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OT: By The Numbers

It is old news by this point, but I wanted to talk about the 600k subscription drop and what that actually means in the scheme of things. To be honest, my first reaction was “I told you so!” but without an actual breakdown of those 600k accounts no one outside Blizzard really knows what kind of people left – if the unsubs were from people who never zoned into a heroic dungeon let alone a raid, for example, then difficulty obviously would have nothing to do with that. Well… maybe they never zoned in because they were too difficult, but nevermind. In any case, here are some things to keep in mind:

Point 1: The numbers are actually significant.

The reactions among a lot of blogs and forum posters seemed to be almost dismissive of the numbers. “It’s only 5% of 12 million, /yawn.” While technically true, it is pretty inaccurate. Take a look at the following graph, which is a slightly modified graph you can see at MMOData:

The first thing you should notice, of course, is the huge dip that represents when WoW was banned in China for several months. It is worth noting because it indicated there are ~5 million WoW “subs” in China alone – the ~1.75 million subs still on the blue line represents the remainder of WoW East, which includes Korea and maybe Taiwan (the “does Taiwan count as China” deal is tricky business). With that in mind, here is Michael Morhaime:

Looking at the World of Warcraft side of the business, we were pleased to see record sales following the Cataclysm launch in the United States and Europe which helps drives growth and subscribership. During the first quarter of 2011, as players have eagerly consumed the new content, we have seen subscribership return to prelaunch levels in the West. We finished the quarter with more than 11.4 million subscribers worldwide. Moving forward, our objective is to continue delivering new content to players in all regions to further energize our community.

Key words: in the West. As in, that red line in the graph that has been largely stable since the release of Wrath. Now, there is nothing in the call itself that specifically says all 600k subs were solely from the West, but if they were, the drop suddenly goes from 5% to ~12% of anyone you or I could possibly be grouping with. Which leads me to my next point.

Point 2: WoW is not dying, but that is largely irrelevant to your individual experience.

I strongly believe people understand this point on a gut level, but sometimes get caught up in “logical” arguments over the internet. So picture this: did your daily WoW routine change at all when 5 million Chinese players suddenly could not log on? Assuming you are not Chinese, probably not. Ergo, anytime someone talks about 12 million 11.4 million WoW subs, they are really only talking about ~5.15 million WoW West subs that could possibly impact them in some way – using the bigger number just makes you feel better by identifying with a larger group, as opposed to it meaning anything in-game. It should even be broke down further into NA and EU, but that level of data is sadly no longer being kept by the MMOData people. A rough extrapolation from the chart would probably be ~3 million NA subs total.

And so that is the rub. If WoW lost, say, 2000 subs… but they were all from your server, that suddenly is a (personal) disaster. You either have to fork over some cash to transfer to other servers, or probably just quit the game. I do not know how many servers there are across NA and EU, but if we assume 400 total servers and 300k subs down (it’s possible the 600k drop came from post-peak Wrath launch in China), that still equals out to be 750 accounts per server. Drop in the bucket for Mal’Ganis with its 10k+ population, but a bigger deal on Auchindoun with our maybe 4k population.

Bottom line: any drop in your region is significant. WoW does not have to be dying overall for it to die for you.

Point 3: Ignore the vapid “there are always post-expansion peaks and drop-offs” argument.

It is literally true that more people buy the game/re-sub after an expansion is released than will be still playing the game several months later. However, I have seen this argument bandied about as if the exodus between Cataclysm’s release to post-Cataclysm was par for the course. Do I really need to remind people that Blizzard did not get from 0 to 12 million 11.4 million by having a 100% oscillation? At some point over WoW’s lifespan, it retained more players than it lost. Right here we have evidence that Cataclysm failed to retain as many players than it lost in the entire West region, e.g. where Cataclysm was released. Vanilla retained more players than it lost. TBC retained more players than it lost. Even Wrath retained more players than it lost. Cataclysm, thus far, has failed to do so.

That essentially sums up what I think about that.

