Summoning stones and gold other gold sinks in GW

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Iuris
Iuris
Forge Runner
#1
In the recent update, the summoning sickness effect has been significantly reduced in lenght, allowing players to "maintain" summons (30 minutes limit vs. 10 minute resummon limit) and replace lost ones more quickly.

In the update thread I pointed out that Anet need to realize that GW needs more actual gold sinks and pointed out that the summoning stones are a good gold sink. A debate started at that point about whether there are enough gold sinks in the game and especially whether gold the Hall of Monuments and GWAMM titles are a gold sink. Since the discussion got a bit complicated and is rather tangential to the update discussion, I started a new theme.

Reposts of messages:

Quote:
Originally Posted by Iuris View Post
I wish Anet realized the game lacks a good gold sink and actually added some primarily gold-based consumables to drain away at least some of the gold. Craftable summoning stones are certainly a great way to drain some of that excess gold away.

Really, game developers so often forget that the basis of currency is the knowledge that you'll be able to get something you need in exchange for that money. In the real world, where the useful items come from stores/factories that's guaranteed. In game world, where they come from random monster drops, it's a problem that then leads to alternative currencies and barter trade...
Quote:
Originally Posted by Swingline View Post
The game has plenty of gold sinks, HoM being a big one along with gwamm and other cosmetics.
Quote:
Originally Posted by Iuris View Post
Actually, no, it does not. Gold has to disappear from the game, not just get transferred to other players.
-material traders are not a gold sink since they don't create materials but only redistribute materials sold to them by players
-therefore, only the gold cost of the elite armors and destroyer weapons is removed by the HoM
-hero armor upgrades are acquired by players in challenge/elite missions
-tormented and oppressor's weapons are acquired by players
-alcohol, sweets could be a gold sink, if the merchant sold items were the ones used to achieve them. However, they are not - most alcohol and sweets come from players farming them during events. And Nick.

So, HoM REDISTRIBUTES gold, but hardly removes any from the game.
Quote:
Originally Posted by Xenomortis View Post
The material traders are excellent power traders.
They do remove gold from the game.
Quote:
Originally Posted by Rushin Roulette View Post
You do know that there already are quite a few summoning stones crafters in the game already (Factions and EotN)... so I dont really see your point in this. There are already quite a few gold sinks out there.

The points in your second post are all moot anyways. It is irrellivant if the gold was collected / Traded or the materials / gems were farmed for items such as Tormented weapons. It all comes down to the fact that once a weapon is displayed in a players HoM, this weapon has effectively been removed from the economy (gold sink).

A weapon / Offhand that has been displayed in a HoM is automatically customized which makes it useless for trading to other players unless you are someone well known like Regina or Gaile and you find some nutter (stalker ) who collects customized stuff from known people.
(I hope I got all the posts, if I missed any, tell me and I'll add them)


In a game, players constantly earn gold or whatever the game uses as currency. The concept of a gold sink is a mechanism designed to remove excess currency from the game. In other words, unless money can be spent on something meaningful, people just acquire more and more money, have no need for it and the money grows useless (usually resulting in inflation (actually useful items beginning to cost more and more) and alternate currencies (ectos, SoJs or whatever) or even basic bartering.

At this point I would argue that in GW, there are actually rather few uses for money. Our equipment does not degrade, and we only spend money on items we'll keep forever. Therefore, once you gain the amount of money needed to buy what you want "to gear up", you have very few meaningful ways to spend additional money, and the actual value, usefulness, of money becomes rather low afterwards.

While it may not appear to be so, since many things cost money, they are not acquired by actually removing the money from the game (ie, paying an NPC or something) but rather by transferring that money to other players in exchange for items that those players acquire.

This money stays in the system. It only changed hands, but is still stored and still loses value as there are few things to actually spend it on.


Now, I'll try to offer a list of actual gold sinks in the game:
-summoning stones and craftable consumables. Although most of the cost comes from the cost of materials, the materials are bought for money and that money is gone with the use of the consumable. Plus, they actually cost some money.
-material traders (only for their commission price - the difference in buy and sell prices, the core price stays with the players)
-blue XP scrolls used by title hunters (golds are acquired by players and therefore do not count)
-salvage kits, both via their own cost and item destruction (ID kits actually aren't one, since they increase the value of the drops you ID)
-rune traders, dye traders (only for their commission price, same as material trader)
-FoW and UW entry fees
-9 rings festival game, which DOES actually remove a lot of money, seeing all the AFK guys there.
(I'll add any I miss if you point out any)
-keys and lockpicks

Most others are actually only a one time sink - armor crafters, weapon crafters and so on. While they slow down the problem of currency accumulation, they do only do so temporarily.

