They should just roll back the economy and gold for kill tables and rewards from endgame arena’s back to what it was in alpha. Where the biggest complaint was “I don’t like big numbers, can’t we just simplify the economy?” Which btw is how we got here. People complaining overinflation due to big numbers representing values in market. But at least at this time every item had a value that didn’t lead you to a prompt on market that you will actually lose money on this transaction for 20% of the items. It was also in the same line of gold earning that would support having 3 houses fairly easily whereas now God help you if you try and own 3 houses hahaahahahahhaha
Except the salvage price ranges from 0.50 to 3 gold
And salvaging that gear is often offset by the repair costs to the gear you used gathering it
I’m glad you guys care about the player driven economy. But, the solutions you are describing have nothing to do with the player economy, it’s getting gold from other sources. I’m wondering if you guys are paying any attention at all to the Trading Post, because everything is being listed for 0.01 gold, and people are realizing it costs more to put stuff on the Trading Post than you get from the actual sale. People are throwing stuff on the ground all the time, myself included. I would think the Trading Post would be the heart of the player driven economy. Right now it’s completely broken, and you might as well not even have it. While it would be nice to get more gold from in game activities, part of the appeal of this game for many people was the crafting and economy, and being able to buy and sell to each other. That part of your game is extremely broken, and people that enjoy that kind of thing aren’t going to care about extra gold from Outpost Rushes or Corruption Breaches.
Call me bias, but I believe the repair sink is one of the least predictable and very varied among servers. If you have a server with high open map pvp activity, it should logically mean more money disappears faster from such a server, due to players dying in pvp encounters and needing repairs more often than most pve activities, aside from possibly hardcore dungeons being farmed. If you compare that with a server where lots of people avoid pvp activities, and only some might farm dungeons here and there, gear repair should be far less a sink.
This also couples with time investment. Someone who logs in to the game to pvp, will not partake to the same degree in money generating, they might only do what’s needed, once they got the gear they feel right with, to cover repair costs, not take part in activities that lead to gold being generated for the whole of the server.
What server are you on? High pop or low pop?
I have not experienced this at all. Some items that I’ve seen at 0.01 are like Tier 3 raws such as gold ore, thick hide, etc. because everyone is farming them for skill but don’t have enough of the T2 mats (and refining mats) to convert them. Other than that, on my server, we’re in a ballpark range of:
1.60 - Iron Ingot
0.35 - Iron Ore
11.99 - Ironwood Plank
2.49 - Wyrdwood Plank
0.33 - Charcoal
0.19 - Green Wood
0.40 - Fibers
Starmetal tools sell for 100-500 depending on perks. General greens/blues in the 10-55 range sell anywhere from 5 to 150. Cooking mats like garlic are outrageously expensive.
I’ve been able to sell fishing poles (T4, GS 460+, Epic, 4-perks) for 650+.
These are all just examples… point I’m trying to make is that maybe this is server-specific. My server seems to have an economy that’s working alright.
Edit: Also note that you don’t have to put everything on the TP for 14 days, you can do it for 3 days and save a lot of money
raw mats, tho, right? Not anything people can create like potions for example. What are those going for?
Everybody thinks the sky is falling (deflation) when in reality, once they turn on Outpost Rush permenantly, there will be runaway inflation. No incentive to win since it’s only a 50 gold difference for a loss, throw the game and both sides “win”.
Reddit gamer armchair economists are at it again and can’t see the forest for the trees.
Sadly, I’m at work and can’t check… but my Arcana is 113 and I do recall selling some strong health pots in the past for a fair amount (maybe 3g to 10g per?) Don’t quote me, but the only items that are ever 0.01 are ones that might be found on a “Quick guide to level X skill from 0 to 200!” type thing - but this certainly hasn’t affected the entire market.
As another example, my fishing isn’t very high, so I need to buy Luck pearls… I just bought 7x epic ones at 150g a piece.
I haven’t bought anything on the Trading Post because I can’t make any money off of it. lol. But, I get your point, and perhaps does vary from server to server.
I think one thing of note is you can google New World game economy and there are pages of links talking about how bad it is. So, it’s not like those of us talking about it are imagining things.
Ultimately, I’m just here to express my opinion about this aspect of the game and how it’s affecting me. Unfortunately, it’s a very negative experience, even though the game itself is quite fun. But, I was really hoping to get into an MMO with a much more robust player driven economy, and I feel like I’ll eventually get bored and leave if it stays in its current state.
This is the perfect use for the forums. It’s a good conversation.
Call me a conspiracy theorist, and I’m sorry this gets off topic, but I recognize that many other games/developers benefit by AGS (or even Amazon at large) failing in this space. I look at the parallels between the “bad press” that NW gets, and it’s eerily similar to some very shady big-money propaganda attempts we see in politics every day. Public opinion is shaped less an less by rational thinking humans and more and more by influencers, 30 second videos, and curated feeds. So, either NW gets all this bad press because it’s really that bad, or something else is at play.
But, you’re doing the right thing by playing and coming up with your own opinion. I can only encourage you not to think that NW must be bad because the front page of Google said so.
You aren’t reading a chart of “spend v sell”, so you’re wrong on both fronts. The gold out is repair costs, town upgrades, war decs. Things that don’t go to any other player - things take money out of the economy. The gold in is quest rewards, faction mission rewards, mob drops, invasion/war rewards.
Taxes are a net zero, they are paid by some players (market buyers/sellers, crafters, home owners) and given to other players (the controlling company of that region).
And as the chart shows, at every stage of the game, more money is being generated than is being removed. And this is with a massive source of endgame income disabled (outpost rush).
I vaguely remember seeing something about this during one of the Betas but it was never clear nor intuitive. When I look at the faction missions I see a minimal amount of gold as the reward in the tooltip for the mission. At a glance it appears as if the time invested would not be worth the reward so I have been skipping these. If the tooltip could be made to reflect the actual gold awarded it might make for a good reminder. Because right now just looking in First Light (I know, low level zone) but the missions offer a reward of a little over 7g (which means if this is the 10x reward then the base is only 0.70g) and overall not worth the time running. Though I suspect that the 7g is the base and actual 10x reward would be 70g and would be much more worth the time invested.

No, just for clarification, the only reason I’ve googled the New World economy on several occasions is because I wanted confirmation that I wasn’t imagining how bad it was. So, I definitely shaped this opinion on my own. But, I understand what you’re trying to say.
This. I had no clue about this either, maybe I missed it, but it sure will help some, although it seems to me at the level I am at yet, I only get elite missions offered, which at least on level require other players. I ran some today, I was fortunate I bumped into two other players, but can hardly say it was teaming. Maybe once everyone is at level cap, it should not be difficult then, at least around peak times.
I feel at least a tiny bit calmer now. I have been skipping these missions recently, since they started to all require other players around to complete, at least from what I saw. Will have to schedule them from now on, having a lovely guild will hopefully aid towards that too.
Still, we might be talking what, 300 gold? Repairs in pvp can quickly go way past that, same with level cap dungeons, from what I have heard, so the issue remains that the repair sink can end discouraging pvp flagging, and to take on challenges for fun. It just appears unbalanced to me, but maybe in time it will show it works out, dunno.
Working as intended? If the intention is to make gold farmers rich, then yeah, mission accomplished. Most of us have to have a second account to gold farm for our primary accounts, but yeah, working as intended.
You should get an economist and a few mathematicians on the team because the game is not fun while “working as intended.” Even the real economy has to be managed by the government in order to remain viable.
salvage price is based on the teir of the item, and how damaged it is, thats all.
Thank you for this data, I’ve seen way too many complaints about the net amount of gold in circulation and it’s good so see it backed up by some hard numbers.
If anything, turning down the amount of gold available for group content (war/invasion rewards, outpost rush and high level corrupted areas) and increasing the amount of gold slightly for solo-able tasks (base gold from faction missions, or rewards from specific higher level town board quests (i.e. crafting infused leather, retrieving item from high level landmark) might help balance the gold income for solo players and alleviate some of the gold crunch. At least then gold becomes a little more ‘farmable’ through solo play
y ahora también hay quien se esta ganando dinero real vendiendo monedas cosa que no debería de ser así por culpa de que no hay una forma divertida de generar monedas.
en la página Buy Cheap New World Coins for Sale - PVPBANK esto es increíble a menos de un mes de su lanzamiento a mi así me parece que cada vez tendré menos ganas de jugar a este juego.
I mean the issue is as plain as day and your data perfectly reflects that
The PRIMARY source of gold income is questing, which goes by quickly 1-35.
As the game population subsides, and the new players diminish - especially in a game where you can do everything so nobody is making alts - the economy tanks as you’ve seen at the higher end in your data set.
You guys should do something sooner, rather than later, and not tie the only good income to one source - outpost rushes or whatever.
Gold needs to come up in general - salvaging would be one of the best tweaks for this.
@Zin_Ramu not sure if this has been suggested, but maybe an upward sliding scale on townboard & faction missions for the gold rewarded with a max cap for terretory level? It might make players feel a little better about doing those missions repeatidly if the more they do them the more reward they get and give people a way to farm a bit of gold. You could even put a daily cap on it depending on terretory level if you’re worried it would be abused.
Example, someone with level 10 in Monarch’s Bluffs might make 7g for one of the town board missions and maybe someone in Restless Shore at the same level would get 12g (I think right now I see them at like 4-5g per?). Someone with the terretoy rep of 20 would get 10g in Monarch’s and Restless would be 15g. Lets say that the gold reward would max out at terretory rep of 25 for Monarchs at 12g but it would be 35 for Restless at 18g. But to still encourage players to want to do the quests & level the terretories (minus the benefits they get from the cards), after the gold per quest cap is hit players also get a bit of Azoth with the gold as well.
Now, I don’t know numbers so those I said are just a wild suggestion to give as an example. I would say also factor in the type of quest as a reward scale also. So a board quest asking you to give basic green wood would reward the minimum while another asking to defeat enemies in a higher level area gives the maxium (edit - this is already in place now that I have opened the game to check the rewards).