I would like to put a few points into this, since a community mod put this forward as a discussion point to the devs.
I, too, think this is needed in some way, but it needs to be careful. Weak potions, can be made in the 1000’s at a time due to how simple the materials are. An item like this would need to be vendor trash for 0.01 so it’s just not used as a grinding outlet for cash infusion. Someone spending an hour finding the materials and making the potions, to make 100g seems pretty okay.
But, this needs to be carefully watched for easily grinded/crafted items so they don’t just become an outlet for tons of gold. If this side can be controlled, then, this should be a good way for all players to always have a way to gain gold.
Maybe try to come to some outcome that at level 60, per hour of productive play (killing/gathering/crafting) should produce maybe 100 or 200g in whatever items. Then, every player can produce this money from just playing. Just be careful as too much would hurt the game the other way.
As for PvP, something needs to be tied together with this idea of gold producing/destruction but in a way that makes sense.
From what I understand, originally, this game was always PvP flagged, items dropped/destroyed upon death (even PvP) and items destroy over time. Somewhere between that idea and today, we have what we have. Maybe, to allow some economy back into the game for PvPers, I would suggest implementing the following:
Random coin is dropped from a PvP death. Don’t make the player actually lose the coin, but a PvP death should drop some coin. Keep it the same as above, somewhere around 100g to 200g per hour of productive PvP.
Forts need to be locked from PvP once captured for some duration to allow players to move around the map to attempt to capture others. Even a 30m capture time would be a big step. This allows PvPers to capture a fort that gives a faction wide buff for a while that affects the economy.
All items in the game need to slowly decay over time due to repairs. Without a repair kit, using the normal repair from salvage, items should lose like 2% (could be random between 5% and 1%). I would shoot for an average of 50 repairs from salvage, the item will need to be replaced. Then, the MAJOR thing that is needed is that repair kits would give a 5x factor boost in this durability drop, to 0.4% per repair (maybe range from 1% to 0.1% per repair kit). Again, around an average of 250 repairs. Because as of right now, repair kits are worthless and items exist forever. But, this mainly makes all items the game generates is something that you will need to go back and get again some type in the future, slowly generating destruction of items over time. I would also do this for furniture. All items maybe should lose some decoration score over time and need to be replaced.
This is a BIG one for PvPers to affect economy is that you CAN’T (CANNOT) gather from nodes or skin animals without being PvP flagged in an opposing faction territory. If your in your own faction territory, you can do the above without being flagged. You can complete quests, loot chests, loot bags from drops, and interact in opposing territory without being flagged (those who want to level can do in peace).
While not directly PvP related, it is needed. FFXIV idea of omnicrafters are VERY bad. New World should not follow/allow this. Refining/Gathering is okay to allow anyone to do this but players should only be allowed to level two different Crafting skills beyond 100. This helps create a robust player driven economy by items slowly degrading, PvPers controlling territory for gathering/crafting, along with multiple hubs of trade being developed instead of a single server one, and forts maintaining longer control due to only swapping control every so often. I would add a block that you can no longer gain XP in any crafting skill once 100 is reached. If you are over 100 in any crafting skill, have a trigger start upon logging. You can’t do any crafting until you have made some choices first:
- Choose a crafting skill that is over 100 to be your main skill. You can now craft in that skill only.
- Make another choice above, if you have another crafting skill over 100.
- If two crafting skills have been chosen, then all other crafting skills over 100 are automatically reduced to 100 and you immediately gain 100g per level of crafting over 100. (this means someone who is 200 in all skills would gain 50000g, I believe. This would be the maximum.
I will mention, all five of these suggestions need to be implemented together as each one works with another change to make the whole better. Just doing only one or two of the above would not reach the desired outcome of allowing PvP and Economy being more intertwined together, along with crafting be more important to drive the economy, and allow things to be taken out of the economy and place back in either directly by another player or by drops. This also still keeps the idea that PvP is a voluntary action, that you make the choice to do by flagging.