Quote Originally Posted by Stephencobear View Post
But adding new currency does not make it a gold sink until/unless they spend the new currency

You say we will spend the new stuff on crafting materials for items- why would I do that?
If the new currency has ANY utility like gold , no way I’ll spend it on stuff I don’t need when gold has value

“ gold being so flexible means its the most powerful” - ok- So why exchange it for something less powerful?

Sounds like you may have a different idea that might work for crafting mats that might be good,
but it’s not a gold sink as you have presented
what i said makes sense

these new currencies wont be tradable.

but ill make it clear all other in game currencies have caps. from event currencies to map currencies.

what happens if you dont use these currencies? well you wont get anymore till you spend. there's other things here too thats good for the game long term. also the concept of bag currency might be useful here so you can trade it.

for example

a cryo coin sack cost 110 cryo coins. but when opened it only gives you 100. this the only way you can trade this currency. so youre paying more for less.


keep in mind that these new currencies cant be traded the same way gold can be traded. instead you have to buy and trade the crafting matts. matts should have weight meaning they take up space.

they're other currencies in game already.
these other currencies have these restrictions for a reason. its either the currencies have these restrictions or they dont.

when dont have these restrictions the currency is very limited. you can only use it at said vendor but its a good thing. its easy to controller.

another reason why this is good is because what if a dev needs to nerf a currency? well its easy you nerf the things thats attached to it. the nerfs can be anything from vendor to the items the vendor sells.

this is the ecosystem im talking about.

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