over 2 years ago - Zin_Ramu - Direct link

Thank you all for the debate and for your feedback on the economy.

First, I want to start with our goals. We want a player driven economy with minimal NPC interaction where gold is valuable to all players, even end-game players.

Touching on the current state of the economy. From a data standpoint the economy is performing within acceptable levels. All servers are creating more money than is being removed, and by a good margin. However, the economy is tighter at the end-game currently. When we look at surplus income generated by level, it’s very high in the 1-35 level range, decent in the 40-59 range, and gets narrow at 60. This means that as more players get to level 60, this will start to put more pressure on the economy.

chart11037×243 17.3 KB

chart21049×265 32.1 KB

The above charts show the difference between gold that comes into the economy and gold that goes out. Players are consistently generating a positive gold balance every day but there is a downward trend. If this trend continues and we get closer to a negative in-out, we will take action. Our goal isn’t to drive this value to zero or make it so no one can amass wealth, instead we want to ensure that overall gold balance per server stays in-check so coin remains important.

There are two big changes that will help the end-game economy, one happened last patch and one just happened. The first is fixing the Azoth Staff bug. This will allow payers to complete high level corrupted breaches which generate good gold per hour. Second is we just turned Outpost Rush back on. Outpost Rush is a great source of income and will really help end-game players. We want to see the impact these fixes have before we make other larger changes.

Also I want to remind everyone that there is a big gold bonus (10x) for your first 3 faction mission each day. This isn’t well communicated in the UX, so we’ll work on improving that. So make sure you run 3 faction missions each day to help your personal gold balance.

Zin