This topic applies typically to MMORPGs, but any game
with a currency system that is utilized by lots of players has inflation as a
potential problem. Inflation is any time a currency becomes so abundant that it
loses value and thus more of it is needed to be traded for goods. A rare weapon
in the auction house may have been up for bid at 4G 99S 99C, but when too much
gold gets put into circulation, that weapon is now worth 59G 99S 99C. Fixing
inflation is virtually impossible, but preventing it from getting worse is a
viable solution. The most common way is gold sinks.
Gold sinks are not those basins attached to the wall in
your bathroom painted brass, they are a means to take gold out of the economy
in a reasonable way. The ultimate way to reduce inflation is to just take out
all of the excess gold, but no one wants to hand over their hard earned cash.
An easier way is to provide a service that takes gold out of circulation and
improves a player’s experience.
One such example of a gold sink is Repair Fees.
Naturally, your equipment will break, but you can repair it at a Blacksmith for
a modest fee. The more powerful your armor, the less modest this fee is, but
the more effective the gold sink. At higher levels you make more money, so
naturally this needs to be balanced out with a bigger gold sink.
Another example of a gold sink is Travel Fees via a
Flight Path to another city or a taxi service. A player wants to get to a major
city far away, but doesn’t want to walk all the way there. Set up a taxi
service and charge for faster travel.
As inconvenient as they are, gold sinks keep the ingame
economy stable. If they didn’t exist, all gold would become worthless and all
trade comes to a halt. No one wants to trade their crafting materials for a
universal currency that players are practically making forts out of. Players
would rather barter their goods based on trades of equal or greater value.
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