Saturday, July 14, 2012
Thursday, July 12, 2012
The Newsroom: Media Elite
It's the world want.
Posted by _J_ at 2:49 AM 0 comments
Labels: the newsroom
Diablo 3: Random Numbers are Random
Let me start by saying that I don't mean for this to come
across as me being butthurt. It may have
started as me being butthurt, but I've tried to do something constructive with
that feeling.
The other day my RL friend got this:
I'm not sure how to explain those numbers to someone who
doesn't play Diablo 3. So, I'll let the
image he posted on a forum explain the situation for me:
He sold the bow for 467,500,000 gold, after Blizzard's 15%
cut. That is an absurd amount of gold. When you consider that, right now, the price
of gold is around $1.35 for 1 million, it gets even more absurd.
More absurd than that, though, is what happens when you
compare our numbers.
Me:
Hours played: 400
Magic Find %: 257
Friend:
Hours Played: 130
Magic Find %: 140ish
I'm at around 35.5 million gold, and $304.30 in profits from
the RMAH. With that one item, my friend
has surpassed me. I did everything I was
supposed to do to succeed, and my friend passed me via pure dumb luck.
I'm not sure what to make of that.
It's not about being jealous of his wealth, or the ease with
which he obtained it. I realized that
loot generation is random, and everyone who farms Inferno has access to the
same pool of item drops. You could kill
a random normal mob and get the best item in the game.
What may have happened is that my ideas of strategy and
success were shattered when he got that item.
When I previously said that loot was random, I did so with the mental
qualifier of, "Yeah, but I have 252 Magic Find, so I'm in a better
position." I didn't think Diablo
was pure dumb luck; I thought the system was gameable.
But it doesn't seem to be.
Diablo isn't a poker game, or a Blackjack table. It's a slot machine. I mean, granted, you only put money in at the
beginning...but you literally just pull that handle and hope for luck. The only effect of Magic Find, in a very
stretched metaphor, is to pull the handle slightly more efficiently.
We can qualify this with sample sizes and probability. We can stifle my worries by resting in an
idea that "in the long run" I may end up making more than him if we
maintain our current playstyles. His
drop was a fluke.
Except that doesn't seem to be true to reality since every
drop is a fluke. It really, honestly, is
nothing more than random number generation.
And you hope that if you generate more random numbers then yours will be
higher than the other guy's.
You can stack Magic Find armor. You can read farming guides. You can maximize your efficiency and farm for
countless hours. But in the end it's all
just dumb fucking luck.
Because random numbers are random.
I'm not going to ragequit or anything. I don't feel as if I've been slighted by the RNG Gods. It's just very strange to have thought one's self successful, and then be presented with evidence to the contrary. It's strange to think of yourself as doing X, and then discover that, in reality, you're doing Y. I haven't actually done anything meaningful or commendable. I just generated some random numbers, and my random numbers happened to have presented me with items that sold for my present gold and $ amounts.
The only thing I can really take any pride in is the few dollars I made flipping crafting patterns the other day. Everything else was just dumb fucking luck.
And that's not a nice thought.
Posted by _J_ at 2:27 AM 2 comments
Labels: diablo III, rant
Tuesday, July 10, 2012
Penny Arcade Sells Out
Penny Arcade has a kickstarter.
If they reach $525k, they will remove all advertising from their homepage.
If you give them $15, Gabe will think about you during sex.
Can you really think of a better use for $15?
Posted by _J_ at 4:14 PM 7 comments
Labels: penny arcade
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.
Posted by _J_ at 7:14 PM 18 comments
Labels: diablo III, economy