WoW PLEX, pt 2
In the comments on the last post, Kring took me to task a bit for not delving deeper into the sort of game design considerations regarding WoW’s impending (?) PLEX introduction. Part of the reason I didn’t was because how it impacts me in pretty fundamental: it introduces dollar signs into my gameplay. Whether the concept or implementation of PLEX itself fits WoW is immaterial to me – it could be the best thing ever done in the history of the game… and I’m still going to be calculating my repair costs and AH cuts in USD.
That’s my own neurosis though, so perhaps it’d be interesting to look at the broader picture.
Who is WoW PLEX for?
Kring suggests the following:
Blizzard has problems to gain new players. I’m sure that if you can tell LoL players that “good player can play WoW for free” that has some appeal. And I think that’s their primary goal. To spread the news that “WoW is F2P for good player”. Which means PLEX must stay in a reasonable range, they don’t want “good player” to complain that it is “too expensive”.
Here we have the first question. Who is the player base which Blizzard thinks will constantly buy PLEX for Euro to sell it for gold?
The real answer to this question is pretty simple: WoW PLEX is for the tens of thousands of players currently purchasing from illicit gold sellers every month. And that is probably the extent to which Blizzard has thought about PLEX being utilized. We saw this exact same line of reasoning single-handedly birth the abomination that
is was the Diablo 3 AH, and I have little reason to believe there is some deeper design significance going on. WoW PLEX is solely to combat illicit RMT.
While there may be X number of AH barons who will be able to PLEX their accounts year-round, I do not suspect it will be the norm for them, let alone the average person.
Are there enough gold sinks in WoW?
Second, I have my doubts that WoW at the moment has big enough gold sinks to keep enough player interested to buy PLEX with Euro and sell it for gold. PLEX will be consumed on a monthly basis, which means they must also be supplied on a monthly basis.
I think WoW must be changed to add gold sinks. New huge gold sinks. And they must hurt the players which Blizzard intends to sell PLEX for Euro in the future.
Four words: Black Market Auction House:
I could also include the more traditional “100k gold vendor mount” but that seems like small potatoes compared to the above screenshot of 840k (and counting) for the Flametalon mount. The genius of the BMAH – besides being able to have auctions get into the million-gold range – is that it targets everyone: the people chasing rare pets/mounts, the collector looking for one-of-a-kind or extremely limited items like the Arcanite Ripper, and then even the hardcore raiders with Mythic loot drops. Indeed, I don’t see much stopping even ultra-casual players from grabbing uber-high gear to help out in dungeons or to make rep grind dailies easier. Well, nothing stopping them other than needing tens of thousands of gold… which, hey, what a coincidence!
Now that I think about it, the true genius of the BMAH may well be that it was introduced first. Can you imagine the backlash if Blizzard dropped in WoW PLEX and then opened up the BMAH a week later? I don’t really believe Blizzard is that nefarious, primarily because that would require the ability to actually think ahead and plan accordingly. Which is demonstrably missing, as evidenced by their inability to release expansions on time.
Will WoW’s game design change because of PLEX?
Yes, but perhaps not for the reasons you might think.
Blizzard will shift resources to mainly create content for the player base that buys PLEX with Euro. This will be their primary target and this will be the group that will get the most updates. Take a look at GW2. They setteled on a biweekly rythm of adding new items to the cash shop and delivering small parts of their living story. Blizzard will have to add a new gold sink on at least a monthly basis and deliver something for the PLEX with Euro buying player.
What does that mean for the other player? Will we get even less “free” content? (free = not shielded with an insane gold wall).
I do not believe that Blizzard will move towards anything resembling biweekly game additions, basically because I don’t believe Blizzard is capable of creating content with such speed. That’s certainly a snarky response, but it is somewhat rooted in the dev team’s rather consistent push-back against obviously-goofy things in the game. For example, the rather strict Transmog rules which prevent you from wielding giant fish. There have certainly been plenty of silly toys and such over the years, but I don’t think we’ll ever see the sort of GW2-esque Quaggan backpacks. When you cut out those category of items, you are left with a much harder problem in spending artist time designing in-universe gear.
The real impact might well be to go the other direction: being more cautious around implementing gold sinks. I’m not quite sure what the total gold cost of the Garrison ended up being, but imagine something like Epic Flying at 5000g when PLEX is sitting at 15,000g apiece. Honestly, PLEX will probably be closer to 150,000g than anything, but Blizzard will nevertheless need to be careful to not appear to be jacking prices up for PLEX sales. Some percentage of players might sell PLEX to keep up, but there is another (likely larger) percentage that would balk at paying a double-subscription fee and just get squeezed out of the game entirely.
