Engine Currency

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Engine Currency

I was thinking the other day... what with the cost of T3 POTA and Epics being introduced to the game, has the engine output of currency been re-evaluated?

An MMO economy where the engine outputs x coins per hour, and recieves back X+1 is doomed to failure. An economic system where the engine outputs x coins per hour, and recieves back x coins per hour is going to leave a rift to the point where a handful of subscribers end up with all of the currency horded through provision of services and goods, those who do not compete in these markets will be flat broke.

I logged on the other day when there were a total of 102 players online on Seradon. I went for a vendor loot grind to try and get a feel for what was going on. After two hours of grinding, the result from the vendor was just over 6 gold. This means approximately 32 hours per player per platinum output from the engine... grinding vendor loot. Since this isn't what's actually happening, I'd feel it's safe to increase that number to 40 or even higher.. but that's not the point.

You have 102 players online, which equates to about 3 platinum per hour the engine is coughing up into the world. That three platinum per hour is being spent on riftways used by those 102 players (we'll say one per two hours) for another 25 gold sucked right back into the engine. Someone wants to get one of their 50+ spells, and someone else buys their way into the griffon race and blam. You just nailed the engine for the next three hours.

The money is exchanging hands on the broker, but a depression is hitting, and hitting hard. I think the engine output vs. input of currency needs seriously looked at.