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Economy Failsafe

Do you guys think the will implement some sort of item sink so that the economy doesn't stagnate with mass amounts of items and cash?

Comments

  • Beep said:
    Do you guys think the will implement some sort of item sink so that the economy doesn't stagnate with mass amounts of items and cash?
    They hired a PhD in Economics to help design the economy.  I think they'll think through a lot of possibilities.  :) 
  • ArchivedUserArchivedUser Guest
    edited June 2017
    I think they do have an intended gold sink which is node maintenance/taxes and are supposedly going to be quite significant for higher level nodes. As for an item sink, I don't think items are specifically an issue for the economy as long as everything that can be traded has a converted gold value in the economy and then the gold sink is the failsafe. Aside from that, as long as items are designed to be used and not hoarded I don't see it being an issue. However, eventually the taxes/maintenance won't be enough obviously but I don't know of anything else that has been mentioned.
  • They also have item degredation so normal items will come and go your important stuff you can get repaired. I think they have really thought it out. Like said above employing a economics pro shows their commitment to that end.
  • There has been talk in interviews of items requiring materials to repair. That is a good sink for keeping harvesters and probably refiners going. Its also good for a permanent demand on crafters. However it is quite unsatisfying for the crafter and there would need to be a way that skill effects the outcome of the repair.

    This gives me an idea. What if high level crafters could give temporary improvements to items for an increased materials cost. The improvement could be tied to durability. For instance the improvement would stop at half durability. Think of it like a blade getting dull from repeated use. Better skilled crafters can sharpen the blade better (improve the buff) and make the sharpening last longer (wears off at 40% dura instead of 50%). The cost for the improved repair would include the rare/difficult to acquire materials used to make the item so there is constant demand for the dungeon drops used to craft items even if the finished product isn't needed.
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