That's a perfect example. If the goal is to reduce the amount of coins in the game, they are doing just the opposite.
The higher tier alchables are very obvious. Now it takes 1 alch to get a large amount of gold. To slow that down they could have kept increasing the number of existing alchs, and also remove notes from the alch option on spring cleaner.
All the new 'recipe' items for improving combat gear are based on existing items and invention components. They could toss in at least a small amount of gold sink in there.
The whole system is designed to feed the top combat players and everyone else sort of scavenges and floats in their orbit. They have exclusive access to the best and most valuable gear. They are the only source, and can be the only source until everyone else catches up.
The other part of it nobody wants to talk about is the bond market. The game needs players to need gold. For whatever purpose they have, it is incredibly important. That's one of the tiny rocks that can crash a dam.
But you can't have it where everyone needs gold and can't even earn it in the game. There has to be methods for mid tier players to advance, without meeting the standards set forth in the PVME guide. (not disrespecting the guide, but they openly state this game requires extreme focus and a nearly perfect environment free of all distractions.)
A lot of the related discussion was around for the death cost rework, on some level it made the problem even worse. The tax targets the entire player base but it can be avoided by trading the most expensive items directly. IDK if they do that, or if the entire market is dominated by merchants, or anything else about it. I just use the GE.
The death costs directly targeted the players it should have. The more and better gear you have, the more you pay. Now I have my best stuff and it costs less than an instance fee.
09-Mar-2023 17:28:33