Sunday, July 8, 2012

Diablo 3 Crafting: Inefficient and Stupid

When Blizzard calls something a "gold sink", that's code for "don't fucking do this, ever."

Diablo 3 offers players the opportunity to craft items.  One may salvage useless magical and rare items into crafting materials that are then recombined to form new items.

I initially declared crafting to be inefficient just by looking at the numbers.  Some other players, however, maintained that crafting is a sensible investment that can pay off over the long run.  They would post pictures of the spectacular items they had crafted and the astronomical amounts of gold they made doing so.  Yet when I asked how much of that was profit, and how much of that covered their expenses, they were speechless and incapable of discerning the meaning of the question asked.

So, I decided to toss a few million gold down the sink in order to compile the data required to:

1)  Show people how to fucking play Diablo 3.
2)  Declare crafting to be inefficient and stupid.

Here's the spreadsheet:



On the left is a list of my total expenses.  I recorded the gold I spent leveling Blacksmithing, the gold I spent on a pattern, and the gold I spent crafting items.

The middle column under "glove construction" is used to discern the cost of every pair of gloves.  I input the daily Auction House list price of essences, tears, and tomes, and the spreadsheet calculates the cost of one pair of gloves.  Below that (not pictured) is a cell where I input the number of gloves I made, and below that is a cell that displays the amount of gold I spent.

Moving to the right we see the Gloves Sold column.  I record the name of every item, and if you mouse over the cell an image of the item pops up (so I know exactly what the item is).  Then we have the price each glove sold for.

Finally, we see the total profits and losses.

Let's look at the numbers.

Total Expenses:  4,025,503
These expenses include:

- Leveling the Blacksmith:  You have to factor in the gold you spend to be able to craft in the fist place.
- Pattern price:  Since I had previously sold all the crafting patterns I obtained, I had to buy a +5 affix glove pattern.
- Crafting 38 gloves.

Overall, I spent 4,025,503 on crafting.  If we remove the cost of the BS leveling and the pattern, I spent 3,023,248 just on crafting gloves.  Those are the expenses, let's now look at the sales:

Sales:  1,912,500

My total "profit" from selling 5 pairs of gloves is 1,912,500.  Only one pair sold for over 1M, so the rest are 100K - 300K sales.

Now, if you look at just those sales, crafting seems to be profitable.  After all, I made 1,912,500 gold from selling gloves.  Not bad, right?  Woo crafting!

As with any other business, though, you have to compare your expenses with your sales.  So, let's do that.

Total expenses:  4,025,503
Total Sales:  1,912,500
Total Profit:  -2,113,003

My total profit is a loss of 2.1 million gold.

Just to rub some salt in the wound, let's look at some more numbers.  Suppose that I had never leveled my BS or bought that pattern.  Suppose I had never crafted those gloves.  Finally, suppose that I had just sold the crafting mats on the Auction House, rather than use them to make shitty gloves.  How much would I have made in that world?

To figure that out, we take the number of each crafting material and multiply it by its sell value.

Essences: 760 * 1600 = 1,216,000
Tears:  152 * 170 = 25,840
Tomes:  228 * 1100 = 250,800

If I had just sold the crafting mats, I would have made 1,492,640 gold.

Granted, that 1,492,640 is less than the 1,912,500 I made by selling gloves.  However, once we factor in the crafting expenses, we discern that selling the crafting mats is a far safer investment that always pays off.

So, TL;DR:
Total Expenses:  4,025,503
Glove Crafting Expenses:  3,023,248
Total Sales:  1,912,500
Total Profit:  -2,113,003
Crafting Mat Sell Value:  1,492,640

I've heard tell that persons who stumble upon +6 affix crafting patterns and craft hundreds if not thousands of items can eventually turn a profit.  You craft 100 +6 hats, and maybe generate one that sells for 20M+.  If you do that enough, you can start to make some money.

However, most people do not have the venture capital required to make that initial crafting investment.  Moreover, the market is constantly changing with a wide disparity between the price of ideal items and the price of shitty items.  The vast majority of your crafted items will list for 5,000 gold, and no one will buy them.

If you got into the crafting market during the first weeks of the game, then you could have made some money.  If you're sitting on a pile of hundreds of millions of gold, and want to take the risk, you might be able to turn a profit after you grind out a thousand or so items.

But for most players, if you actually look at the math, crafting is completely inefficient and stupid.

Saturday, July 7, 2012

Independence [chat]



TODAY.  WE CELEBRATE.  OUR INDEPENDENCE [CHAT]!!

Thursday, July 5, 2012

Wednesday, July 4, 2012

Evangelion 3.0 YOU CAN (NOT) REDO



Release Date: November 17th

So awesome.

The Newsroom: Episode 2

Time to discuss this week's The Newsroom.  I'll leave the discussion of particulars for the comments so that slackers don't bitch about spoilers.  That being said...

Point 1:  Hey, look at that, Kim Pine isn't Dule Hill.

Point 2:  At first I didn't much care for the reappearance of the Bumblebee joke.

Then I watched the episode two more times.

The Newsroom is the good parts from other Sorkin shows recycled into something new, yet familiar.  Watching an episode of the Newsroom is like watching a hybrid episode of Sports Night, West Wing, and Studio 60...with the bad parts removed.

This may be the best Sorkin series so far, since it's naught but the good parts from his other three series smashed together.

Tuesday, July 3, 2012

Diablo 3: Game Design

Diablo 3: No End Game

Blizzard finally admits that they fucked up.:

"We recognize that the item hunt is just not enough for a long-term sustainable end-game. There are still tons of people playing every day and week, and playing a lot, but eventually they're going to run out of stuff to do (if they haven't already). Killing enemies and finding items is a lot of fun, and we think we have a lot of the systems surrounding that right, or at least on the right path with a few corrections and tweaks. But honestly Diablo III is not World of Warcraft. We aren't going to be able to pump out tons of new systems and content every couple months. There needs to be something else that keeps people engaged, and we know it's not there right now.

We're working toward 1.0.4, which we're really trying to pack with as many fixes and changes we can to help you guys out (and we'll have a bunch of articles posted with all the details as we get closer), and we're of course working on 1.1 with PvP arenas. I think both those patches will do a lot to give people things to do, and get them excited about playing, but they're not going to be a real end-game solution, at least not what we would expect out of a proper end-game. We have some ideas for progression systems, but honestly it's a huge feature if we want to try to do it right, and not something we could envision being possible until well after 1.1 which it itself still a ways out."

-Bashiok



Hindsight is 20/20 I suppose, but we believed pre-release that the item hunt would be far more sustainable, and would work to be a proper end-game for quite a while. That didn't turn out to be true, and we recognize that.
-Bashiok