Is this baby steps towards F2P?
Technically it could be, but I feel like people lose the proper sense of scale when it comes to WoW.
F2P really only makes sense for a game if F2P revenue > Subscription revenue, right? One of the fundamental ways of measuring F2P revenue is ARPU, which is Average Revenue Per User. As of April, SuperDataResearch lists World of Tanks as the highest ARPU amongst several high-profile F2P titles, such as League of Legends and TF2. That amount? $4.51 ARPU. Now, LoL is sitting at $1.32 ARPU in comparison, but it of course has tens of millions of more players and thus generates much higher overall revenue than World of Tanks.
The ARPU for (Western) WoW players is at least $14.99, if you have forgotten.
Would WoW attract and ensnare at least 30+ million F2P players such that F2P would make economic sense? Could WoW attract that many? It’s very doubtful in my mind, and a rather absurd risk when you are already taking in a billion dollars a year doing exactly what you are currently doing. Blizzard won’t even enable flying in Silvermoon and you think they’ll restructure the entire payment scheme for the game? I can perhaps see them doing so sometime in the distant future, but that is the same future in which WoW drops below 5 million subscriptions. Which is still twice as many as anyone else has ever had.
Ultimately, I think WoW PLEX is a bold move on Blizzard’s part entirely meant to combat gold selling. I do not believe they are making an overt move towards F2P, I do not believe this change heralds the introduction of more gold sinks, and I do not believe many people are asking the right questions. Namely: how are you going to feel about dailies (etc) once this gets introduced? I already know it’s going to suck for me, because it sucked in Diablo 3 and Wildstar vis-a-vis hoarding currency for no particularly rational reason.
The idea is sound, and will likely work out for a lot of people. Just not me.
Impression: Shadow Kings: Dark Ages
So, Shadow Kings: Dark Ages is a F2P browser-based game (there is also a mobile version) from Goodgamestudios that bills itself on being an MMO. I suppose that definition could work if we assume that games like Clash of Clans and Castle Clash and so on are MMOs as well. One thing that Shadow Kings does have over the others is a sort of world map which determines who you can attack rather than it being a random match-up.
One thing that is conspicuously and absurdly missing compared to other such titles however is, you know, combat. No, seriously, there is a planning stage for combat – allowing you to assign attackers and siege equipment to the left, center, or right flanks – but all actual combat is handled instantaneously off-screen in a generic battle report. You can use your mages for espionage or sabotage, split your forces to attack a city from three angles, give your troops ladders and battering rams, and the result is… this:
Without an actual visual combat system in place, all of the traditional trappings of this genre of game are exposed in sharp relief. For example, there is a city-building aspect to the game where you need to balance wood, rock, and food production to keep keep the war machine moving. But since you never actually see your city being attacked, the placement of buildings within the city is entirely irrelevant. Which means enemy city layout is irrelevant. Which makes the various troop compositions you can recruit largely irrelevant. Which leads you to question what the game bit is even supposed to be.
Near as I can tell, Shadow Kings is Progress Quest with a snappy app interface and copious amounts of in-game purchases to speed things up. There is a quest system to sort of guide your various actions, but it does not take too long to start running into build times measuring in the hours. Building takes time. Upgrading takes time. Recruiting troops takes time, sending them out to attack something takes time, combat is instant and off-screen, and then there is the return trip home.
In additional to the RMT Gems, Gold is another resource that is only generated when you “collect taxes.” You do so by picking a time interval from the given list, and then clicking on the Collect Taxes button at the end of the timer; leave it inactive too long and you will lose an escalating percentage of the amount you would have gained. In a bizarre (or dare I say novel) twist, you actually get rewarded more the shorter the timer happens to be. For example, right now I can collect 5g after 3 minutes. Or 15g at 15 minutes. Or 20g at 30 minutes. Obviously that is to encourage you to stay logged on to secure these funds, but that sort of runs counter to the entire rest of the game in which you are better off queuing a bunch of actions and either Alt-Tabbing to do something else or simply closing the Tab altogether.
It should also be noted that 5 hours is the longest time interval that you can collect taxes… for free. Picking 8.5, 12, or 24 hours as intervals to collect taxes actually costs Gems, with the latter being the equivalent of about $0.35 (assuming none of the frequently advertised Gem sales).
