Just remove the repair system from craftable itens and the price will rise up
I proposed a few sensible fixes for the economy:
Been saying since closed beta this game is fucked in the long run because there are no meaningful resource sinks. This game WILL die in a years time if things keep going the way they are (the only saving grace here may be the lack of competition though). Amazon is even speeding up this timeline with their ‘fixes’ that stunt they pulled with refining reagants def cost the game months of it’s life especially since it wasn’t addressed immediately, it’s completely fucked a good portion of the economy and if they accidentally address the rarity of legendary resources in their next patch like I suspect they will the game will lose a few more months off it’s life again. Hoping they cop on and actually learn how to balance shit the right way because the few updates they have had have not given me much hope so far.
Whenever I go out mining gold for tier 3 gems I’m forced to drop thousands of gold ore. Each run I probably end up dropping anywhere from 5k-10k, it weighs too much to store and is currently selling for 0.01 gold a piece.
Then you have silver ore that sells for 0.25 a piece, it’s ridiculous
A fix i can see is to allow all skills to be leveled to 99, but in order to continue farther you have to decide your specialization on like 2 gather and 1-2 manufacturing professions.
By allowing you to get all those skills it gives you time to decide which ones you will enjoy, and what will benefit you/your servers economy better. The low tier mats will still be available for all, but since level 100 is the break point for most higher end recipes/materials, it would allow those who invest in that profession a good ROI and hopefully increase those higher end materials prices
It is all compley crashed in 1 week. Reagents now on min price for craftet gear 500+you get 50 to 100 gold that is a bad chocke. For orchalium tools you get 250 gold… And Prices still go down.
This game sound like our global economy simulator. Evryone want to do high tec but most profit is for picking up flint XD
I think they just need to make it harder to craft everything.
Reward those who have completed the grind for master-Armoring. As it stands you can max everything in a few weeks
If you have hit level 40 and you only have 200 gold it means you have opted out of actually farming things yourself and you are buying them off the market. I had 9k at level 37.
The economy is horrible and most likely going to crash soon. What will accelerate it is the taxation system, a monumental failure, so stupid it rivals anything i have seen in mmorpgs.
Letting people, greedy guild leaders, decide on taxes of EVERYTHING is just baffling.
Tax for storage/housing
Tax for buying materials
Tax for refining materials
Tax for crafting items
Tax for selling items
If you add all this up, it becomes clear that whoever came up with this at Amazon games has never heard about economics or tested this idiotic system.
The only people that benefit from this systems are the territory owners and their buddies. They max cash in a day or two.
I’m only level 25, but I started to see this potential problem last night. I don’t power game, but I do enjoy crafting. I do anticipate very shortly the market appears to be not lining up with crafting effort.
If I spend hour gathering resources to make 8 luck mining meals, and they are now costing .010 - I will never make any profit this way.
The worst part is I’m not sure how to fix this. I hope it can be addressed because this is the most fun I’ve found in a game in a while, and I don’t do PVP.
Everyone is leveling up right now, and hitting nodes while they run around, yes the market is flooded, enjoy it, buy cheap, cap you crafts. Once people level up and or quit, you wont have so many people farming all those nodes for skill ups, and then only people that want to farm will be farming.
Same boat here - enjoying the overall loop of gathering/crafting/traditional PVE but getting dismayed by the economy as it has manifested since launch.
Have had intermittent successes finding opportunities to engage with the market, but it gets steam-rolled within days after folks realize there is a relatively stable sub-market on certain items/resources/etc…
While I can get behind that the current economy experience is a result of us being in the “cold-start” phase of the game’s lifecycle - I’m convinced there is definitely actionable things AGS should be addressing (as to what those are, well, there have been plenty of suggestions posted here)
The game is new. We players of the first wave started the game as we are used to in other games. We acted intuitively with the world. We bought items from the AH or the faction trader with our gold during the quest. The first house purchases followed. However, it quickly becomes clear that you can’t get significant amounts of gold coins without trading in the AH. Unfortunately, now everyone comes to this idea. Everyone farms items or crafts items in the hope of earning something from them. The market is concentrated in one city. The sheer amount of items floods the auction house and for a huge supply overhang.
After a miserably boring journey, we finally reach level 60. I find my first legendary materials, they will surely make me rich… yeah right. I found strong weapons, maybe someone will buy them from me… yeah sure. Hmmm… I’m starting to regret buying three luxury houses, whose taxes are eating the hair off my head (German phrase). I’m starting to regret reallocating my attribute points several times, which adds up to a few thousand coins. With the construction of bags I have literally destroyed gold coins: While I was able to fill my gold bag by a few coins, I destroyed hundreds to thousands of gold coins from the game with each rune.
Gold degenration does not initially affect the individual player. It’s about the total amount of gold in circulation. As long as there are enough players who are “uninitiated” and ideally in the leveling process, the fragile system could still stay afloat. Once a certain amount of players exceeds the 60 level mark, the cash flow slowly dries up.
add gear sinks and remove gear being dropped from mobs and chests.
is that easy AGS
…who hurt you?
No one will soon be able to buy anything in this model either.
why? in fact more people would buy/sell gear with gear sinks and no gear being droped from mobs and chests.
The systems that remove gold from the game outweigh the systems that return gold to the game.
we are not completely sure about that, owners of central towns are becoming very rich. But yeah, in a player driven economy you want your gold input and your gold sink to be balanced around 0.
Anyways, the solutions I propose have absolutely nothing to do with gold input or gold sinks, it only affect a tiny fraction considering the gold you get for salvaging the gear you get frop drops, but they could easily replace that by giving the same amount of money directly in the drop.