1. Wont it be better to make a gold cap for each toon instead of cutting off 50% of his income?
    Create more toons to work around the goldcap. You'd be an ***** not to do that.

  2. 10 toons per account is not the real issue though. But ur right, i forgot that some people use several accounts due no real reasons - and i doubt they are all multiboxers - most use it to spam global or to scam others (i know some players who use about 2-10 accounts per player ...)

  3. Rather go with the lottery or something along the lines of cosmetic rewards for it... I don't like the suggestion of static gold drain... I don't think that's the way to go.

  4. I'm curious as to what's wrong with the other economies? I don't "play" the auction house, but I do understand that as the realm gets older, you have to pay more for things. But, that also means you sell things for more to compensate. How is that so terrible? It's practically nothing to start up a gathering profession, farm some stacks, sell them on the auction house, and boom you've got enough gold for riding, enchants, gems, etc. It might take some "work" to save up enough gold *heaven forbid you earn something*, but it is relatively not hard at all. If you're in a solid guild, the only thing you would have to pay for out of pocket would be riding skills and spells. Your guild-mates should be able to provide the rest for free or at least you could farm/acquire the mats for them.

    I don't see the overall point for a gold "drain", but I like the idea of a lottery as an aside. From what I've seen playing on other realms here for roughly 5 years off and on, there is really no need for something like a static gold drain. Why not just put the server into "seasons" at that point and make us hard reset every 2-3 months or a year. The concept is that you're TAKING (almost said "stealing" but this is your realm after all) the stuff we've legitly (most cases) earned away from us under the guise of "oh, it's better for the server don't worry about it. plus, you'll have more fun earning it back, right?".

    Like I said, from my experiences, it seems like you're talking about taking drastic measures for something that evens itself out on its own overtime.

  5. I don't know, i can not think of any fair method to drain gold that will work for everyone, and the thing with the website shop, personaly i will still wait until i have build something like 100 000 gold ingame so i can make more thani spend and then i will start to use it, maybe such a system isn't needed, i mean blizzard didn't find it for necessary to make such, or they didn't find a working one for all cases
    Edited: October 15, 2015

  6. Rather go with the lottery or something along the lines of cosmetic rewards for it... I don't like the suggestion of static gold drain... I don't think that's the way to go.
    Lottery is not really a drain-mechanic as some people doesn't even care about the vanity stuff and wouldn't be spending their gold for a chance to win something.
    The 6 months drain mechanic seems more logical, but then when a new player comes and he's nearly 40 got all the gold needed for the mount and suddenly his gold is cut in half wouldn't be a fun experience to anyone, but then again people would just transfer their gold to a new character and keep it safe from the wipe I'm kinda curious what would be the final decision.

  7. EH, when I suggested the lottery a few months ago Kaer said that it's not really a good idea ( ͡° ʖ̯ ͡°)

    But static gold drain? Meh... I'd rather get SOMETHING for the gold that I farmed, even if it's a 0,000001% chance of winning a mount, rather than having the gold simply taken away for nothing...
    Maybe people will come up with a new currency because of this and now you'll have to pay 20 titaniums for a gem instead of 200g or sth.

  8. Gold Drain. Static (i.e. 50%) gold drain from the realm in future with an announcement at least 6 months beforehand.
    at first I was going to write how bad this idea is...
    but after getting second thoughts I totally agree with it! but make sure that EVERYONE will know when it happen - spam on in-game chat, website, facebook, tweeter - everything what you have.

    thanks to that I think that I be able to at least twice time multiply amount of gold that I will have available after drain to amount before it.
    sadly it will be bloodbath for everyone who overslept high school match lessons...

    come on Kaer, as for someone who actually made Molten - this idea is way below you and effect will be clearly opposite.
    Edited: October 15, 2015

  9. A static gold drain isn't fair to the players who are new to the realm or those who join back after a long pause. I think that an in-game casino or a minigame or whatever (something simple like rolling the dice which isn't hard to script) could definitely help for a stable economy. But yeah, that's just an idea. Either way, I find the static gold drain to be a terrible idea.

    Thus, the static gold drain is a flawed idea because people could easily spend the gold on expensive crafting materials or other items, then resell them for even higher prices afterwards.
    Edited: October 15, 2015

  10. A) seems like a realistic approach.

    B) Seems a bit negative. and will meet with a frustration I feel, no matter the time allotted.

    How about a much lowered gold cap per player. Or even accounts. To stop guilds from hording (or players from creating bank guilds) you put the same limitations on the cap on guild banks. Seems the most logical to me.

    Another option to be utilized/ or in conjunction with, would be a much lower gold reward/drop. or gold from boss drops removed.

    That way players don'd respond with negative ways, it slows the process and limits how much players can horde gold.

  11. A) seems like a realistic approach.

    B) Seems a bit negative. and will meet with a frustration I feel, no matter the time allotted.