I remain completely and utterly amazed that a team of game designers could construct what could otherwise be a competitor for Clash of Clans/Castle Clash minus the one prevailing, absolutely critical component of player agency: combat. Arguably, there is really no game here. It is a creature of meat and bone with no internal organs. I am trying to imagine a company in which the art, music, and UI teams all finish their work (and it’s pretty good work) while the team in charge of the gameplay walked off the job. Even if it were something simple like watching your little dwarves wail on the walls for a few minutes, I feel like that might have been enough; I mean, beyond troop placement at the start of a battle, you don’t have any control over your dudes in Clash of Clans either. But with combat missing, there is really no context in which to place all the timers you end up having to wait (or pay) to wind down.
So… err… yeah. That’s Shadow Kings: Dark Ages in a nutshell.
Sixty Dollar Boosts
A lot of people have already weighed in on the $60 cost for instant-level 90 WoW characters, but let’s tackle this topic a week late and a dollar short. The funny thing is some people were actually surprised the price was so low. After all, the reasoning goes, it would cost more to buy another boxed set + expansion + character transfer to your main account.
Personally, the discussion regarding the “reasonableness” merely cements in my mind how completely unmoored from reality one can get in the midst of an infatuation. I mean, in the context of a game with $25 mounts and $25 to have your character transferred to different servers (in a completely automated fashion), sure, $60 sounds kind of like par for the course.
At the appropriate distance, on the other hand, it’s fucking absurd. That’s an entirely new AAA game. With the current Steam sale, that’s FFXIV plus four months of playtime. Hell, that’s four months of WoW game time. It’s the same sort of logic that considers it reasonable to suggest “investing” $20 into a F2P app like Dungeon Keeper.
Nevermind that Blizzard was giving away level 80 characters for free almost exactly two years ago. But hey, what a happy coincidence that the Scroll of Resurrection “ran out of charges” on the exact day of the $60 purchase leak.
The value of anything is subjective, true. Different people have different levels of disposable income, tastes, desires, and sees their gameplay time as more or less important. That being said, the fundamental constant in all this is opportunity cost. Sixty dollars here is sixty dollars not over there. Blizzard is banking (perhaps literally) on players not thinking their options through. I could give you a dozen game suggestions, any one of which could provide more entertainment per dollar than this exchange, even if you play WoW for 4+ hours a day.
Hell, the more you play WoW, the less sense $60 makes; heirlooms and guild mates could power-level you in a weekend. Recruit-a-Friend makes it so you could do it solo even faster, at a fraction of the cost (not to mention netting you three high-level characters). Seriously, do the math: the base warchest is $12.50 on Amazon and includes a free month, but the next month is also free since the veteran account gets it as well, just in case your casual dual-boxing takes a bit longer. So you get one level 85 and 42 bonus levels on whatever character for $12.50. Or you can purchase a second level 85 for an additional $25. Or take all of it over two months for $42.50.
Or, you know, $60 for one dude, I guess.
Trouble is that Blizzard put themselves in somewhat of an awkward scenario here. I would have suggested $25 as being an appropriate price for instant level 90 – the equivalent of a server transfer without destroying the original – but as with anything RMT, its mere existence instantly puts a price on everyone’s gameplay. Even now, there are people straining to control their incredulity regarding my suggestion that it cost $25. “Oh, $40 is the least it should cost!” “They’d be justified in pricing it at $100!” All of which is silly, because I just told you the price of a may-as-well-be-instant level 85 is $12.50 on Amazon.
Time will eventually tell whether the price of the character boost will be $60 or something else. Perhaps it will debut at that price to make the preorder of the next expansion seem like such a good deal, and then eventually get discounted. What isn’t particularly up for debate is that something was necessary. WoW has been hemorrhaging subscribers for years, and even though the flow has been staunched for now, the largest potential growth market continues to be ex-WoW players and not new ones.
I am not particularly convinced, however, luring ex-players into the Draenor expansion is going to make them consider $60 to boost their alts out of Cataclysm hell to be reasonable. After all, it is only after you unsubscribe that you realize the fragility of the “$15/month is cheaper than anything” argument. It may actually still be cheaper than many alternatives, but if you at any point deviate from that narrow path onto character transfer-land or RMT mounts, a single Humble Bundle or Steam sale can demolish you in dollar per fun. I played Terraria and Don’t Starve for 60 hours apiece. A subscription might get you 80 hours for the same price, but it’s the wrong comparison. How does 60 hours stack up against a name change? Or that shiny new mount?