OK, wall of text over. At least try to read the bolded points.
Bright Star Shine
Bright Star Shine
Furnace Stoker
#2
Armor crafters are a valid gold sink. The money you pay for your armor (1k or 15k) actually disappears and it goes away. Same goes for Destroyer weapons and any crafted weapon you pay actual money for.

Crafting the armors and weapons also requires materials that disappear.. So if you bought those materials from a mat trader, you actually make the money disappear as well..

Also, consets: 250g and a lot of materials disappear by crafting consets.

You forgot to take into your account that materials you buy and are used disappear, so material traders are a valid gold sink, because more often than not the materials that are bought from said traders are used for various crafted items, be it weapons, armor, consumables etc..

Edit: probably one of the biggest scale gold sinks in the game is currently still running: 9 rings. The tickets you buy and lost disappear and you should end up with a net loss, making money disappear...
Iuris
Iuris
Forge Runner
#3
Quote:
Originally Posted by Bright Star Shine View Post
You forgot to take into your account
Adding 9 rings to list of long term gold sink.

Armors, while indeed a sink, are a one-time sink, since the armor stays put once you get it. So, it acts like a buffer for the first 100-200k, but not beyond that point.
majoho
majoho
Forge Runner
#4
I don't mind gold-sinks I just prefer ones that don't affect game-play, I would personally rather see that summons, consumables and such didn't exist in the game.
newbie_of_doom
newbie_of_doom
Wilds Pathfinder
#5
Quote:
Originally Posted by Iuris View Post
Adding 9 rings to list of long term gold sink.

Armors, while indeed a sink, are a one-time sink, since the armor stays put once you get it. So, it acts like a buffer for the first 100-200k, but not beyond that point.
This is true, once an armor is purchased, one will not be inclined to spent more money on the same armor. Therefore, if a player has purchased all armors (desired), they will not spend anymore money on armors, and gold will pile up.

I would like to point out that material traders are in fact a gold sink. While redistrubiting the materials amongst players, they take a small amount of gold for themselves. While they are not a very significant gold sink, they are in fact, a gold sink. Aside from that, no one has mentioned Guild Hall NPC, which is are fair gold sink, but also a buffer sink. Then there is Guild Invitations and Guest Invitations, which actually add up, particulary in PvP. But since Guild Wars PvP is rather dead, these amounts are also neglible.


Quote:
Originally Posted by majoho View Post
I don't mind gold-sinks I just prefer ones that don't affect game-play, I would personally rather see that summons, consumables and such didn't exist in the game.
I agree with this. Besides, ArenaNet promotes Guild Wars as 'anti-grind', any grind for consumables, however small, would be against their ideas.
I would prefer a good gold sink that does effect gameplay directly. (i.d. cosmetics or such, or even nine rings)
Iuris
Iuris
Forge Runner
#6
Any ideas for a gold sink that doesn't affect gameplay?

It needs to be:
-temporary in nature (otherwise we only get a new buffer sink)
-attractive enought that people will be willing to pay for it

I mean, people obviously do buy consets, because they do affect gameplay. And they use them, so new consumables would at least be sure to get bought. I'm not sure they'd go for purely cosmetic ones, at least not enough that they'd be willing to spend a lot of money on them. (don't get me wrong, I just can't think of any cosmetic ones that people would go for, I'd love for them to exist).
Ok Dont Panic
Ok Dont Panic
Frost Gate Guardian
#7
Quote:
Originally Posted by newbie_of_doom View Post
I agree with this. Besides, ArenaNet promotes Guild Wars as 'anti-grind', any grind for consumables, however small, would be against their ideas.
I would prefer a good gold sink that does effect gameplay directly. (i.d. cosmetics or such, or even nine rings)
could argue that you dont have to grind at all for consumables as the only time they are "needed" is on speed clears which is not really part of normal game play, if you put any spare materials/money into consumables then that would make it nulled.

Emotes that you had to pay for in game might be attractive to players but i dont think it would be possible to work that into the game.

