Gold Capped: Warcraft needs a new gold sink, and it needs it yesterday

Last month in this column, we discussed in-game inflation. Inflation is an inevitability in any economy -- a natural (albeit controllable) erosion of the value of money.
Usually, Blizzard falls over itself to do everything it can to promote balance. Are too many people dying to a certain mechanic? Slash the damage that mechanic inflicts by 10%, or change the frequency at which it occurs. Is a certain class struggling in PVP? Boost one of the bursty attacks by 8%. It's a subtle back and forth that goes on all the time.
With all the emphasis on balance, you'd think that Blizzard would micromanage the in-game economy to the nth degree. This quote (or this paraphrasing) from Lead Designer Tom Chilton from Gamescom stuck out rather prominently in my mind when I read it:
Blizzard Interview at Gamescom
No gold sinks are coming soon because of the large variance in the amount of gold players have.
What in the heck are they thinking?
Raising the white flag
Let's call this what it is: Blizzard is surrendering the war against inflation.
Like DPS numbers and raid mechanics in World of Warcraft, real-life financial markets and the economy are heavily watched and regulated. While I'm sure all you armchair libertarians might take issue with the extent at which a government should regulate the economy, there's little question that bad things happen when the ball gets dropped (or, in some cases, when the ball is never even picked up in the first place).
What's a gold sink?
For those new to the concept, a gold sink is simply some (usually) non-essential item or service that takes money out of the World of Warcraft economy. Vial of the Sands is perhaps the most aggressive example in Cataclysm thus far -- each one that's crafted sucks tens of thousands of gold out of circulation -- but it's far from the only one. The 10% off the top that the Auction House takes, reforging, repair bills, and soon transmogrification -- all of these are gold sinks.
Typically, as WoW ages, game designers put more large gold sinks into the game. At first, advanced riding skills were gold sinks (900g to get the ability to use a 100% speed ground mount -- a lot of money at the time). Now, gold sinks typically take the form of mounts and items. In Wrath, there was the 20,000g Reins of the Traveler's Tundra Mammoth. The materials to craft Vial of the Sands cost around 30,000g. Even in patch 4.2, we have a few smaller (but definite) gold sinks: the 1,300g+ Crimson Lasher pet, the 1,300g+ Hyjal Bear Cub pet, the 437g Mushroom Chair, and the 3,000g+ Mylune's Call.
Gold sinks are often seen as luxury items, a way to flaunt wealth. But that's not why they exist. They're small battles in the losing but necessary war against inflation in World of Warcraft.
Gold inequality is the problem
Blizzard cites the variance of size in WoW bank accounts as the reason for not instituting a gold sink. That's bizarre thinking -- the inequality is the problem. Big players in the Auction House game are racking up bankrolls in the millions and even tens of millions. Even for more casual gold cappers, five-digit account balances are the norm and having hundreds of thousands is far from rare.
Now consider the more casual player. While they arguably have more in-game money now than they've ever had, at the same time, the gap between the WoW casual class, the WoW middle class, and the WoW upper class has never been larger. It's okay if the upper class -- those who play WoW for the Auction House -- are way ahead of the rest of the players, since they'll always have more money than they'll ever need. The problem happens when the middle class -- those who simply play the Auction House -- start blowing the casual class out of the water financially.
Why? Because it's the middle class that helps set the prices on the Auction House. They're not the ones buying Spectral Tigers. They're the people in trade asking to buy a pair of Valor bracers. They're the ones who spent a huge percentage of their bank account to buy that one i378 BOE in the earlier days of patch 4.2. They play the Auction House for some of those smaller rewards you can get -- a small but measurable advantage in the PVE game.
But these middle-class buyers are also buying just about everything that those more casual players are buying. They're grabbing food off the Auction House. They're buying glyphs for themselves and for alts. They're buying materials to help level professions or to just make a few Mythical Mana Potions for that heroic they're running later.
Because the middle class has so much money, they're willing to pay more for the basics. If they need a Flask of a Draconic Mind for a raid, they'll buy it regardless of the price -- 100g is a drop in the bucket. "Glyph of Spirit Tap costs 150g? Man, that's a lot, but I need it for my alt."
