FIX the Economy (Money CREATED vs Money DESTROYED)

This is by far the worst economic system ever created. Your charts are pointless when they include money produced by quests that are not repeatable, once those run out the only ways to make gold is Invasions, Wars, Outpost rush, and trading materials. Invasions can be dominated in some servers where guilds just kick you out, Wars are a worst version of the invasions since it’s always those 50 people, personally, i managed to get 2 wars so far because every other one was full. Outpost Rush is not an option for the past month !!! which leads to trading material which everyone is doing and everything is at 0.01 price. this is the start of a problem. There are people who realized this all the way back in betas and now have most of those generated money from the quests but even they will lose their money by just paying taxes. the way this economy works all the money will end up to the leading faction in most servers is just the same guild that has everything and everyone else just struggles to pay repairs !!!

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Finally any statement from the team, hope you can somehow shed light also on the PVP part of the game and PVE future, many people are confused whether we will get what we want, at least economy is closed. Even that info that “you will act” Is something we really needed. Thanks

This is great, thanks!

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Stop using strict real-world rules to justify the game economy design. The game doesn’t have a fraction of the real-world implemented. The game economy rules should fit the game features and mechanics available. The game doesn’t have a permanent job with predicted income, don’t have welfare, don’t have family support or inheritance, don’t have a lot of money transfer and money maker as the real-wold have.

And the main issue, people will not hang in the game forever until they die due to starvation or any other health issue, they will just leave when the game. Sure many people will leave because they don’t enjoy the game, but you don’t need to see people leaving the game because of small things that the game can change to make it better to the player that love the game.

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look for a portal rush group. it takes like 5 seconds, theyre always happening.

outpost rush is matchmade and you get paid even if you lose. its 1000% solo’able.

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well it is not because you don’t feel money is a problem for you, means it is not a problem for most of us.

you got the point.
You want to respec 500 po
you die and make repairs 75 po
you crafted a lot (like i do) 2000 po in taxes per day

you kill 10 monsters you gain 9 po …

everything is said

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I am now seriously wondering if Amazon want to keep the economy squeezed so that they can sell gold in the in-game shop next year

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I think you should play your game a little bit, like 5-6 hours a day like people at 60 have been doing for a while. you are out of touch with your game and players.

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Do you have any evidence or is this just your foil hat theory?

I had no idea. Very cool. I’m spreading the word.

Uhm, if you’ve played any single prior MMO you would realize there’s a wealth distribution between players? How do you even remotely see this NOT being the case? Just down to the simple fact that some people are going to be more economically savvy, you’ll already have a non equal distribution between players. The very fact that some players are complaining that the economy is broken, whilst others are not encountering these issues, is a reflection of that.

So I’m really wondering what sort of foil hat theory you’re aiming at.

You do realize that the amount of gold entering the economy vs in and out is what matters to the state of the economy and not the fact that you are just bad at using the markets to make money… right?

You do realize you are the reason you are poor with a player run economy…

Yeah, but now you know why. You literally can’t invite people you don’t know or you auto-lose which costs both money and crafting bench levels.

I’m sure you know the trend is downward because questing is the primary source of monetary inflation and as the number of new players leveling characters falls to a trickle you will see considerably less monetary inflation. Is there a reason the game was designed to require you to manually intervene at different stages of the months following launch in this way?

You likely also know that coin created is not the same as coin in circulation - do you have any reliable metrics on what % of coin is never spent? Do you have any reliable metrics on how much coin is being created and hoarded by coin sellers? When there are so few and unreliable sources of coin income people are incentivized to hold coin over other goods and to avoid spending it on crafted luxuries that one can do without, so crafters are currently unable to participate in the economy in many cases - each server is at a different stage in this inevitable deflationary trend and some servers with a higher % of level 60s are suffering more than others; game-wide metrics are not useful in these cases.

You also likely know that level 60 faction armor and weapons are roughly on par with some of the best crafted items, which reduces the demand for all but the most powerful crafted item rolls, this is exacerbated by the lack of coin income at level 60 and other sources of high gear score items which are created much more cheaply than by crafting.

You probably know that the cost to travel between settlements creates a situation in which the sunk cost required to gain ownership and higher tier stations is likely to create natural monopolies if players behave rationally. Do you have an economist on staff? Was there an economist involved in the design of the relevant systems? How do you plan to make it so claiming a popular settlement doesn’t give the governing company the power to considerably disrupt the amount of coin in circulation? How do you plan on making it worthwhile to claim all settlements?

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Can’t solo end game content in an MMO? I’m shocked.

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I’m no economist, but wouldn’t the coin created to date minus the coin destroyed to date equal the coin in circulation?

No, there are savings. Many people don’t spend a large portion of their coin - especially those selling it for real money or holding it in company treasuries.

No. Let’s say I started playing. Gathered 20k gold. Spent 1k. 19k left. Then stopped playing. 1k would have entered circulation. 19k never entered circulation, is dead on my account.

Likewise, money that once was in circulation, but ended up on the account of a stopped player, is out of circulation.

This may be temporarily, till the player returns. This may also be forever out of circulation. If a player does not return.

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After reading the response and the peoples responses, I can see that there’s going to be worse to come economy wise because of their complete failure to acknowledge the deflation issue that only everyone with half a brain can see is happening, but content creators, and also even gold selling websites who deal with the gold. There is a problem, I play the game, I see it happen and other people saying the exact same thing reinforces the problem. There are so many problems with the economy that I see being brought up that probably won’t even get acknowledged until their excel worksheet acknowledges it.

That’s all imma say. To the people defending the employees comment and actually believe it, you are part of the problem as well and are actively, by replying to people complaining about the glaring issues, working against any sort of solution to the problem.

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