I think a lot of the costumes should have been for ingame money not from the store but thats anet needing money

with a game like guild wars i could see a lot of people going for cosmetic ones. With a trader in game it could turn into a HUGE sink. you can tell people would go for it just by the amount of people that purchase the costumes.
stanzhao
stanzhao
Frost Gate Guardian
#8
they could always release a new set of gold weapons, that can only be bought through certain npcs. release some unique skins and make them non tradeable. have about 3 sets, one set for tyrian, canth and elona.

charge 10-20k per weapon. this would be a huge gold sink considering the 7 hero teams now. and you could easily go buy gold max weaps for your heroes this way. customize the weaps how you want etc. instead of just placing crappy greens on your heroes that you dont really want.

this means you dont have to spend mass amounts on gold weaps for your heroes, but 10k-20k for a gold weap your heroes might use is an easy way to create a gold sink.

of course the weaps would be max stats and you would have to add the mods.
Ling
Ling
Ling-a-Ding-a-Dong
#9
What about dedicating mini's, doesn't this effectively remove money from the game?

I buy a mini ghostly hero for 1750e, dedicate it and resell it for 1000e.. that's 750e removed (or am I missing something here? :3)
Ok Dont Panic
Ok Dont Panic
Frost Gate Guardian
#10
Quote:
Originally Posted by stanzhao View Post
they could always release a new set of gold weapons, that can only be bought through certain npcs. release some unique skins and make them non tradeable. have about 3 sets, one set for tyrian, canth and elona.

charge 10-20k per weapon. this would be a huge gold sink considering the 7 hero teams now. and you could easily go buy gold max weaps for your heroes this way. customize the weaps how you want etc. instead of just placing crappy greens on your heroes that you dont really want.

this means you dont have to spend mass amounts on gold weaps for your heroes, but 10k-20k for a gold weap your heroes might use is an easy way to create a gold sink.

of course the weaps would be max stats and you would have to add the mods.
Yeah but at the end of the day we already have weapon traders in EOTN that give max weapons with an inscription slot for 5k + some materials. Don't get me wrong I'd like some new skins but 5k for heros weapons > 10k for hero weapons.


Quote:
Originally Posted by Ling View Post
What about dedicating mini's, doesn't this effectively remove money from the game?

I buy a mini ghostly hero for 1750e, dedicate it and resell it for 1000e.. that's 750e removed (or am I missing something here? :3)
you didnt buy the GH from a trader. It simply went to another player therefore it wasn't removed from the game. It simply removed an undedicated ghostly from the game.
When the original GH was obtained it didnt make 1750e appear in the economy. It just meant that someone would pay 1750e for it.
stanzhao
stanzhao
Frost Gate Guardian
#11
Quote:
Originally Posted by Ok Dont Panic View Post
Yeah but at the end of the day we already have weapon traders in EOTN that give max weapons with an inscription slot for 5k + some materials. Don't get me wrong I'd like some new skins but 5k for heros weapons > 10k for hero weapons.
but they would be unique gold skins for each campaign. also, no mats involved. just pure cash.

if i could go and buy a gold weap, no hassle of clicking at the mat trader for 10 of something when i need 200 or whatever, i easily would over a blue skin that looks like some other peice of junk.

and again, with 7 hero teams, and merc heros and all that kind of stuff, i imagine many players would mind dropping around 10-20k for a weap if its easily accessible, gold and unique
W
Whirl E Vic
Frost Gate Guardian
#12
Quote:
Originally Posted by Ling View Post
What about dedicating mini's, doesn't this effectively remove money from the game?

I buy a mini ghostly hero for 1750e, dedicate it and resell it for 1000e.. that's 750e removed (or am I missing something here? :3)
It devalues the item, but doesn't remove the currency, only moves it around. Or, to flog the point -

Initial condition: You: 1750 e
Original Seller: Unded Mini
Guy you will Sell to : 1000e

After 1st trade and ded: You: ded mini
Original Seller: 1750 e
Guy you will sell to: 1000 e

After you resell the ded: You: 1000 e
Original seller: 1750 e
Guy you will sell to: Ded mini
majoho
majoho
Forge Runner
#13
Quote:
Originally Posted by Ling View Post
What about dedicating mini's, doesn't this effectively remove money from the game?

I buy a mini ghostly hero for 1750e, dedicate it and resell it for 1000e.. that's 750e removed (or am I missing something here? :3)
That doesn't take any currency completely out of the game which is what gold sink means - what you are describing is a simple trade, the ectos are still in the game.
W
Wabo
Academy Page
#14
How about those shrines outside of every outpost? If you /kneel there, a random God will pop up; Dwayna/Balthazar/Me, and charge 200 gold for buffs? :O. IMO ANet should raise the costs of these buffs (since they can really help in hardmode), and should make these buffs more noticeable since 95% of the players that enters an area will just walk past the shrines lol.

