Today we have launched the long awaited Part 2 to our original Economy Update. Before I get into the changes, I would like to preface them with the knowledge that some of these changes are beta systems. This means they may vastly change within the coming week if needed. These changes are being made in an effort to improve the overall economy and player experience on the network.
Dynamic Herbalism and Mining Nodes
The price of raiding consumables has remained unsustainably and unreasonably high, even with consumables persisting through death. To combat this, we now have moved our herbalism and mining nodes onto a dynamic respawning system. This system should allow for more players to gather more resources in the wild, allowing both lower prices on the Auction House and easier access to those who would prefer to independently pick gather their own goods. Resource nodes found inside instances are exempt from this system.
Dynamic Fishing Pools
Continuing on the previous concept, we've noticed our fishing friends have been struggling with supply. All the same reasoning and actions as the above apply here as well; high-tier fishing pools have been moved onto a dynamic spawning system. Resource nodes found inside instances are exempt from this system.
Zul'Gurub Trash
One of the most prominent farms on our server has become soloing Zul'Gurub trash. This has led to a powerful gold farm and contributing to other issues in the market. To address this problem:
- Majority of creatures found in Zul'Gurub are now immune to roots and slowing effects. This excludes Speakers, Soulflayers, Atal'ai Mistresses, Withered Mistresses, Voodoo Slave, Sacrificed Trolls, Bloodseeker Bats, Razzashi Skitterer, Razzashi Broodwidow, Corrupted Infernals (Summoned by Voodoo Slave) and Sons of Hakkar.
- Zulian Crocolisks now cast Pierce Armor to prevent them from being solo farmed.
Dire Maul: East (Lasher Farm)
The most prominent farm of all on our server is lashers. ~17% of all raw gold on our network originates from this one instance. This comes from the three grey drops from the Whip Lashers mob within the dungeon. This causes massive inflation and causes the average player's gold to mean far less. To address this issue, we have made two changes:
- Whip Lasher's drop chances for Golden Sansam, Arthas' Tears, Swiftthistle, Dreamfoil, Firebloom, Gromsblood and Sungrass has been increased from approximately 1.7% to 4%. In addition to this, Whip Lashers now have a 4% chance to drop Mountain Silversage, Plaguebloom and Icecap.
- Lasher Root, Thorny Vine and Serrated sell prices have been reduced to 8s64c, 10s23c and 12s28c respectively.
In the effort to increase the availability of consumables for players, we have also observed a bottleneck with grinding mobs and contesting with leveling players in Blasted Lands. The following items have had their drop chances increased to 80%:
- Snickerfang Jowl
- Vulture Gizzard
- Scorpok Pincer
- Blasted Boar Lung
- Basilisk Brain
Closing Information
We will continue to monitor the impact of these changes and adjust values as needed. More changes are planned for the future, some of which will be done in our next patch, and others being done along the way.