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Aug 9th, 2016
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  1. Alright then gold per hour...
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  3. So I think it's a great and meaningful metric IF it's used correctly. When it comes to video titles, you can only use it well if there is a reasonable expectation that the number you claim will be experienced by the majority of viewers, if they execute the strat right.
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  5. So the safest content to have labled like that is a farm that gives you a raw amount of gold. EG grinding the Mogu dudes & using the silk to vendor crafted stuff. Also good for stuff like the Cataclysm 25hcs.
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  7. I like the metric even if you can't do a bit of content for a solid hour since gold per hour more just acts as a normalised metric for comparison. So I'd rather farm at a rage of 10k per hour for 30 mins than 5k per hour for 1 hour.
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  9. I'm even okay with gold per hour in if it involves professions & goods that sell reliably. Eg reset farming BoT trash. The metric isnt as good due to craft time / repost time, but I think it can still be useful.
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  11. The only time where I don't like it is heavily luck based stuff, since a given number isnt going to be reflective.
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  13. The more I think about it, I'm okay with using gold per hour for things like pet farms, but the number has to be calculated over a period of time. So if someone spends 2 hours farming per day and 30 mins on the AH, I'm okay with them taking their weekly earnings and dividing by the playtime involved. That IS different from someone just farming pets for half an hour, looking up the TUJ average and slapping a big number on a video.
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  15. Looted item value is a metric that I like since it communicates what's going on in a pretty exact manner, but it can be done wrong. Small sample sizes can make for wildly variable results and it's very easy to manipulate the number upwards when you head over to TUJ and select data. (perhaps your server is better than the regional average, so you use that instead).
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  17. Going back to what I said above, I'd be okay with someone giving gold per hour for their transmog gold making IF they were to take all the playtime over a week or two, and divide their profits by that. IE a number that's far more representative than a 2 hour sample that has a few lucky drops.
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