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View Full Version : A Suggestion for a Gold Sink



Reunegade
04-16-2014, 04:36 PM
Maybe, if there is an NPC that could give you better luck in exchange for gold. Like 10M gold to get a permanent 5% extra luck, can only be stacked up to 15% luck. Stacks with elixirs and lepre

Bless
04-17-2014, 06:31 AM
I wouldn't buy permanent luck myself as the payback time would be very long for an amount like 10m when farming locks (elites are faster)

Zylx
04-17-2014, 12:24 PM
When you give gold to an npc, that gold is gone forever. Rather than using it in cs or trades to circulate the economy, 10m gold is permanently erased from the economy.

Bless
04-17-2014, 01:00 PM
When you give gold to an npc, that gold is gone forever. Rather than using it in cs or trades to circulate the economy, 10m gold is permanently erased from the economy. Ik what a gold sink is.

Its the amount that seems way off to me. Its just not wise to buy it unless you're in the top 50 hardcore farmers because the time it would take you to get that 10m back with the 5% luck would easily be a month, maybe even 2-3 months.

Sky_is_epicgearz
04-17-2014, 01:04 PM
Maybe a NPC that you can buy DECENT gear from with gold instead of saving up tokens/coins/teeth (which have no gold values) ?

Hiosahaf
04-17-2014, 01:05 PM
hmmm... how about a 5-10m pet instead in exchange?

Nesox
04-17-2014, 02:01 PM
Options like a small luck percentage is how crafting should have been implemented IMO. Making crafting stats based rather then effect based was a mistake.

Carapace
04-17-2014, 02:32 PM
Internally we are certainly discussing a multitude of possibilities in discussions from time to time, and for us one of the problems is designing a gold sink with fairness and level equality in mind. Your idea is solid on the grounds that it will remove X amount of gold from the economy, however this current iteration only caters to the rich. To pose an example of what this means to myself and the design team, a new player that does not have the know how to merch items, and otherwise collect gold in AL efficiently a barrier of 5-10 Million gold is incredibly steep. It seems so unobtainable that it may put them off, or their guild mates off, and makes them stop playing. Inclusiveness is a key factor, which is why things like the scaling pet feed system exists, though its perceived value and amount of gold in the economy may trivialize it in some respects.

Gold sinks are necessary, but we feel they have to be carefully crafted to provide a useful service, or something else with perceived value that is available to as much of the user base as possible. Players earn their gold through luck, farming, mercantile skills and other means available to them, and as a player myself if I'm going to put gold into something I want to see a tangible benefit to my character, my guild, or something I believe to be beneficial. Keep bringing ideas to the table though, we have certainly discussed something similar to this recently but it is all just discussion for the time being.

Thanks for taking time to write this one out!

Fyrce
04-17-2014, 02:32 PM
Anything permanent is not a gold sink.

Reunegade
04-17-2014, 04:24 PM
Internally we are certainly discussing a multitude of possibilities in discussions from time to time, and for us one of the problems is designing a gold sink with fairness and level equality in mind. Your idea is solid on the grounds that it will remove X amount of gold from the economy, however this current iteration only caters to the rich. To pose an example of what this means to myself and the design team, a new player that does not have the know how to merch items, and otherwise collect gold in AL efficiently a barrier of 5-10 Million gold is incredibly steep. It seems so unobtainable that it may put them off, or their guild mates off, and makes them stop playing. Inclusiveness is a key factor, which is why things like the scaling pet feed system exists, though its perceived value and amount of gold in the economy may trivialize it in some respects.

Gold sinks are necessary, but we feel they have to be carefully crafted to provide a useful service, or something else with perceived value that is available to as much of the user base as possible. Players earn their gold through luck, farming, mercantile skills and other means available to them, and as a player myself if I'm going to put gold into something I want to see a tangible benefit to my character, my guild, or something I believe to be beneficial. Keep bringing ideas to the table though, we have certainly discussed something similar to this recently but it is all just discussion for the time being.

Thanks for taking time to write this one out!
How about 100k for the first one (so most endgamers would be able to achieve), then 1m for the next and then 10m?

Ebezaanec
04-17-2014, 06:26 PM
How about a scaled gold requirement for crafting/upgrading items?

Ex: 15k to upgrade magmatic claymore

Kellhus
04-17-2014, 07:37 PM
How about pets for gold only from the store, gh upgrades for gold, vani outfits for gold from store ( similar to DL). All of these give you something and would be obtainable by all.

Opps and money bomb!

...

Zeus
04-17-2014, 08:00 PM
How about a scaled gold requirement for crafting/upgrading items?

Ex: 15k to upgrade magmatic claymore

Along with the wait time? Seems great!