For more casual players, these necessities make up a significant portion of their bankroll. And worse yet, for absolute beginners, some of the most important elements they need -- say, that glyph -- are absolutely out of reach without strong knowledge of how to play the Auction House. That's the problem; inequality leads to more inflation, and more inflation requires people to do more to keep up. Sure, you may have cleared 80g for finishing that heroic yesterday, but what about that level 25 player who just got access to a glyph slot? They get a few silver for doing what you get 80 gold for. And without a doubt, these players are the ones who need those meager funds the most.
Gold sinks generally draw interest from all players. Everyone wanted that Tundra Mammoth, since it offered the ability to repair on the fly. New mounts have a cool factor. None of this stuff is necessary for players to have. It's just a little something extra to keep the economy from falling apart.
The consequences
Surrendering the war on inflation will have terrible consequences, mostly for the most casual of players. Without a steady Auction House income, these players won't be able to afford much beyond simple repairs. The middle class of players are going to feel the pinch too -- a BOE piece of gear will probably cost 250,000 gold or more in the opening days of patch 5.0.1; basic flasks might run thousands of gold each. A single Pandaren herb might run 100g.
Obviously, inflation is going to happen no matter what Blizzard does. But by surrendering the war, inflation is going to get much worse that much sooner.
Are gold sinks the only solution?
If Blizzard doesn't want to put in a new gold sink, one would hope it's got a plan to deal with the consequences. Certainly, dealing with inflation doesn't require a gold sink, but it's the most elegant solution.
What are the other options? Well, if inflation is rampant and newer players need to buy the bare essentials, the game will have to pay out progressively higher rewards for simple quest completion and monster drops. (One wonders why these drops and rewards are so tiny as-is -- 10 silver doesn't buy anything.) Blizzard will need to give players the tools to deal with out-of-control prices.
But does that really solve anything? Pumping more gold into the World of Warcraft economy will only worsen the existing problem. And worse yet, it will rapidly erode any kind of savings that players have. Your local economy works because of the actions of 10 or so major (~1,000,000g) players, backed up by another hundred or so minor players (~100,000). With inflation making the act of working for more money than you immediately need futile, these players are less likely to keep the economic motor humming. The consequence of that: Not being able to find what you need on the Auction House when you need it. (If you've ever been on a low-population server or even the less-played faction of your own server, you know how frustrating it can be to see only 12 Wool Cloth listed at any given time.)
Certainly, Blizzard doesn't have to put a shiny new 50,000g mount in the game, or a bunch of 10,000g pets, or something even more expensive like player housing. But it's the most effective, elegant solution to a problem that will only get worse without attention.
Filed under: Economy, Cataclysm, Gold Capped
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Reader Comments (Page 8 of 10)
Kelly Sep 20th 2011 9:20AM
Gold sink? Damn, if only there were a solar panel manufacturer in Azeroth!
Oh well, back to counting my hundreds of gold.
sckeener Sep 20th 2011 9:33AM
re R and Glyphs:
Glyphs are not important at low levels. They aren't important at all. Your theory that it is a mechanic in the game that blizzard wants us to use isn't entirely accurate. Blizzard wants use to beta test abilities via glyphs. Blizzard designers want us to use them because they are a cheap way to tweak classes without actually tweaking the class. Glyphs that are successful are supposed to eventually become regular class features. Blizzard's goal in glyphs is to figure out what is the most successful tweak that players will like.
If a glyph costs 200 gold and turns polymorph into polymorph frog, so be it. The lowbie mage doesn't 'need' that glyph to play.
Lorne Sep 20th 2011 2:38PM
yes, but there ARE glyphs that have become practically mandatory for some specs in order to level efficiently (Glyph of Spirit Tap for S.priests). In fact, if you ARENT using the glyph you're DOING IT WRONG.
Nitiga Sep 20th 2011 10:03AM
There is a simple solution:
Set the amount of currency available on any given realm to be a constant: That is, the amount of currency injected into the system via quest rewards, dungeon rewards, looting and the cash flow guild perk (this new addition is the really nasty culprit) must exactly equal the amount of currency removed from the system via goldsinks, down to the last copper. Unless currency is a truly conserved quantity, inflation follows inevertbly.