And on the Seventh Day…
“…He vowed: ‘Forsooth, verily shall ye never again take up an MMO at launch. So sayeth the LORD.'”
Given that I fancy myself a topical blogger now, and that my prepaid prepurchase of the prelaunch of Guild Wars 2 was predicated on previewing, this is yet another Commandment that I am probably going to break in the future. However! If you have been waiting to jump into GW2 for whatever reason, let me say that I envy you. The game will either be better, or you will know exactly how dumb it is/stayed.
Stream of consciousness-style:
I have made characters. Lots of characters.
- Asura Elementalist, level 19
- Sylvari Engineer, level 13
- Norn Ranger, level 12
- Human Guardian, level 6
- [Deleted] Charr Warrior, level 3
- [Deleted] Human Mesmer, level 3
I typically do not play MMOs this way, insofar as splitting my time amongst many alts right away, but GW2 in particular makes me worry that I picked the “wrong” class. You see, I actually enjoyed my Engineer quite a bit, but… well, once I unlock all of the weapon skills, most of these classes just fall apart in terms of interest.
The Engineer in particular gets hit hard because dual-pistols is the only rational weapon choice for leveling; which means pressing 2, 3, 4, backpedal a bit, mob dead. Over and over and over again. For 80 levels. Given the Engineer mechanics, you cannot swap weapons in combat, although you can spice things up by dropping turrets or swapping to a Flamethrower, Landmines, Grenades, etc. But none of those alternate weapons seem to work better than dual-pistols, unless people are accidentally tanking for you. In which case… nope, dual-pistols are still probably the strongest.
Since my friends are now in the mid-20 range, I have been focusing on the Elementalist, which is honestly what I should have been doing all along. I stick in Fire mode 99% of the time, but unlike dual-pistols with the Engineer, it somehow feels different. I think the main thing is how one of the “rotation” buttons requires ground targeting, which necessarily changes from mob to mob, spicing things up (dual-pistols is all straight tab targeting with inherent AoE).
I deleted the Warrior and Mesmer so early for a few reasons. First, the whole Mesmer mechanic of summoning and sacking phantasms/clones did not seem like something especially fun. In PvP? Probably pretty fun, or annoying to the opposing team, which is another way of saying “fun.” The warrior was deleted for much simpler reasons: I died at one of the newbie Events right past the tutorial. Remember how I warned everyone that if you were melee, popular Events would kill you practically instantly? Yeah. If you want to be stuck as a Longbow-Rifle warrior, go right ahead, but I was not looking forward to 80 levels of getting owned in Events when I could be dropping meteors and volcanoes and having fun.
Before deleting either class though, I did take them to the PvP lobby to take a look at their Traits lines (aka Talents) and later Skills. The warrior was pretty straight-forward and boring to me. The Mesmer had some pretty cool ones that got the PvP juices flowing though. For example, how about a wall of crazy magic that automatically turns all your teammates invisible when they pass through it? I was imagining dropping that when storming the bases in Warsong Gulch… until I remembered that this was a whole different game, the invisibility lasts 4 seconds, and this would take a coordinated team effort that isn’t likely to happen unless I am in some PvP guild running premades. Which is too bad, because the Mesmer can also make a portal entrance/exit that can be used by anyone to zip you between the two locations instantly as well.
Auction House Trading Post
As of today, still down.
It does periodically come up from time to time, and I make oodles of coin in that brief window. However, I do recognize that actually making money from the Trading Post will not be a particularly long-term endeavor. Crafted goods were generally selling at 1 copper above their vendor price, which is actually selling at a loss considering the obscene ArenaNet 15% cut. Mats are where it is likely to be at, so to speak, but once the Trading Post opens for real, it will be a race to the bottom against botters and their crippling 72 bans.
Where I made my money this past week was selling the Unidentified Dyes for in the neighborhood of 10 silver apiece, which is pretty astounding. It might not sound like a lot of money in any typical MMO, but keep this in mind:
At the time of this writing, I have accumulated 400 gems in this fashion, all for less than 34 silver per 100. The real money exchange rate works out to $1.25 per 100 gems, so I’ve made a cool $5 selling roughly 1g 20s on one character. In case you need reminded, my highest toon is level 19. Incidentally, that is more than I have made in Diablo 3 for the entire 2-3 months I played.