A transcript of the Activision Blizzard investor call is available on Seeking Alpha for free, and I suggest reading it for yourself. Among other things, it has Michael Morhaime mentioning things we are starting to see now vis-a-vis even more “premium services” for WoW. For the record, I do not care that cross-realm RealID LFD groups can be formed for $3/month or whatever it ends up being. What I will say is that it is dangerously close to crossing into the Uncanny Valley of F2P-esque cash shop design where features that would have been free now suddenly cost extra money.


Calling it now, though: tri-spec and Dance Studio will cost $3/month. On the plus side, maybe that would get them to actually finish the latter. After all, we sure as hell get new $10 companion pets pretty regularly these days.

Sinking Ships

I think it is fair to say Cataclysm has not been going according to plan.

Right in the middle of my writing a very long post about the Great Tank Bribe of 2011, we get hit with a few more broadsides:

  • Honor is now purchasable from the Justice Commodities Vendor at 250 Honor per 375 Justice.
  • Justice is now purchasable from the Honor Commodities Vendor at 250 Justice per 375 Honor.
  • Conquest is now purchasable from the Valor vendor at 250 Conquest per 250 Valor.
  • Any cut of uncommon gem now sells to NPC for 75 silver instead of 9 gold.

Not to mention the things we already know:

  • The rate at which Honor Points are earned has been doubled.
  • Revamped ZA/ZG granting 140 VP.
  • Daily heroics –> 7/week heroics.
  • Tanks getting gold, gems, flasks, non-combat pets (including cross faction), and mounts.

All of this for Patch Four “WE SWEAR FIRELANDS ISN’T BEING DELAYED” Point One. Or perhaps it should be called Patch Four “Precipitous Subcriber Activity Freefall Solutions” Point One. Individually, each one of these could change the entire gaming landscape for millions of people, and they are all happening together.

The easiest change to grasp is the (data-mined) change of cut uncommon gems going from what we all knew was a ridiculous 9g vendor price down to 75s. This radically undermines the safety net of bot-bought ore for Shuffling purposes as the True Vendor Price (TVP) going from 54g for Obsidium to 4.5g a stack. Will that stop the bots from burying us under a mountain of cheap ore? Nope. What else will they farm? More herbs? It is correct that such a high TVP meant a fairly substantial inflation spiral, but honestly, all that removing the floor will do is send Shuffle components (gems, dust, scrolls, etc) down into further free-fall. The bots have to go; all the 9g gems did was act as a garbage bin for their goods.

But what of the other changes? It is almost impossible to even imagine all the interlocking synergy going on. For example, with the tank bribe deal? It is safe to say that the gems and flasks from the goodie bag will be normal gems/flasks (e.g. sell on the AH), but what about those pets? Can you even imagine having an X% chance of bam! opposite-faction pet in your bags and ready to be sold? If they are BoP when you get them, alright, but most flasks are still hovering at 100g apiece over at Auchindoun, which puts the gold total at 84g + 100g + however much extra that toss in the bag itself. It would take a truly ridiculous amount to bribe me to tank based on gold alone, but at some point I will do an otherwise useless gold/hour calculation. And, hey, while I am not a mount guy, Reins of the Raven Lord is something I have been interested in since Sethekk Halls was current content.

What is most interesting to me at the moment though, is the calculus involving the honor JP conversions. It’s set at 66% rate of return, which means you need to turn in 3375 honor for 2250 JP (e.g. a “tier” piece) and vice versa. On the face of it, that’s a fairly bad return… but remember that all honor gain is doubling per the PTR notes. We don’t know if that’s honor from HKs or what, but can you imagine the alternative? I get 240 honor from a TB win, plus another 200 from the weekly quest, plus X amount from just general HKs around the map – 880 honor + X amount, let’s just round that to a charitable 900. Random daily BG losses will be 90 per game minimum. All this stuff will add up pretty quickly. That 3375 honor target is actually 1687.5 honor post-patch. In other words, PvP will be the most efficient way to farm JP in that you can turn 1687.5 honor into 2250 JP. Conversely, you could simply be picking up the blue PvP gear for 1100 honor for the most expensive slots.

If it sounds like I’m all over the place here, well, I’m all over the place. It honestly feels like Blizzard is throwing everything at the leaking hull and seeing what will stick, to mix metaphors. The doubling honor deal went under a lot of peoples’ radars, but added to all this other stuff? Madness, all around.