Average GPH?

I am a player unfamiliar with any “current content” tier experience.

I am assuming that, over the past previous expansions, the developers keep a consistent cap on how much GPH can be made on new content, so I’m assuming that typical range is consistent.

For someone, untalented in the game, what kind of gold can be made, per hour, farming whatever is most efficient in current content? Average typical expectation.

This is one of those tricky questions where there’s no clear answer, I think.

Firstly, it depends at what stage in the “current” content we are at.

Are you asking because you’d like to farm gold in Midnight using professions? Things are always much more expensive at the beginning of an expansion, plummeting rapidly over the first few days. The GPH of eg, gathering ore and herbs in season 2 TWW won’t really compare to day#2 of Midnight. The market will also be wildly in flux due to active developer intervention as the economy balances - to give a few examples of interventions from the first month or so of TWW:

  • Null stones were stupid expensive because miners could only gather shards of them & recipes needed whole ones, sometimes more than one. The devs quickly patched in a buff to the number and quality of null stones that dropped from ore shards and the price dipped sharply.
  • Green quality enchanting dust was sky-high due to the shortage of craftable greens to disenchant, whilst blue quality shards were worthless. The devs added a recipe to shatter shards to dust and the price equalised over the following day or so.

Not related to a developer intervention, but player-made:

  • Alchemy tied the price of all raw goods together with a transmutation speciality that allowed any trade good to be turned into any other trade good, driving unprecedented demand for skins/scales throughout the whole expansion (which usually fall off a cliff hard a few weeks after launch).
  • 4x2 farm groups (two groups of 4 players, designed to maximise loot) were so good at farming cloth, the developers accidentally switched off drops for a few days, which allowed the market time to do a complete reset on the price.

This is just an example of the volatility of the market, which makes it very hard to accurately pinpoint an amount.

Honestly, hard to say. Teishoku will hopefully be along soon and can share her TWW experience, which I know she documented thoroughly, but there’s no way of predicting midnight gph. double gathering is probably your best bet if you are new, though. just pick up your herbalist spade & your miner’s pickaxe and start looting. Sell all the flowers and ore you gathered every hour - my best guess is that if you no-life it you’ll make 5 figures per hour.

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That was a very thought-out response, thank you for taking the time to type it out.

I definitely won’t be taking advantage of the market during the early weeks surge. Not caught up, and I don’t have the game knowledge to know what to go for outside of well-worn guides. I was simply wondering, as I found a way to sort of get about 120ish k per hour at the early levels, and I wasn’t sure if it was worth putting time into this, or to just try and level up and go about the traditional way.

120,000g per hour at low levels is extremely good. there are better earners at max level - boosting other players in pve content, high-end profession shuffles - but they require either above average skill or above average time to leverage. stumbling into 120k per hour as a low level is quite impressive. If you don’t plan to hurry to 80 for the expansion release, I’d definitely play around with whatever your method is.

Thank you for the insight, stranger! I’ll do just that!

So as iskierkaa said, it’s very highly dependent on when you’re entering the market. In the first week or two it is not unusual to make more than 100k per hour. It varies wildly depending on the activity. It’s impossible to predict what is the best though with blizzard meddling as they do. There’s an element of luck in it.

TWW had a mechanism keeping prices steady, so later in the expansion you could make 20-30k per hour gathering.

In TWW Thaumaturgy was responsible for keeping prices from falling fast. Thaumaturgy is an alchemist skill that allowed you to trade one material for another; it tied the prices of all materials to each other. Leather was kept higher than it normally would be because you could trade it for herbs. The most common herb (mycobloom) was kept high because it was tied to weavercloth and storm dust.

In midnight, thaumaturgy is gone, so expect prices to fluctuate madly. You should not look at TWW pricing for reference. Instead you should look at DF for reference. In DF, basic leather, enchanting dust, hochenbloom, and serevite dropped down to 1-10 g each within 1-2 weeks. I think midnight will follow that kind of pattern.

So make your gold fast and early.

If you can’t participate in the gold bonanza in the first two weeks, then you’ll have to get more strategic. You’ll have to find things that are a bit off the beaten path. Fishing, for example, looks like something that will hold its value for a while. You can trade fish for gems. Fish are needed for skinning lures and the items from those lures are needed for most high end crafted items. Fish are also needed for feasts. Things with cds or conditions that limit them are also good. For example only tailors can gather cloth, so this limits the pool of competitors. Things that can be done in groups (for faster gathering) are also good places to look. Keep an eye on the group finder

I’m surprised that they are doing away with a skill that tied things so well together. Do you think that the issue here was that the boon was too high for bottable skills, because even the lower-end mats were still quite lucrative?

I think they just had too many headaches with it. For example, when they were trying to lower the cost of storm dust, they inadvertently crashed the entire market. Everything all at once was put into chaos.

When they introduced a cycling trader that made one herb per day cheap, it made the thaumaturgy market completely unprofitable and the result was the thaumaturgy byproduct --blasphemite, the epic gem-- had to rise to compensate (otherwise no one would do thaumaturgy and therefore no blasphemite would be made). The blasphemite price increased by around 20X.

So for them, it’s simpler to manage.