So when I tell you I am very annoyed about the Trading Post being down for the vast majority of the prior week, that is not “entitlement” speaking. This is SRS BSNS. God only knows what the exchange rate for in-game currency is going to be a month from now.
Hint: not likely 30s per 100.
Dynamic (Death Trap) Events
While I will admit that some of these Events have been interesting gameplay experiences – taking out bandits before they set up poison traps for Skritts, or disabling the traps before the Skritt trigger them is probably not something a traditional MMO quest can do – the vast majority of the ones I played are simply trash farming. Which is great for making money (see above), but does not deviate much from the “zerg ALL the things” stereotype I had from the betas.
And then I started running into Events that are either poorly designed, poorly tuned, or (Badly) Working As Intended.
Let me unpack that collage of failure for you.
First, I was originally questing in the area to fill up a level 15 Renown Heart. Suddenly – or should I say “dynamically”? – the entire complex was filled with level 16 mobs. I died pretty much instantly. After respawning, I came back inside to see if I could chip away at the Renown Heart still, and perhaps see if there were more players around to take down the Event proper. But then I got confused. The Event says it is level 14. All the mobs are level 16, pat around in groups, and even the ones by themselves were generally chained to another mob 20 feet away. I did eventually find a group of 5-6 players, but I was never able to tell whether they were on the premises the whole time (which might explain the higher-level mobs) or if they came in once the Event popped on the radar.
The very next area North of here was the 15-25 zone, and immediately featured two more Dynamic Death Traps. Remember people telling you to complete Events and then follow the NPC when they run back home? Sometimes it results in some exposition dialog, or even another Event. And sometimes it results in instant death.
There was zero warning that the very next step was going to be [Group] level boss Event. None. Again, it is possible that there were “enough” people in the general area (that I could not see) that would make a level 16 Champion spawning from a collection quest make sense. I saw one dude, who died with me, twice.
By the way, at the current exchange rate, each death costs me $0.0125.
After respawning and heading in the other direction, I encounter this lovely Renown Quest:
What exactly a level 21 mob is doing in the level 17 Renown Quest area, I have no idea. But, you know, I am a total pro and (slowly) take these fools out. Heart completed, I notice a Dynamic Event spawn nearby. Given my prior experience getting nickle and dimed to death, I said to myself “fuck that noise” and started heading back to the Renown guy to check for upgrades. I make it about ten feet before this happened:
What a swarm of eight level 20 mobs are doing heading towards a level 17 Event is a secondary concern to why they have to…
…you know, what? Whose mind do I imagine I’m changing here? You are either already drinking the Kool-Aid or you are not, and I am fine waiting for the first bodies to hit the floor.
And it is not as though there isn’t other things I could be doing, like…
Just kidding, perma-queues.
I will say that I am impressed by ArenaNet having free server transfers open during this time when ~70% of all available American servers are Full, even at 4am. I have talked a bit with my friends as to whether we want to bail from Northern Shiverpeaks and go down to a Low pop server, but the downside to that would be lack of people in the world for Dynamic Death Trap Events, grouping in general, and so on. Given the PvP guilds located on this server though, it is quite possible that no one else will ever be able to zone in. Damned if you do, damned if you don’t.
By the way, I hate the crafting system thus far.
Hmm… maybe “hate” is too strong a word. It’s boring. You only make items in 5-level increments, e.g. level 5, level 10, level 15, etc. Every recipe is Piece A + Piece B + X, where X is either a mob drop, or a token you create from a mob drop. It creates an illusion of “hundreds of different recipes to discover!” when the reality is that a pair of boots with +Condition Damage on it is not really different from another pair of boots with +Power. Yes, if you were stacking Condition damage or something, it matters.
But do you understand what I’m saying? Within 30 seconds of crafting two different boots, I implicitly knew the recipes for (possibly?) every pair of boots in the game. Six different mob drops –> six different tokens + six different super-tokens = 12 variations of each item * six levels of the base material (Jute, Wool, Cotton, etc). Looking at the Wiki for Tailoring, it looks like there are 14 token variations instead of 12 at higher levels, but come on.
Anyone remember Spidersilk Boots? I do. Seeing that recipe for a blue item was the precise moment in WoW that I became keenly interested in crafting and doing things with the AH. Contrast that with what I described above; simply rearranging stats around is a Diablo 3-esque crafting system, not an inspiring one. Maybe all the cool crafting stuff happens at higher levels, or at the Mystic Forge. Maybe there are super-secret recipes no one knows about.
