I stated this in a response to another thread discussing EP and Sack values versus gold value. Basically, when I started playing a few months ago, you could gather 1k crafting mats and get a sack with the gold earned. Now you would have to gather almost twice that to buy a sack. This is a bit discouraging for lower levels and creates less incentive for them to gather and sell to the higher levels. They are better off just leveling and making gold naturally at a higher level.
As more and more people level, the gold price for EP increases, which makes sense. This is perfectly fine as long as we come up with a way to increase the value of gathered items by adding elements to the game to make it needed more. The Daily quests are just not doing it. Keep in mind that the price for sack vs EP will not change. It's a business and they are making their r/l money.
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Idea #1)
Maybe have payments within the instances that require a certain numbers of resources per checkpoint per player (more for higher level instances). The type of resource needed is random (which means you better have a stockpile of each). This would create a greater need for resources and more high level needing it means higher profits for gatherers so they can purchase sacks and EP easier.
Example: (progressive amount needed per checkpoint listed as xx:xx:xx) for instance levels below
level 5: Tier 1 resources needed. 1:2:3
level 10: Tier 1 resources needed. 1:2:3
level 15: Tier 1 resources needed. 2:4:8
level 20: Tier 1 resources needed. 1:2:3 and Tier 2 resources needed. 1:2:3
level 25: Tier 1 resources needed. 2:4:8 and Tier 2 resources needed. 1:2:3
level 30: Tier 1 resources needed. 2:4:8 and Tier 2 resources needed. 2:4:8
level 35 Tier 1 resources needed. 2:4:8 and Tier 2 resources needed. 2:4:8 Tier 3 resources needed. 1:2:3
level 40: Tier 1 resources needed. 2:4:8 and Tier 2 resources needed. 2:4:8 Tier 3 resources needed. 2:4:8
Once you out level an instance, it costs you nothing. (example: if you are level 35, then all instances below 35 are free) This will help keep higher levels helping lower levels in instances,
This also could be worked out before you enter the instance. Either way, this would help increase the value of gathered items to stimulate the economy and give lower levels more of a reason to gather. Otherwise, nobody will gather and all the high levels will have to do it themselves. lol
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Idea #2)
Have an auction house. This will help a lot in moving the these materials faster and getting the best price for them.
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Idea #3)
We could have craftable reputation turn-in items as well. This would be in addition to the daily Turn-ins. Similar to lotro where you would be guilded to ONLY one profession and you can craft 3 different size rep items for turn-in. Each having a cool down depending on size of rep item crafted. (small = 1 day, medium = 3 day and large being 7 days). You can crafted for each reputation as well. each rep having a different color and same cooldowns apply to each.
The Rep symbols can be also used to craft special items for that profession.
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Idea #4)
Add new craft and add housing into the game
Furnisher (craft) - ability to make items to decorate housing, when they put this into the game
Utilizes all gathering professions:
Fishing (wall mounted rare fish)
Forestry (no need to explain the need for wood)
Crystal Cutting (jewelry boxes and enhanced home decor)
Skinning (Bear Rugs, stuffed animals - taxidermy)
Gathering and Farming - (make colored paints)
Mining (bars to make yard Statues)
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Maybe not all perfect ideas. Just looking for ways to help the economy.
If anyone has suggestions to help stabilize the economy, please feel free to chime in.
Edited by zargon, 26 March 2014 - 21:20.