ANet should make these God's auto pop-up since most players just walk towards a shrine to collect a bounty. Without realising that there is a little God hiding underneath that little platform, gladly willing to help you out!

When these God's will be auto pop-ed people will become more curious what that NPC is doing there. Whilst walking there and talking to them they will be offered a buff = goldsink = yay = ??? = profit!
aspi
aspi
Desert Nomad
#15
New high end high res armours would be a nice gold sink imo.
N
Nyta
Academy Page
#16
Having a weapon mod trader that works similar to the material and rune traders would be nice. They could remove money in the same way that other traders do.
Iuris
Iuris
Forge Runner
#17
Please also consider the effort needed to implement a suggestion.

Summoning stone: just implement rule wise, since the model is already in the game, and the item icon just needs to be recoloured.

Consumable: implement rule wise, but needs an additional inventory and effect icon

New weapon: needs new concept art and a new 3D model, plus it's rather limited by the profession (has no one thought a bit about why Kerrsh's staff and hourglass staff are programmed as they are?). And it's again a "buffer" sink - once you get the weapon, you're done spending money.

New costume: there's a reason why Anet haven't made any free costumes, you know. There's a lot of work making even a single skin fit all professions, what with all the clipping and stuff. Plus, buffer sink only.


EDIT:
Got a few ideas...

Avatar summoning stone - a permanent item that summons avatars of all the 5 deities to wherever you are. These then offer the standard shrine-summoned blessings, but at a higher price. reasoning: minimum work needed, since the avatars and all interfaces are already in the game, and the effects are already preprogrammed and balanced. All you get is convenient access to them.

Bless weapon - essentially a new weapon skin - take a few popular weapon skins, and apply the chaos effect to them (ie, the white glow - seems EVERYBODY likes it, considering the number of people running around with chaos gloves...). Then, make a consumable that essentially remakes your weapon as a chaos weapon, possibly adding a minor consumable effect. The weapon skin replacement mechanic already exists in the game - the weapon spells replace weapon appearance and apply an effect.

Transformation tonic: a tonic that not only changes appearance but also grants a new skill bar. Like entering a siege devourer or similar. The replaced skill bar can be pre-balanced and avoid too troublesome balance issues. Of course, one use, as ever.

An idea I had was "Instant watch tower". Take a nice watch tower model from the game, I'm sure there's some around, and make a consumable that changes you into one. You are made stationary (100% movement reduction rate should work) granting you powerful defensive bonuses and maybe a strong offensive skill (siege attack, maybe? we got those already), until you use a "leave tower" skill (or until the timer runs out). It could be powerful, but also not render PvE too easy as the ability to deal with an enemy group would be balanced by the forced delay.

(and of course - make all those bloody things available for GOLD. NOTHING that Anet has added in a looong time costs any gold...)
epervier
epervier
Academy Page
#18
Sell title points for gold. The ratio of points to gold spent can differ between the titles but you get the drift. Even if you make kurzick/luxon 1g/pt, you would still need to sink 10 MILLION gold to max ONE title. Most of the Eye of the North titles are 160,000 points to max times 4 titles times 8 characters equals 5.12 MILLION points. Thats a lot for one account.
The Mountain
The Mountain
Forge Runner
#19
I scanned through here and didn't see one mentioned: Chest running!

I know I can blow through 100k in one day easily. Obviously the gold sink = cost of keys/picks - junk item sell price to merch. Obtaining quality items that sell to players does not factor into it because that is simply redistribution. As all runners know, it's gambling, but when you win you are getting money from other players and not the house.

Personally, I'd like to see the creation of an 'instance' with random enemy spawns (placement and type), environmental effects (remove enchants, cripple, etc ) and chests, where the chests had small chances to drop some of the items since 'lost' to the good ol' days...thinking r7/8s, inherent crys, swamp clubs, etc. While it should be able to be accessed by parties, I would suggest players could not do any dmg to NPCs, making it a true chest-running environment.
Yol
Yol
Wilds Pathfinder
#20
A year-long boardwalk-type place with an entrance fee would be a good gold sink. 1k to get in for an hour (or however long), giving access to solo or small team mini games (not necessarily dragon arena, costume brawl and rings, to keep these ones special) that cost xyz gold to play and reward a few gamer points or kurz/lux points or whatever (but not gold or items). This would obviously take programming time and resources, but I'd be interested in this and maybe it could be a tester for the mingames in GW2.