That's true, but it also creates a problem, Elorien. Grinding for money. Right now, there is no real use for money but some people seem to be grinding for it anyways, can you imagine what it might be like when there actually -are- items to be bought with that money? If let be, it usually evolves into a neverending cycle too... many people want to buy, so the seller raises the price, then people go after more money to pay the new prices, and so on.
It actually already seems to happen, considering how certain items are being sold for 4-5k gold, having relativelly the same power as items sold in stores for 1-2k gold. If the items are "interesting" for a bunch of people, the seller knows he can put the item costing the same as a small house and still get a sale... people will grind after gold to get the item if they have to, afterall.
Money sinks that gave no real gaming advantage, but which fit the role playing and scenario and were "fair" in differentiating between who has an acceptable amount of gold and who has obvsiously been hoarding, might be able to stabilize the economy, both in the amount people have and the prices of items. We will find out once whatever the staff has in store gets implemented
It actually already seems to happen, considering how certain items are being sold for 4-5k gold, having relativelly the same power as items sold in stores for 1-2k gold. If the items are "interesting" for a bunch of people, the seller knows he can put the item costing the same as a small house and still get a sale... people will grind after gold to get the item if they have to, afterall.
Money sinks that gave no real gaming advantage, but which fit the role playing and scenario and were "fair" in differentiating between who has an acceptable amount of gold and who has obvsiously been hoarding, might be able to stabilize the economy, both in the amount people have and the prices of items. We will find out once whatever the staff has in store gets implemented



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