I know exactly the grind that Licker is referring to as I would gather extensively around level 16-20. I would be happy if I gained one gold per day after all expenses were paid. And I was a subscriber from about day three. However, now I am never pinched for gold playing as a tank the entire time and I'm not yet to the runs that yield the big money.
New Player Perspective: The issue that Licker touches upon, although its not simply repair costs, is that it can be very difficult for a new player to get a grasp on how to economically play this game. I'm not saying that repair costs can't be discussed from a high level perspective, but the focus is on how new players will view the game - where there might be a make/break aspect that causes them to keep playing or quit.
Tricks to Mastering the Economy: I'm by no means the richest player in this game (in real money or game currency, but I'm focusing on game currency here) but earning gold has become a non-issue for me. However, the methods I use may either: (1) not be available to all players; (2) may not appeal to certain players; and (3) are generally unknown to new players (i.e., a new player would have no idea unless they are told). These are as follows:
(1) Selling EP for Gold: If I really need gold I can usually sell EP from my subscriber account for gold. Obviously, this is not available to many players who don't have subscriber accounts.
(2) Selling Flakes for Gold: My number one revenue stream is selling flakes for gold or EP. To any player who doesn't want to do daily professions quests, or to whom such quests are boring, this is not a viable option. [Other players earn money by selling large quantities of gathered resources. I don't do this myself, but similarly this method requires doing a very mundane boring task to earn gold.]
(3) General Rule - DO NOT DIE: I do die and when I do I pay the repair costs (although at lower levels a side trick is to simply craft yourself new gear if you're not using something fancy). But dying is not good. This game penalizes you heavily for it. When fighting solo, this simply means being careful and not going places that are too dangerous. But most deaths, I believe, come from going into a dungeon with an inadequate group. Therefore, I'm quite stingy about what group I go with.
I think the greater issue is with dungeon difficulty, not repair costs. A level 20-23 player will want to go to Ohdar for equipment. Realistically, though, even a full group of level 20-23 players won't be able to make it through. Dungeon runs more often than not require at least one or two players considerably higher level. But this is counter-intuitive to a new player. Why wouldn't a group of level 20-23 adventurers be able to handle a level 20 dungeon? And the queue style grouping for dungeons only adds to this problem. A level 15 player unlocks Vault, gets a quest there, queues for it, and joins 4 other players his level and they get slaughtered. Then the repair costs kick in, and they've earned practically nothing on the run.
Alt Experience: I have several alternate characters. My approach with them is so much different than a new player. I make sure to have them craft equipment so they stay strong for their levels. I don't go on any suicidal dungeon runs. I don't fight above my level. And guess what? I don't even have to pass them gold, because playing like that you will earn more money than you spend. But its only because of my experience that I know to play like this. A new player will have no idea.
Edited by Doja, 30 April 2014 - 21:01.