So what if we have an AH-worker is stockpilling gold for no other reason than "because he can"? (many hard-core AH workers couldn't care less about pointless vanity goldsinks and as such they are ineffective against those). There is unfortunately only one solution: Taxation. If you have hoarded gold above a certain threshold, you will be ducted a certain amount each week, until you are back to reasonable levels again and the money you have been ducted are sent back into the system at new quest rewards and loot. Scrooge MacDuck is a nightmare for any economy, as money is best when then are circulating, not in a money-tank. Spending them should be encouraged.
Wow has proved an interesting simulator for real-life systems in the past. It would be very interesting if Blizzard would be willing to do this experiment in economic theory, as our real world soon will be facing the same problem.
jtrack3d Sep 20th 2011 9:49AM
One thing that doesn't work is the expensive 10Kg mounts, etc. Why? Because these encourage gold buying which messes with everyone. Any gold sink they create HAS to be small "taxation" type that those with more money incidentally have to pay without being too bothered by it and the poor are not affected by it because they won't feel cheated of something the rich have. If you make the poor player "jellie" then the game won't continue to be fun for them or again, they buy gold.
The goal is to reduce the amount of big $$ exchanging hands from player to player.
Transmog shouldn't be too high, everyone wants that, even poor people. Void storage, same thing.
It has to be something that people want, but not so much that poor people pay for it. So the buy a rep that has vendors etc. would tax the poor because that would just encourage buying gold again.
The guild-repair /guild-income did kill at least one sink (repairs), but for good reason. Without it you would have guildies that have "their" items not go on repeat runs without repair costs covered.
We don't want to ruin the AH game for those that only play for that purpose. The more I think about it, @Thyslle has a good one with selling "lesser" versions of things like consumables from vendors isn't a horrible approach. The rich will buy the best, the poor can always craft equivalent so they don't feel cheated by AH prices or can buy the lesser versions from vendors. It would also price cap consumables because "near as good" has a set price and reasonable price. It doesn't kill AH players it just lowers the profit per item and lengthens their time to reach cap.
The truely insane AH items are the hard to gets that people want right now... current raid content gear.... and their price rises based the overall inflation of the time -- the BoEs and the rare drops. Two options... remove BoE's/rares (make soulbound) -- they aren't sinks they are just gold shifts player-to-player, make them drop frequently (not that great of a value... everyone has it). It's the rarity of the items that make their price insane.
Ben Sep 20th 2011 10:48AM
"us poor people would want it too, and if we ever got it, it would set our money pool back to zero"
Congratulations, you have just discovered why the US economy is in the shitter.
Ben Sep 20th 2011 10:48AM
grr replyfail...
Zeo Sep 20th 2011 10:54AM
Great article. I do have one issue: inequality doesn't lead to inflation. Inflation is just an effect of introducing more money into the system that you are taking out. So, inflation occurrs whenever people do quests and kill mobs (and some guild perks) generating gold out of nothing. On the other hand, the way to reduce this inflation is by creating gold sinks where the money dissappears into the ether, that's transmog, repairs and the myriad of gold sinks. Like Nitiga already wrote, the only way to control this inflation is by making a zero-sum system where the amount of gold that enters it is the same that goes out of it.
WoW is an economy based on currency, so activities like using the AH or farming materials do not create inflation. Auctioning is in fact a gold sink and removes gold from the system; Farming does not create value, in this economy the herb has no value until you transform it into gold. You can farm a 100 stacks of herbs but they won't have any value until someone can actually pay for them. That being, their value is based on how much gold there is already in the system.
What you did hit straight in the head is that inequality is a problem. A player in the level cap receives a lot more gold for the same actions than someone just starting. This creates a problem where the average gold these players get become the median for all of the prices in the system. The only way to "solve" this problem is to reduce the amount of gold a player in the cap gets; these of course also means reducing the costs of repairs and other everyday commodities in the same proportion. This will reduce the difference in income between a high level and a low level player. Personally, I would like to return to a place where 1 gold is considered something valuable and where we could buy stuff with coppers and silvers.
The only remaining problem would be reducing the gold already in the system, this cannot be done elegantly and the only solutions I can think of would be reducing the gold cap or rebooting the system to a manageable level.
