Over the last month or so, the credit market has been fluctuating quite heavily. On several occasions, there were not even any credits for sale. I think part of the reason is that there are not too many things to spend gold at except credits and there's not enough incentive to sell credits to earn gold. Curatives are cheap, vials will no longer be produced en masse, and the cheapest mounts costs a few hundred gold.
I would like to suggest implementing some medium-to-high gold sinks, stuff that people will consider selling credits in order to get. The more gold is needed, the more credits will put up for sale, which, theoretically, should mean that people who are more focused on learning their skills than obtaining shiny gadgets could get credits at a more affordable rate.
Here's some suggestions to consider:
- Remove gold interests from banks, instead making deposited gold pay off as bound credits. This also means that bank interest could scale in different tiers, so that someone depositing 50,000 gold would get 2 bound credits in interest whereas someone with 500,000 in the bank would get 4. Newer players simply can not spare 900,000 gold to get interest out of the bank, and they're the ones that need it the most. Also, let's assume 100 active characters earn max interest each Aetolian season. That's three million gold (which could buy 600 credits at 5,000 per) being put straight into the game every 12 days just for logging on, with no other effort being involved. Even if it's not that many, it's still a considerable amount of gold being added to the game.
- More gold minipets, costing 50,000-150,000 each or so. There's some of us that want to collect them all, and minipets of particular importance (the centipede was popular with Iosyne's followers) will sell quite well. Something really cool would be a menagerie that sells different minipets, but retires old ones and updates with new ones every 4-5 real life months.
- More neat ylem-related items being discovered in Delve and delivered when turning in gathered mists:
- A 500,000-1,000,000 gold item that will make transmutations last 3 or 4 hours instead of one. Many people would make that bulk investment if it meant they could actually use the transmutations on a regular basis.
- A level 1 weapon rune that decays with your weapon (meaning you have to get a new one). Weapon classes tend to require more of a credit investment to reach not only peak power, but base level combat efficiency as well. 25,000-40,000 gold for a temporary level 1 weapon rune seems like it could really benefit those people wanting to get into the combat scene but are unable to afford artifacts. Basically, something along the lines of amulets. If you're feeling bold, add level 2 weapon runes for 75,000-100,000 gold.
- With the release of eld and the Shattered Vortex, there's now a fair amount of mobs that are immune to critical strikes. I want to suggest an artifact that provides a damage bonus against critical-immune mobs based on your critical strike rating. My initial idea was just converting your critical rating into a direct damage modifier against those mobs, but perhaps something like half of your critical rating would be more sensible. This sort of artifact should cost 1,000,000-1,500,000 gold.
- A trophy board for something like 350,000-500,000 gold. Whenever you kill something (mobs or players), it is recorded on the trophy board. You could use the 'TROPHY' command to see all of your kills (25 ferocious boars, 182 xorani guardians, 93 yellow butterflies, 5 @Borscin, etc), or you can use the 'TROPHY ' to search for specific creatures. 'TROPHY ANIMAL' would show all mobs you killed that have 'animal' as one of their main nouns, 'TROPHY NAZETU' would show all different nazetu mobs, etc. 'TROPHY PLAYERS' would show all other players you have killed. Pretty neat, huh?
- Other benefits that some people would be happy to pay for include immunity from mobs stripping defenses (would be inactivated during player combat and doesn't protect against shield-breaking attacks), not being attacked by aggressive mobs, and so on and so forth.
- Consumables being sold for gold. One of my ideas was to sell the weaker version of chocolates (the bonuses listed in announce post #2093) for something like 25,000-50,000 gold per. That is, 75% experience bonus, 25% extra damage to NPCs, +1 to all stats, and +5% to health and mana -- this is half of the bonuses of the chocolates found in giftbags and cryptic chests. This lessens the gap between people that have lots of chocolates from whatever promotion is going and people that can not afford to buy chests or giftbags. It would presumably also add a fairly effective gold sink to the game.
- Remove the gold drops entirely from elementals spawned with globes of elemental energy. They drop more than pretty much all other endgame areas, and for something coming out of cryptic chests, the easy experience is good enough in itself. To compensate, maybe add some duration to the buffs (making it possible to summon more elementals).
I've discussed the gold economy with a few people in different clans recently, and there seemed to be a consensus that the credit market is suffering because people earn gold and have no real ways to spend it except buying credits. I could be really wrong about the situation, but I still felt this would be some neat additions to the game (heck, some of the items would be decent as credit artifacts).
At first, I wanted to suggest lowering gold drops in Tiyen and other endgame areas, but this is actually where most people start hunting once they reach endgame and there just need to be some reliable ways to earn decent gold. Anyway. If anyone else has opinions about Aetolia's economy and its current state, I'd really like to hear tham.