Plazek and Tennenoth have both pointed out flaws in my initial conception of the ideas.
As they both noted I thought of gold as essential to production, which would then require a grind of sorts on normal servers.
It is however obvious that grind,as it has been framed, is unwanted. That means you do not have to play regularly to earn gold.
But we still have to define what we need gold for, in order for it to have any value as a currency. Especially when the game constantly generates more and more gold.
What we need to, then, is to define what abilities gold should have ie. what we need gold for in strategus and what requirements that put on the cRPG gold standard.
My idea is that:
- Gold should be able to work as a currency in strategus, where players can barter items and pay for mercenaries.
In order for this to work we need to counter inflation, which is currently added because of pub-grind.
- Gold should be able to pay for players equipment on regular servers.
No biggie, this is already what it is.
- Gold should be a currency with which players should be able to barter heirlooms on the heirloom market.
This is again already implented, but again risk inflation if gold is not removed from the system.
What is obvious is that:
1) We need ways to removed gold from cRPG
2) We do not want strategus to be reliant on grind and gold from cRPG.
Our only current money sink is upkeep, which is not nearly enough, and I doubt that player would want to work as mercenaries in strat just in order to buy more expensive eq in cRPG. And as a side note, more expensive equipment in cRPG is often not equal to better equipment.
So, after this wall of text I assume you can follow me when I say that:
We need a way for gold to be used in strategus, without it being a requirement nor majorily important for gameplay.
Yet it needs to hold a value large enough in order for players to accept it as payment.
My revised suggestion then continues to concern advanced item production:
- A player is able to produce heirloomed items if he: Owns the heirloom in question, pays x amount of gold for production, pays incease ressource costs and pays a special resource needed, only obtained in any rare way of several options possible (every 50th item etc. etc.).
This way gold would be essential in order to create heirloomed items and sell them, but not important for regular items.
Combined with upkeep we might be able to keep inflation to a min. but preferably another sink or two added.
Maybe just a minimum of gold required in order to own mercenaries (tickets) and for regular production.