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9-28-2011 @ 3:59PM
"Of course, if they do intend this to be a huge gold sink (which, obviously, is just another form of game balance) then that's fine."The problem of gold inflation is clearly one that Blizzard is creating for themselves. And now they're trying to "clean up" their problem by sucking back in all the extra gold they spit out. There is one inherent problem with that: For people to spend gold on a huge gold sink, they actually have to want it. And if a rich player wants it, so does a poor player. So you either make it crappy enough that nobody wants it (then it doesn't accomplish its goal) or you make it good enough that the "poor" are unhappy because they'll never be able to obtain it.The problem, friends, is with the SUPPLY side of the gold equation. Blizzard simply supplies too much gold too easily, and does so at an ever-increasing rate as one levels up. The problem Blizz has can be summed up in one simple idea: Blizzard rewards players too much.Think about this... why do I do my random heroic 7 times a week? It is for VP to get gear... so why are they going to also hand me almost 600 gold when I'm not there for the gold, but for the points to get gear? That's 600g I didn't really ask for or come for, it is just inflation fodder. How about on my paladin, who goes to tank spec for the short queues? I get roughly 1,150 gold a week for doing my random heroics, plus 7 bags with gems and pets and flasks, plus the VP for gear. WAY too much reward. I not only get my cake, but I get 3 cakes and I get to eat them too. Baaaaad.Or how about when we're all forced to do dailies at the Molten Front so we can get rep and gear and achieves, and fun items? Aren't those things already the reward? Do they really need to reward us with up to 350 gold per day to do our 25 dailies that we are primarily doing for other reasons? Why can't the rep or the gear or the achievements or the items be the rewards? Why inflate even more? Baaaaad.How about gold rewards when quest leveling? My reward is the XP so I can level, maybe the gear that occasionally comes with it, and the right to go on in that quest line. Do they really need to give me more and more gold per quest as I level? Shouldn't the XP or the gear be enough? Baaaaaad.Let's say that as a new patch comes out, full of new dailies to do for rep and items, and new dungeons to run for gear. So my pally solo-queues and tanks 7 randoms and does his 25 dailies every day. How much extra gold do I get above and beyond the gear and rep and item rewards which were my real goals? Well, if I estimate also what I loot from all the mobs, the occasional drops, unneeded gear to vendor, the gold spent to repair, etc, I am probably getting close to 2,000 gold per week for this one toon alone. On a server where say 5,000 toons from one faction are doing this, Blizzard is creating (out of thin air, and thus the inflation) 10 million extra gold per week that it doesn't need to create. It is just double rewarding people when it doesn't need to.The solutions are simple. And though we may have some grumble about them, I think most people will understand the problem and solution if it is explained well.-Take gold rewards off running dungeons through the LFG system.-Remove gold rewards from the satchel that tanks get for running dungeons.-Remove gold rewards for all dailies that have other rewards (like rep).-Remove most of the gold given for regular quests by flattening it out so higher level quests don't increase the gold received nearly as much as they currently do.-Drastically reduce the vendor values of most items/gear, again flattening it out so higher level gear takes the biggest brunt of the hit.Once they remove a huge chunk of the EXTRA gold from the game that they are currently creating (and that players really didn't ask for) Blizzard won't have NEARLY as much of a need to create gold sinks. And players who currently keep themselves afloat by just running off to do a couple dailies here and there for the gold will actually have to find a productive and useful way to earn/keep their gold. For example they'll gather more or be willing to spend less, both of which will bring down prices for materials and items.In the end, I believe it will mean lower prices and eventually a lower disparity between "poor" players and "rich" players. And it will better align the efforts put in by players for rewards with the actual rewards received.
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