Ok this topic has been covered before and I know that there are steps being taken to fix this problem however.... Basically the current ingame mechanic is that there is no set value of gold as the amount of gold ingame is an infinite amount as is every other resource so no standard can be found with which to price all other goods. The Gm's are attempting to fix this problem by introducing a number of faucets and sinks in order to obtain a balance and assert gold as the main form of currency. This will help however why not gradually introduce a new resource type such as gems which although not particularly rare has an upper limit according to world population and can only be spent in one off payments on new unit types, enchanting. etc The number of gems could equal 1/10 of the world population and whenever a NPC respawn is triggered the number of gems the game is short by will randomy be distributed to players varying on their tax rate and population. To avoid cheating through mass alliance spending followed by a raise in tax perhaps a mechanism whereby members of an alliance are not considered for a number of gems equal to the number of gems the alliance has spent that turn. This system would cercumvent any problems associated with balancing the value of gold V.s. basic resource so that 100% tax or 0% tax is always the best option, attempting to balance flow of cash into and out of the game. etc
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