Aaaaand that was long. >.>
andrews Sep 20th 2011 11:08AM
You could take everyone's gold away tomorrow or distribute it all evenly and it would be unbalanced in a few months. You will never have the paradise where everyone has "the right amount" since some will always find a way to make more while others will spend it as quick as they get it.
Any "soak the rich" idea will backfire and nail the "middle class" just as in real life. Making mats a bit more available would probably help some things a lot. Make it easier to level crafters and you would open the market more. You have to have significant initial capital to level most now, putting a bar in the way of upcoming entrepreneurs.
No amount of goodies will take money out of the economy. Those who want lots of money will keep it. Only those who want lots of stuff will ultimately buy it.
One other thing I don't see mentioned is that newbies can join a guild. I am happy to make just about any glyph I can (and I can make them all on one server) for free. Mats are nice, but I don't require those for glyphs since I can get them fairly cheaply in relative terms. Having a falsely low ceiling on glyph prices just makes me not want to spend the hours it takes, even with Panda and TradeSkill Manager, to make all the glyphs to keep the market stocked. And that is competing with 2 botting trios on our server. (Yeah, automated somehow, not just addons. Blizzard has done nothing about them for quite some time, so I expect they are there to stay.)
Treuheart Sep 20th 2011 12:42PM
Do you play on US-Staghelm-Alliance, by any chance? That's exactly what we suspect is happening there. One of the botting trios mysteriously vanished for exactly one week a while back, but then came back to pretty much his old tricks.
andrews Sep 20th 2011 12:58PM
That's it. One set of trio was banned for a week and gone, but has since come back. They list 2 items at a time, never canceling, always undercutting, until they run out. Then they come back and do it again. Another set has different behavior, but has the same bot behavior. I have talked with several GMs about it, but they don't do anything, so I gave up on pushing it. (The discussions were during valid bug reports.)
I didn't like the guy on another server that has decided that 80 gold is the max for any glyph, but that is better than these bots.
lanceg Sep 20th 2011 11:07AM
OK, I have an idea. It's radical. This is not a flame post.
As I see it folks who play the game just to be gold capped have just as much right to play the game anyway they want. Even tho its not as 'intended'. WoW is a MMORPG, not an economy game.
From a practical viewpoint, amassing huge amounts of gold is, well, at the bottom line, pointless. What do you have to spend all that gold on? It's just bragging rights. Big whoop.
So, how about an in-game event? Super NPC thieves 'hit' the bank and steal from the rich. If the rich players want to keep their assets they will need to protect the bank. Force the peeps who do nothing but stand around the AH all day to actually play the game as it is intended. On low population servers the events would be uncommon to rare. On high pop servers with many gold capped players they would 'hit' more often, during active times of course.
Lets get these AH players actually playing WoW! Ya know, fighting bad guys and such.
If the afk'ers do nothing, they loose. If they band together they protect their millions, they win. The movies Ocean's Eleven, Twelve and Thirteen give us the guidelines. The thieves go after those with the most money, right? And those with the most money have expenditures to protect their cash.
Someone posted about the FDIC only insuring so much in any given bank. The same logic would be applied here, as well. If you have over, say, 250k, then any amount over that is a target. Perhaps not even transferable across the banking system as it is today. You have to 'hire' a caravan to transport that *heavy* gold from one bank to another. (just can't stick it in a backpack and fly from SW to IF). Have it ambushed along the way and one would be forced to protect it...or loose it.
Think of such a caravan slowly moving from capitol city to capitol city. New players could join up to protect it, or attempt to ambush it. 5 mans could ride shotgun, or try to rob it.
Sounds like a great way to involve the server community!
Hey, its an idea....
Badgelooter Sep 20th 2011 11:22AM
Gold sinks wont work for a couple of reasons. First and foremost, Blizzard won't make something that's expensive enough to regulate inflation. If you make something that's only accessible to the top 1% of the economy, the average player will be up in arms because they are unable to purchase it. Even casual players can grind out enough gold to buy a 20k mount, if they mind their spending and put in enough time to gather/craft the necessary funds. Second, it's a one time expenditure. Making a mount cost 40k is a band-aid. If I'm gold capped on one toon, and buy 10 40k mounts for each toon on a server, I've still got 80% of my gold in the guild bank/my bags. That's not even counting the value of whatever inventory I've got sitting there waiting to be sold. What gold capper needs 10 expensive mounts? They don't make money by buying that kind of crap for their toons. They sit om their cash and use it to buy mats, then turn around and resell it.
