Cobra101 wrote:
Quote:
I also disagree with your previous post. Gold was not easy to come by. Plenty of people struggled to pay for a mount. Making money took effort.
Yes there was a lot of whining from people without the gumption to look for ways to make money.
There were so many easy ways though. One of them was that many recipes in those days were only sold in strange places. Most of them are now on your trainer but then you could buy tailoring recipes in Moonglade and Everlook for 1g and sell them on the AH for 10-30g
As you mentioned enchanting materials have always been a good moneyspinner.
Dailies didn't come along till BC and I've never liked them as a way of making money. Not that they don't work I just don't enjoy repetition.
I think the raiding thing is probably a mixture of things. There was a time when MC was the endgame. At that time UBRS was still a 10-man (I think LBRS might have been at some stage but I never did it as such). Technically then UBRS was "raiding". I know a lot of guilds had MC on farm when AQ launched. There was a very steep gradient between MC and AQ and that is probably where the raiding population dropped away.
But everything needs to be taken in context, which I don't think you're really considering.
Enchanting has always been good money, but it's also required a significant investment. Getting to the point where you could produce the materials for endgame enchants meant leveling it up to 300, and that's a LOT of lost gold to reach that point. And you need to remember what item drops/rewards were like when the game launched. Getting a green item was a big deal, let alone blue/purple, so simply GETTING the items for you to sell was not easy. You didn't just scroll through the AH and buy any cheap items that happened to be listed there.
In the realm of mats, there was also the other gathering professions. Thing is, those required you to invest a lot of time roaming the world for materials, which was time intensive. PARTICULARLY because getting an epic mount was a HUGE achievement (actually "epic"), because they were so damn expensive. Hell, just getting a normal mount was an achievement for most of vanilla.
Also remember that the prices for materials aren't as inflated as they are nowadays. Back then, there was literally only two sources of gold in the economy: Drops from humanoid mobs or chests, and quests. And there weren't daily quests, either. That made gold a premium commodity, particularly since the gold sinks (like mounts, food, and flight points) were a strong balancing force.
So that amazingly awesome enchant that's going to cost you 40g? Yeah, that was EXPENSIVE. And that stack of copper bars? They weren't going to be getting you all that much gold. Actually, more like copper. I can still remember how it was like christmas came early when stacks of copper inflated into the silvers range. Back in vanilla, AH prices sales profits weren't much higher than selling to a vendor.
And since you noted things like recipes: first you have to consider the fact that the majority of the game didn't have an epic mount. That made getting into Moonglade damn difficult. And the market for people willing to spend 10g on a recipe was extremely small, particularly when we're talking about the bulk of vanilla.
As for MC: you do remember how, just to access the content, you had to build an entire resist set, right? And farm the endgame dungeons for months, hoping to get lucky on drops. And be a class anyone was willing to have around (sorry pallies).
I mean, the giant stat jump, change to 25-level content, and introduction of heroic dungeons, was all part of Blizz's plan to make raiding more accessible, and rectify the issue formed by the fact that the number of players accessing endgame content was so small.
[EDIT]
And something really important to note is that "raiding guilds" as a sample size is fundamentally problematic, as raiding guilds are made up of players who have already gained access to raiding content. They've built the item sets, they've found a group of 40 people to play with.
What's far more important is the number of players that were able to join "raiding guilds" and the number of people outside of them able to access raiding content. That was a VERY small minority. I'd wager it wasn't much larger than the percentage of FFXI players able to access its endgame.
That's no longer true, and it's
awesome that Blizz has made it more accessible. But it was definitely one of Vanilla's most substantial issues.
Edited, May 18th 2013 12:49pm by idiggory