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Showing posts with label commerce-economics-opportunity.cost. Show all posts
Showing posts with label commerce-economics-opportunity.cost. Show all posts

31 December 2010

Looking for Equilibrium

When using the Dungeon Finder to find a group, damage-dealers (dps) endure long waiting times, while tanks and healers enjoy a much shorter time in the queue. Since the facility was introduced, this has remained the case.


One may wonder why the average waiting time for a dps has not decreased, but instead even increased, since then. Having economic insight, one may envision the three roles as three choices a dungeoneering player decides on as part of an economic decision, and also that the the three choices, on the large scale with several people, tend to economic equilibrium with each other.

Cost and benefit
When faced with a choice of activities to perform, a person makes an economic decision whenever they try to gain the most satisfaction by choosing the best activity for them. For each activity, they need to compare the costs incurred with the benefits gained. The excess of the benefit over the cost is their (accounting) profit from the activity:
Accounting profit = Benefits - Costs

21 July 2009

Not All Hitpoints are Created Equal

There is always question on whether the output of healing meters (healing charts) can be used in indicating a healer's performance. Unlike points of damage, where heals go matters. While everyone has use for a heal, some players will need it more than others.
 Healing meters (such as the 'Healing done' component of Recount) collect raw figures from the combat log. It becomes easy to assert, from skimming over the healing chart, that all hitpoints (HP) are created equal, with all players appreciating 1 HP of healing equally. However, I would not.

1. Factoring in absorptions
When a player inevitably takes damage, a healer can respond to it in any of two ways: