New World Economy, and how to create gold positive servers

Hello Everyone!

Today I want to talk about how the economy in New World Works from a server perspective.

TL:DR
After the initial quest surge, PvP activities (War, Outpost rush) and Invasions are the main source of Gold Generation in New World. All other aspects of the economy, like the Trade Post, are dependent on the amount of PvP activities being completed on a given server.


There are 6 ways to generate Gold on a server in New World.
They are:
War, Outpost rush, Invasions, Quests, Expeditions, and Monster Drops.

War:
Generates 50Kg on the server per war.
(-7-15k to declare) + (60-70K to participate)

Outpost Rush:
Generates 12Kg per match (300g per person).

Invasions:
Generates 25-30Kg per invasion
(assuming 50 people participate)

Quests:
85-150G per quest per person.
Quests are the largest source of initial gold on servers, but eventually dry up as people complete them.

Expeditions:
100-200G per boss per player + gold drops from monsters
Average 2Kg per run
Not a major source of Gold all in all.

Monster Drops:
10-15G every 5-10 monsters
Assuming level 60-65 monsters


The server drains are:
Weekly Territory upkeep > Work station upgrades > Repairs

Weekly territory upkeep:
11 Territories from 10Kg - 100kg+ per week, per territory, depending on level of crafting stations.
Average gold lost per server, per week, is 250Kg for low pop to 1100kg+ for high pop.

Work stations:
Assume 5kg to upgrade each on average.
(Downgrade 2-10 Work stations when invasion is lost)
Average cost of 40Kg to lose an invasion

Repairs:
25-50g a death and 50-100g upkeep cost per 4 hr play session at lvl 60.
in theory this is covered from killing monsters.

So, What does this all mean?!
To achieve a gold positive server, there needs to be constant war declarations, outpost rush matches, and Successful defense of invasions.
Servers that are anti war/instanced PvP will very quickly end up in a gold deficit, once the gold from questing dries up.
To promote a healthy economy, there needs to be constant Instanced PvP!

This is an unusual economic design from other mmos that rely on NPC venders and trash items to generate gold/set price stability.
That being said, the current economic structure does allow for gold positive generation assuming the server is doing wars every day, invasions every day, and outpost rush to fill in.

If your server is experiencing a gold deficit, there is a very high probability the server:
is not declaring war often (1-2 wars a day),
Can not defend against invasions successfully,
does not have a significant amount of lvl 60 players to do out post rush consistently.

As soon as a server moves towards an Instanced PvP mentality, the server will achieve positive gold generation. Which, in turn, will lead to a more healthy trade post/economy.

Thanks!

Also known as, populated servers once again come out on top.
Anyone on a low population server, won’t be able to meet these.

Nah on low pop servers gold is generated by bots doing low level quests.

you are far underestimating gold created from drop salvage
you also ignore daily faction bonus
your numbers on upgrade cost/maintenance is somewhat off, because each upgrade generates a town board which gives out gold to complete. It probably doesnt pay for itself anymore, but its lower than it seems

faction dailies should be, in theory generating 300-720 per active player per server. lets say average of 450.

chest opening zergs in high end zones generates tons of drops, each worth 3 gold. Invasions winning is probably the biggest bonus as it reduces costs.

but the gold deficit isn’t the full issue anyway, a big problem is regular players not feeling like they can make money.

the gold quest design system did not train people to play the game normally. Playing at 60 is basically a new game loop design, which is poorly introduced and messaged

1 Like

That’s a good point with the Faction Dailies. I don’t think many people capitalize on them. I know that I tend to get 188g when I do them as I typically only do PvP faction quests for tokens in Great Cleave. But this is something that could be capitalized on better for sure!

I left out the salvage as I play on a low pop server. At most we have 8 people able to run the overland lvl 60 areas at the moment. We get 30-50 items each per 3-4hrs (100-150g) which does not cover rep costs at all for us. But for sure on higher pop servers this could be an amazing source of Gold gen as well!

How’s the run in Great Cleave?

Just from what I see so far, gold is too plentiful at the low end, and too scarce at the high end. I think the high end money sinks - such as house tax and repairs - are too high, should be 20-35% less.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.