This is a common debate over goldmaking sites: how to push out the competition to have all the sweets to myself.
There is an obvious answer: by having better methods to generate more items in the same time, or by valuing your time less to generate more items in a day you can increase the supply of the items on the server, driving prices down, making others leave. Example:
Jhonny farms Titanium to sell a bar for 30G and by doing so support his Bike fund. Evy finds a cave where 3 titanium nodes respawn once in an hour, places her miner rogue to the cave, logs there every now and then, steath to the nodes, mine them, vanish, goes to safe spot, logs off. Frank lives in his parent's basement and farms titanium 10 hours a day so he can buy Merlin Robe because this upgrade (from a 232) will definitely cover the difference between his current 1500 and his aimed 7000 DPS. Both Evy and Frank generate extra titanium, increasing the supply, driving the prices down to 20G. Since Frank is desperate and places 0 value on his time, while Evy is smart and one mining round costs here only 2 mins, they will keep selling for that. On the other hand Jhonny will come to the conclusion that the Bike does not worth the hassle and leaves the market, decreasing the supply, increasing the price to 22.
This is just basic economy. The businessman who can find lower production costs by using better technology or cheaper labor can defeat his competitors. However this is not the point of the debates. The point is finding some "magical" method that will make the competitors leave and give me high prices on the long run. The creators and followers of these magical methods are ready to suffer temporary losses for the great outcome.
This post is not another such magic method. This post explains why no such method can exist. First thing first: such methods exist in real life, the most typical is the dumping pricing. It's simple: selling at loss, forcing the competition to sell at loss too, knowing that I have more money to cover the losses. If I can hold out long enough, the competition goes bankrupt and leaves the market to me. Without competition I can raise the prices higher than it was before the dumping, taking extra profit for a long time. Because this trick is eventually bad for the customers, most countries outlawed it, though it's hard to catch, since "being at loss" can be hidden in the books and the dumper can claim that he merely found a more optimal production line. There are two reasons why such methods can not exist in WoW:
At first in real life all industries have fixed costs to pay, even when no production is done. If I have a car factory, and I'm not selling or crafting a single car, I still have workers, taxes, property maintenance, property guarding to pay. If I stop paying them, my workers will leave, the government revoke my tax number and my property will decay. When I choose to restart my factory, I'll have no workers (my old ones already found another job or became drunken welfare leeches), I'll have to repay the taxes so I'm allowed to operate, and I'll have to pay a huge sum to turn that pillaged rust-heap into a factory again. On the other hand a WoW industry has no fixed costs. If I stop crafting glyphs, my character will not ask for salary, nor he'll forget the recipes, the inks and the unsold glyphs won't rot, and I'll keep my exalted discount on parchments in TB. If I stop crafting, I won't make profit of course, but I'll have no costs. In WoW nothing forces me to compete a dumper. I can just wait until he gets bored or runs out of gold. Granted, I'll miss my profit, but I won't have losses (behind the opportunity cost of not having another profession, but if I have an alt, even that disappears)
Secondly, in real life the industries have entry costs. If some monopolist managed to drive out all competitors and raised the price to sky high, I can't just start competing him. I'll have to start a company (legal costs), build a factory (that's lot of money) and recruit workers (good luck when 90% of the unemployed are fired for low performance or alcoholism). I can spend millions of dollars before selling anything. On the other hand in WoW anyone can enter. If someone has a lvl71 character, he can be a maxed-out scribe for lousy 3000G and he can sell glyphs.
In the real world the dumping works because the idle costs damage everyone and those who don't have reserves to survive will bankrupt and the high entry costs prevents them or anyone else to return/start after I elevated the prices back. In WoW there is neither. So you can't use magic tricks to remove competition. You can defeat it only by the standard way: by constantly having a more effective production line or cheaper labor.
This also means that if we prove that a WoW market strategy is at loss, even for a temporary period of time, we have proven that it's a wrong strategy.
Note that my deep undercutting strategy is not such: I never claimed to sell below material cost + work fee. I undercut to near this but never below it. I simply spend less time crafting than them since I craft once with prepared, multitasked other activities (typically cleaning the flat or writing blog) and I post once in 48 hours. Camping takes more time for the same low income. They leave not because they are forced but because they don't want to work for so low. If they are ready to accept this low gold/hour, they can stay and I can't do anything about it. However they can't damage me either, since my work time (time is the only cost in an MMO) is near zero if I don't sell. True, after a competitor's departure the prices will elevate a bit, and it provides the remaining ones better profit, but it's capped at the price when one of the left competitors or a new one would come back/in.