I've seen the screenshots of some of the gold-earners in my guild. Their banks are literally full of herbs, gems, enchanting mats and ore, just waiting to be resold or crafted into more overpriced crap to put onthe AH.
If you want to hammer the people making money without draining the average player's account, then charge gold for the ability to make money. Sell an in-game "trader's license." Change the rules so the average player can list 50 auctions per account, per week. Sell a trader's license for some exorbitant amount (I'm talking like 250k) that allows you to post unlimited auctions on one toon for some time period (call it a month). Make the license character bound. Now you're removing 250k from the rich player's pocket every month. That kind of gold (12.5% of your cap, assuming a full GB and bags) will start making a small dent in the inflation problem.
You could make the argument that this wil drive up prices as high-volume sellers will simply increase their prices to cover the new cost. The nice thing about the WoW economy is that there are plenty of little guys who show up to undercut and keep prices reasonable. There are enough "small business people" who are willing to take less profit because their goal in playing the AH is to sustain their bad habits, rather than the big-time "corporate" player who exists to maximize profits. The small-cap trader, collectively, is a decent check on those who try to corner markets. I love when someone tries to corner the potion market on my server. I happily post away at a slightly lower price than normal, wait for them to buy up half my stock and repost it, then as soon as they spring into action posting potions for unreasonable prices, dump the rest of my stock at a normal price. Could I make more money by following their trend? Sure. But then I miss out on the pleasure of screwing over a capitalist pig.
andrews Sep 20th 2011 11:50AM
The flaw with that idea is that you would push the prices upward, since you would limit the competition. Few could afford the license fee. I would never have started if that had been in place.
I make 1-5K a day on the AH with glyphs, or less, especially if I am leveling and not constantly checking the AH. I would never provide a full suite of glyphs if I had to pay a huge fee to get in the game.
Are taxis cheaper in New York City (or other major metro area with a license cost) because of the cost of getting a "franchise"? Hardly.
Open things to competition and you get more of it. Make it easier to make glyphs and more people would make glyphs, pushing the price down. You have to spend far too much time now buying, milling and making.
I forgot to mention earlier, lower the prices of some vendor items, like bags. A 12 slot bag is 8 gold! That is unaffordable. Why the high price? How many goldmeisters are going to throw money in the sync for a 12 slot bag?
Badgelooter Sep 20th 2011 1:13PM
Problem with your analogy is that every cab-driver in NYC has to buy a hack license. It's a cost of doing business. I'm talking about a model where people who play the AH "for a living" pay the fee, whereas the casual player, who I doubt posts more than 50 auctions in a week, doesn't take the hit because they'll never post that much. In the taxi anaolgy, they are the guy who carpools with 3 buddies, each of whom give him 10 bucks a week for gas. If he only spends $25 on gas, he just cleared 5 clams for driving to work, which he would have done anyway.
Having given it some thought, perhaps this punishes some crafters more than others. I sell 20 stacks of potions all day, but the glyph seller can't do that. Who needs 20 glyphs of Whatever? A possible workaround is to limit the number of listings, and pay for the right to list an unlimited number.
Either way, you're focusing on the people who are holding the gold, and combating inflation by increasing the cost of business for one source of the problem.
Marauding Master Sep 20th 2011 11:38AM
Very interesting article, gave me something to think about and this is what I've come up with.
Increase the AH cut.
Someone proposed this earlier in this thread and I think it's a very elegant, passive solution to help drain wallets. Better yet, this doesn't rely on players to actively buy things they probably won't need or even want. Of course, players can circumvent this by selling in trade but they won't do this for every single stack of Bruiseweed.
Instead of simply deleting gold, reinvest it.
