SloanEQ wrote: » Unfortunately, I am not sure if they are even considering the economic side of gold creation out of thin air...and I am glad there are others here who are pointing out why it is a major problem. Gold creation has to be tied to 'production' of some sort.
Zapatos80 wrote: » I'm not sure what the general opinion is on this, but I see a big issue with gold as a reward for crates and caravans—it's basically an endless gold faucet that causes huge inflation in the economy. This also makes it a prime target for cheaters and RMT'ers. Does anyone have ideas for other highly desirable rewards that these systems could offer without injecting new gold into the economy? Suggestion: introduce tradeable items that bypass gold sinks, such as tickets to cover NPC fees of all types [IE repairs, fuel, processing fees, and so on]. By definition, these items will always sell to other players for the NPC price or less, and supply and demand would balance things out naturally and regionally. On top of that, you could add other appealing rewards such as scrolls you can pop for guild or artisan tree XP, crafting or processing aids, or temporary group/guild buffs—all of which could be traded with other players, making them profitable without any new gold/inflation entering the economy, even if those crates/caravans are being run 24/7—supply and demand will keep prices in check. I really think there's a way to make caravan and crate rewards feel highly rewarding and profitable without the huge inflation problem we have right now. Curious to hear what others think.