Regardless, right now GW2’s crafting system feels like it has been designed by an accountant.
One final (positive!) thing I want to talk about today is actually an area where Guild Wars 2 nails down a quality I did not fully understand: immersion.
A lot of people pretend that immersion is some kind of objective term, that the things that pull them into or eject them out of a game are universal Truths. Those people are wrong. Sense of immersion is a personal thing, which should be immediately obvious to anyone who is into fantasy or sci-fi novels but thinks Twilight (etc) is dumb. Different people look for different forms of escapism. Suspension of disbelief is a voluntary action, or at least is informed by your own tastes.
What GW2 has taught me thus far is that I (hitherto subconsciously) place a heavy emphasis on a sense of existing in a 3D space for immersion. It might be easier to show you what I mean:
This fence is Real to me, as it exists in a 3D space and I can interact with it. Namely, by standing on it. You probably do not know this about me, but one of the first things I do in an MMO is find a fence and try and stand on it. Why? Because it tells you a lot about the “depth” game. If the fence is simply a 2D texture papered over an invisible wall, you know there is not likely to be many “real” objects in the game. God forbid if you cannot jump at all.
And I apparently have a thing for fences. Don’t judge me.
While it is also impressive how our feet can actually appear to stand at the correct levels of the fence, I understand that that is more of a “trick” compared to the 3D object itself. A good trick, for sure, but a trick nonetheless.
The above is another one of my favorite screenshots. It looks better in motion, but it feels even better inside my head. GW2 evokes the sense that these floating islands actually exist, that the character I control is not just an elaborate 2D model but an actual set piece moving in 3D space. Immersion success. Indeed, I usually find myself frustrated when I come across a hill in-game that I cannot find some way of climbing straight up, as opposed to going around the “right way.” The hill exists, therefore I keep trying to find that slightly less sloped polygon so I can shimmy my way up to the top. It does not cross my mind that there might be an invisible wall around the hill edge, because invisible walls are for fake-3D games.
And the weird thing is that I’m not even that into platformers.
With all of that off my chest, in the next GW2 post I might spend some time handing out gameplay tips in the same vein as the Quickstart guide. Because while the things I complain about do legitimately annoy me, GW2 has subsumed the entirety of my gaming time since the head start. Which, if I’m honest, is not something that happens very often.
The Torticoli Rebuttal
Our goal with the Guardian Cub is to provide alternative ways for players who don’t want to spend real money to add these pets to their collection.
Bashiok, in the explanation for the Guardian Cub being BoE.
I know, right? It’s not like there’s a game where players can obtain non-combat pets through in-game means, such as looting bosses and grinding reputation. Or crafting. Or achievements. Stuff that does not require real world money.
Torticoli’s rebuttal, on the MMO-Champ forums.
Philosophically, I do not see this as the beginning of some slippery slope – it is just, in fact, a slalom flag more than halfway down the ski course. In many respects, the Diablo 3 RMT AH deal was a dry run for this and future F2P-lite experiments without killing the subscription cow outright. The more, ahem, diabolical aspect of the Disco Cub is how Blizzard once again pulled an utterly massive business coup in the rollout. While it is getting some ire in the forums, what is typically being glossed over is:
- Store pet is no longer BoA, meaning more sales to have them on multiple toons.
- The customer base for pets is being broadened to include speculators.
It is pure, insidious genius, when you think about it. Hypothetically, if market for this pet was ~200,000 accounts, those two changes might have just doubled revenue at zero cost to Blizzard. One of my guild officers was/is a pet collector and she has bought every single pet in the store. She might up and decide to buy two, one to keep and one to sell. Or perhaps she will try and buy one off the AH and save money, but the sale itself is exactly the same to Blizzard… except now she won’t have that same pet on all her toons. And if she ever switches mains… cha-ching!
Edit: In case it wasn’t clear, I’m 100% fine with these cash shop shenanigans, and cannot wait until I can buy level-capped characters on the AH like we will be doing in Diablo 3, or perhaps EVE-esque game cards. You cannot fight the future. It’s simply that the “community managing” spin is pretty grating, especially when Blizzard employees treat it as if value is being added to the transaction, when the reality is quite different. If BoE pets converted into a BoA version of itself after “using” it, that would be a different story.