    How about a much lowered gold cap per player. Or even accounts. To stop guilds from hording (or players from creating bank guilds) you put the same limitations on the cap on guild banks. Seems the most logical to me.
    This is not WoW on blizzard's servers where people pay $12 a month per active account. There is nothing to stop people from creating multiple accounts in order to spread their gold. Bad idea.


    Another option to be utilized/ or in conjunction with, would be a much lower gold reward/drop. or gold from boss drops removed.

    That way players don'd respond with negative ways, it slows the process and limits how much players can horde gold.
    It hurts newer players while leveling. Imagine having a 0.2 or 0,5 gold drop amount. Would you be able to afford spells or mounts?

  12. How about making auctioneers charge more money? for example if u sell an item for 200g in AH and auctioneer takes like 4g and u get the remaining 196,Instead of that auctioneer charges more money for example 6 or 7g?

  13. Lottery. Expected to be a website-based lottery that would require purchasing tickets with in-game gold for a chance to win a unique cosmetic not obtainable in-game and marketplace.
    Sounds good. Although it help less than expected. Some people just like to amass lots of gold. The AH Tycoon who would like to monopolize some categories on the market, will simply ignore the lottery.

    Gold Drain. Static (i.e. 50%) gold drain from the realm in future with an announcement at least 6 months beforehand.
    Since it affects everyone - it's fair. Through a lot of players will simply convert their gold into trading goods, prior to this drain.
    --------------------------------------------------------------------------------------------

    Imho, good enough drains are:
    Increased AH Deposit fees for items that cost over 1g.
    For example default fee is:
    Deposit (12hr auction) = 0.15 * MSV (merchant sell value)
    And I propose: value = 0.15 * MSV + 0.01 * Buyout price

    That means that placing a 10g item on AH, will result in an increased fee by 10s for 12hr auction, 20s for 24hr or 40s for 48hr.
    And if the price is fair enough, and the item will be sold, you will get your fee back.


    Tabards / Recipes: if someone is lazy / doesn't want to farm/grind honor/rep/mobs for them, they can buy them for high amounts.

    Profession transfers:: use case: lets say you have leveled enchanting at some point, just because you had plenty of greens left from tailoring. Now you want to get Engineering, but don't want to lose some enchanting recipes you got along the way.
    Solution: transfer it to an alt. At a high, but dependent on profession skill level price.

    And of course:
    Cosmetics and (limited) transmogs: players are always ready to pay for this.
    Edited: October 16, 2015

  14. Hey anything would be better than than massive inflation. hell even if they went in and removed every single gold for every single player it would be etter than doing nothing :)

    But perferable something less drastic :)

  15. I'm curious as to what's wrong with the other economies? I don't "play" the auction house, but I do understand that as the realm gets older, you have to pay more for things. But, that also means you sell things for more to compensate. How is that so terrible? It's practically nothing to start up a gathering profession, farm some stacks, sell them on the auction house, and boom you've got enough gold for riding, enchants, gems, etc. It might take some "work" to save up enough gold *heaven forbid you earn something*, but it is relatively not hard at all.
    I can see not enough people realize or overlooked what minijesus said above, so I would like to point it out as well.

    Over time, it is indeed inevitable for inflation to occur, however, a direct consequence of people having access to more money, AH prices therefore going up, is that any player (both new and established) has a greater effective income from the same time spent on gathering/crafting items with the purpose of selling them or earning money in any other way. The time spent for a new player to farm a stack of any material will be nearly the same at this stage of the realm as it will be for a new player one year from now, but the expected return in cash the second player will earn, will have increased at least as much as inflation happened over the course of this year.

    Example: A player today might expect to get 1g/stack of a material he is gathering or farming, and as a result a player who does not farm this material, can expect to pay 1g/stack for the material if he needs it. If one year from now the material is worth 10g/stack, the new player will earn 10g/stack if he is gathering or farming it, and he can also expect to pay 10g/stack if he is on the other end of the deal.

    As you can see from this example, prices on the AH have gone up by 10x, but the relative income a new or established player earns has also gone up 10x for people who choose to earn money through gathering professions/farming in other ways. The same rule applies to crafting professions in general, as they are mostly reliant on the materials coming from gathering professions or farm-able items, so their costs and expected income will also increase by 10x.

    Over time new players will have an easier time catching up as they make at least the same relative amount of money as new players today, but the cost of spells, riding skills, basic mounts, repair bill, etc.. remains the same. They will likely relatively even make more money because established players pump cash into lower tier materials which are being farmed far less often once they have gotten to the endgame, simply to level an alt, train a new profession, complete achievements.

    Established players will hit gold cap on their character inevitably, I'm certain a lot of players will eventually manage to do this regardless of any forced gold drain mechanics, as there will be a way to work around them. Furthermore, if there is no way to work around them, I fear for the future of the server as it will drive a lot of people away (especially new players with a harsh 50% gold drain).

    Having said all this, the lottery seems like a good idea depending on the rewards, mostly because it is optional. So does the transmog-feature (as much as I'm against it for being not blizzlike at all in this patch). Even mini-games (casino games) could be considered, even though they also aren't blizzlike and likely require the most effort.

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