
Originally Posted by
Kaludneisucks
An Interesting <to me> Idea for balancing Economy,
leme see if i can spit this out right. The main ways i can think of that Gil are introduced to the game are Quests, BC's, lolMug, Coffer/chest, and Mobs tat drop gil. Not all mobs drop gil. The amount of gil that they drop is a set variable amount that is , for the most part, negligable, thus making straight gil farming impractical for all intents and purposes. Most, when farming, farm for valuable crafting items or raredrop Gearz which will net the seller some dec gil perhaps, but brings no NEW money into the game, and further gil is lost on the AH.
Perhaps it would be feasible to take a cross section scan of various AH "Staples" such as crafting materials and medicines more commonly used/bought/sold every Conquest update and using a formula selected for its appropriateness in this instance to adjust the amount of gil dropped by gildrop mobs intosomething more relevant to the games actual needs. I'm no mathematician, but i think the idea has merit, then again i'm biased, its is after all, my idea.