So there is a bigger AH cut to drain gold away. Good, healthy but it doesn't truly equalize things, it just reduces the actual difference. So instead of just draining that gold away, increase the gold gained for questing, vendoring, dailies, dungeon rewards, raid rewards(through raid finder) and increase the amount of materials that drops(Herbs, Ores, BoEs, etc). The things casual people do, going out into the world and 'working' for their money, hopefully getting lucky a little more often.
This will give people more spending power, and because there is a bigger AH cut and more materials to go around, the amount of gold drained will be bigger and the results more noticeable.
We need gold sinks.
Basically the point of the article, but we really do need them. It should be things the mid-to-high market wants, and that usually isn't a bigger bag or a different colored mount. What I propose is BoA gear. No heirlooms, just fully functional account-bound gear purchasable for gold, set at a lower iLvl than the current raid tier(Think 365 while we're doing 378-391 content). Something casual players won't necessarily need, just to help feed alts.
If not that, than simply sell current-tier BoP or even BoE gear for gold. Yes, casual players won't be able to afford it but at least the threat of the medium wealth players will be a bit less.
Jon Sep 20th 2011 11:41AM
Some of the suggestions in this thread are just downright hilarious.
"Lower the gold cap"
This will cause the "rich" to either stop production or just siphon gold to alts.
"Tax the AH more"
"Limit number of auctions"
Ok, what do you do when only half the number of people are selling glyphs? Less supply equals higher prices. Have fun paying 500g for a glyph.
"Remove all money and only allow bartering"
This is hilarious. So you'd rather spend 4 hours instead of 150g to get a glyph?
If you think glyphs are overpriced --- and that AH sellers are making obscene profits selling these (or any other crafted item) that is a good sign that YOU could be entering the market and A.) making lots of gold, and B.) helping to keep the price down by contributing to supply.
It is my professional opinion that most of the posters in this thread are either bad at economics or just lazy. That new level 25 player who "needs" 150g for a glyph? Gather one or two stacks of ore or low level leather and sell it on the AH, BAM your glyph is paid for. Why all the QQ about inflation? Find a way to use it to your advantage.
Taking money away from the rich in WoW will not help the lazy. It will simply get them to stop playing. Then who's going to keep the AH stocked so you can have that glyph you want right this minute?
Even if you don't have any gathering professions, making gold is incredibly easy. The problem is lack of education. I'm staring at you, puggers who vendor a blue Cata item instead of disenchanting it. That's the fastest way to destroy 100g.
I'm used to two types of QQ on this subject: "AH items are overpriced because sellers are greedy" or "I can't make any money on the AH because people are morons and underprice things". Well, it's either one or the other. If it's the former, you could be out there making lots of gold too. If it's the latter, well, rejoice because everything's cheap! Either way, people are going to QQ.
WoW millionaires got that way from working the AH - not posting QQ on internet blogs and forums. I guess you could say the same about real millionaires too.
andrews Sep 20th 2011 11:51AM
Very true. I only have glyph sales as my way to earn lots of money (though I used to run Tol Barad with 4 toons (2 skinners) to kick start my gold), so I live with the time sync it is, but everyone who complains about high prices clearly has not spent hours (literally) milling herbs....
Japith Sep 20th 2011 4:43PM
Great points. I can personally attest to this.
I started an alt on a different server. Had nothing to my name. Then I found a fun item that nobody on this server was selling. It was one that I could cook up and simply required knowing where to go fish it to replenish my stock.
For about a week, I was the only person selling these items, commanding 15 G each and I earned about $1,000. Then other people saw that I was making money, so they jumped in on the action, bringing the price down to about 2.5 G each. Am I mad? No! I made some nice money on my previously penniless newb.
Competition always brings the prices down. Sometimes you have to work for it, but free-market capitalism (even in WoW) is always the best route in making everyone better-off. You just have to be willing to go out and find your calling.
Punishing top earners never benefits those who earn less.
Bumblebee Sep 20th 2011 11:51AM
You know, one possible Gold Sink would be mogging. I'm not talking about Void Storage or the cost of the actual skin change. I'm talking of the items themselves. They could put the artists to work, sell some cool fan favorite designs or totally new ones at the Dark Moon Faire. Many people with extra gold on them would be more than happy to pay for the look. Games that sell gear skins for real money or doing fine. I see no reason why this wouldn't work for in-game currency.