Gold drops from bashing have been reduced to roughly a tenth of what they were in the past. I'm all for letting the player run markets adjust accordingly, but what about things that the players can't control, like commodity prices? City comm shops don't generate their own anymore, so weapons, armor, mending salves, clothing, vials, and pipes will be more costly to produce, just to name a few. On top of that, maintaining and recruiting city guards will suck coffers dry, along with upkeep fees.
With the wealth modification up, I used to be able to make around 50k gold in an hour while bashing high end areas. With current drops, that comes down to 5k. I know most of the player base won't bash nearly as much as I will, but now that gold is harder to attain while non-player controlled prices remain the same, we'll see bashing areas cleared out more often, making gold even -more- difficult to come by.
I understand that gold drops needed to be nerfed, but did it need to be this drastic? Couldn't a reduction of 50% done just as well? If the admins aren't willing to consider upping gold drops, could they at least think about adjusting commodity and city gold upkeep requirements accordingly?
I know we're all still feeling out these changes, but I figured I'd add my input anyway.
EDIT: Redacted. This post was a knee jerk reaction, and I've always been reluctant to change. After some thought, I'm willing to see how this turns out. I like the idea of players having to work harder for having nice things like crafted items. I also like the idea of shop keeping actually being profitable. Necessities in game can still be obtained by in game means, only now you actually have to play the game to get them.