictable. Flasks would become more convenient, while not actually offering more power.
  • Reduce Flask ingredients, e.g., keep the Black Lotus, but reduce the Gromsblood/Dreamfoil/Icecap/Stonescale Oil requirements from 30 to ~15-20 or so.
Whatever you do, do not NOT buff primary Flask effects; they are already overpowered.

Re: Consumables & Gold Farming

Posted: Wed Jan 31, 2024 12:02 am
by Toirto
It's beautiful


wow

Re: Consumables & Gold Farming

Posted: Wed Jan 31, 2024 12:25 am
by Frantsel
Schwarzschild wrote:
Tue Jan 30, 2024 11:57 pm
Frantsel wrote:
Tue Jan 30, 2024 11:17 pm
Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..
While I strictly disagree with the term "stupid", I have to somewhat agree to the OP's basic notion. A Flask of Supreme Power provides ~4.3 times the effect of a Greater Arcane Elixir, but costs ~7-10 times as much (per hour). Therefore, it is only half as price efficient AND prevents you from having a second Elixir up, e.g. Elixir of the Sages. It was THE defining characteristic of Flasks to persist through death and the loss of this uniqueness needs to be compensated for.

Suggestions to keep Flasks as a relevant consumable option
One or multiple of the following:
  • Buff (some) Flask durations to 3 or 4 hours, so you KNOW you only need one per raid, which would make consumable farming more predictable. Flasks could then fulfill a "convenience" niche, while not actually offering more power.
  • Reduce Flask ingredients, e.g., keep the Black Lotus, but reduce the Gromsblood/Dreamfoil/Icecap/Stonescale Oil requirements from 30 to ~15-20 or so.
It just makes the game way more casual. Twow even added teas so I went raiding with blue gear as a priest in naxx without any issues. GREAT balancing.

Same with the pots now. Dying doesnt get punished anymore.

I personally enjoyed it very much to decide if i wanna use pots or not. Now the question is gone. Always fully potted.

I dont like this at all.

Re: Consumables & Gold Farming

Posted: Wed Jan 31, 2024 12:26 am
by Atreidon
Schwarzschild wrote:
Tue Jan 30, 2024 11:57 pm
Frantsel wrote:
Tue Jan 30, 2024 11:17 pm
Really?

Thats so stupid. Why not just add more herbs in the world. Add dynamic respawns.

This completely devalues flasks. It makes the game way more casual..
While I strictly disagree with the term "stupid", I have to somewhat agree to the OP's basic notion. A Flask of Supreme Power provides ~4.3 times the effect of a Greater Arcane Elixir, but costs ~7-10 times as much (per hour). Therefore, it is only half as price efficient AND prevents you from having a second Elixir up, e.g. Elixir of the Sages. It was THE defining characteristic of Flasks to persist through death and the loss of this uniqueness needs to be compensated for.

Suggestions to keep Flasks as a relevant consumable option
One or multiple of the following:
  • Buff (some) Flask durations to 3 or 4 hours, so you KNOW you only need one per raid, which would make consumable farming more predictable. Flasks could then fulfill a "convenience" niche, while not actually offering more power.
  • Reduce Flask ingredients, e.g., keep the Black Lotus, but reduce the Gromsblood/Dreamfoil/Icecap/Stonescale Oil requirements from 30 to ~15-20 or so.
Even if the only consumable you ever use is flask you benefit from this change. The other consumables no longer expiring on death does mean the average raid uses less of them. That means there is a lesser demand for the materials used. And flasks do share materials with many of these buffs.
Just for the power of their effects flasks are definitely worth crafting in their current iteration. But we might see guilds relying less on flasks for their dps, as the risk factor that using perishable consumables brought with them is no longer as important.

Re: Consumables & Gold Farming

Posted: Wed Jan 31, 2024 12:29 am
by Jstansberry
Was I mistaken in thinking that inflation was a concern for you guys? Isn't this one of the worst changes you could make in terms of managing inflation? Raid consumes are the biggest gold sink in the endgame by far, reducing demand means less gold is moving between players and less gold is removed from circulation from AH fees. Seems like a potentially disastrous change. If consumes being too expensive was truly an issue then you should make farming gold or consume mats more accessible - more/quicker respawning gathering nodes for example.

Re: Consumables & Gold Farming

Posted: Wed Jan 31, 2024 12:39 am
by Eversongwoods
slowly turning the game into retail