There is an obvious answer: by having better methods to generate more items in the same time, or by valuing your time less to generate more items in a day you can increase the supply of the items on the server, driving prices down, making others leave. Example:
Jhonny farms Titanium to sell a bar for 30G and by doing so support his Bike fund. Evy finds a cave where 3 titanium nodes respawn once in an hour, places her miner rogue to the cave, logs there every now and then, steath to the nodes, mine them, vanish, goes to safe spot, logs off. Frank lives in his parent's basement and farms titanium 10 hours a day so he can buy Merlin Robe because this upgrade (from a 232) will definitely cover the difference between his current 1500 and his aimed 7000 DPS. Both Evy and Frank generate extra titanium, increasing the supply, driving the prices down to 20G. Since Frank is desperate and places 0 value on his time, while Evy is smart and one mining round costs here only 2 mins, they will keep selling for that. On the other hand Jhonny will come to the conclusion that the Bike does not worth the hassle and leaves the market, decreasing the supply, increasing the price to 22.
This is just basic economy. The businessman who can find lower production costs by using better technology or cheaper labor can defeat his competitors. However this is not the point of the debates. The point is finding some "magical" method that will make the competitors leave and give me high prices on the long run. The creators and followers of these magical methods are ready to suffer temporary losses for the great outcome.
This post is not another such magic method. This post explains why no such method can exist. First thing first: such methods exist in real life, the most typical is the dumping pricing. It's simple: selling at loss, forcing the competition to sell at loss too, knowing that I have more money to cover the losses. If I can hold out long enough, the competition goes bankrupt and leaves the market to me. Without competition I can raise the prices higher than it was before the dumping, taking extra profit for a long time. Because this trick is eventually bad for the customers, most countries outlawed it, though it's hard to catch, since "being at loss" can be hidden in the books and the dumper can claim that he merely found a more optimal production line. There are two reasons why such methods can not exist in WoW:
At first in real life all industries have fixed costs to pay, even when no production is done. If I have a car factory, and I'm not selling or crafting a single car, I still have workers, taxes, property maintenance, property guarding to pay. If I stop paying them, my workers will leave, the government revoke my tax number and my property will decay. When I choose to restart my factory, I'll have no workers (my old ones already found another job or became drunken welfare leeches), I'll have to repay the taxes so I'm allowed to operate, and I'll have to pay a huge sum to turn that pillaged rust-heap into a factory again. On the other hand a WoW industry has no fixed costs. If I stop crafting glyphs, my character will not ask for salary, nor he'll forget the recipes, the inks and the unsold glyphs won't rot, and I'll keep my exalted discount on parchments in TB. If I stop crafting, I won't make profit of course, but I'll have no costs. In WoW nothing forces me to compete a dumper. I can just wait until he gets bored or runs out of gold. Granted, I'll miss my profit, but I won't have losses (behind the opportunity cost of not having another profession, but if I have an alt, even that disappears)
Secondly, in real life the industries have entry costs. If some monopolist managed to drive out all competitors and raised the price to sky high, I can't just start competing him. I'll have to start a company (legal costs), build a factory (that's lot of money) and recruit workers (good luck when 90% of the unemployed are fired for low performance or alcoholism). I can spend millions of dollars before selling anything. On the other hand in WoW anyone can enter. If someone has a lvl71 character, he can be a maxed-out scribe for lousy 3000G and he can sell glyphs.
In the real world the dumping works because the idle costs damage everyone and those who don't have reserves to survive will bankrupt and the high entry costs prevents them or anyone else to return/start after I elevated the prices back. In WoW there is neither. So you can't use magic tricks to remove competition. You can defeat it only by the standard way: by constantly having a more effective production line or cheaper labor.
This also means that if we prove that a WoW market strategy is at loss, even for a temporary period of time, we have proven that it's a wrong strategy.
Note that my deep undercutting strategy is not such: I never claimed to sell below material cost + work fee. I undercut to near this but never below it. I simply spend less time crafting than them since I craft once with prepared, multitasked other activities (typically cleaning the flat or writing blog) and I post once in 48 hours. Camping takes more time for the same low income. They leave not because they are forced but because they don't want to work for so low. If they are ready to accept this low gold/hour, they can stay and I can't do anything about it. However they can't damage me either, since my work time (time is the only cost in an MMO) is near zero if I don't sell. True, after a competitor's departure the prices will elevate a bit, and it provides the remaining ones better profit, but it's capped at the price when one of the left competitors or a new one would come back/in.











