These are my personal opinions and do not represent the DM team as a whole.
This topic has been iterated numerous times from what I've gathered. I believe I can reiterate it in a way that hopefully draws us to some manner of consensus regarding how to approach the issues with the gold economy of the server.
Please consider this topic strictly with regards to resource accumulation versus expenditure and not with the perspective of comparing how much gold you have to how much gold another player has. (Example: Crafting has extremely disproportionate accumulation versus expenditure)
I will start with what I believe is the most important thing to mention.
Players should not be punished for how they choose to enjoy the game. So long as they are not breaking any rules or if their enjoyment is in griefing other players.
Therefore, there is nothing wrong with someone that is willing to craft all day and accumulate wealth selling what they make. There is nothing wrong with someone that enjoys hopping online and crushing monsters. There is also nothing wrong with someone that hops online, does a couple quests, and RPs the rest of their play session.
In an ideal scenario, the server is able to fairly accommodate for all 3 types of players. But we all know an ideal scenario is just an ideal. We can still make it a goal to come as close to possible to creating such a scenario.
I'd like for the community to share their feedback on some topics.
Quest RewardYour typical quest in NWN has you looting from corpses and chests. Sometimes they contain gold. Sometimes loot. Sometimes both. So it is entirely possible for you to get a bunch of loot from a quest, but no gold. Or for you to get a bunch of gold, but hardly any loot.
How do you feel about the amount of gold you earn from quests in AoM? Are there any notable quests that reward a satisfactory amount of gold? Do all of the quests leave you feeling as poor as when you started them (or perhaps poorer if you had to use a lot of supplies)?
If the community feels strongly that quests, as a whole, do not reward enough gold the solution I would advocate is
adding gold piles to under-rewarding quests. These would exclusively drop a random amount of gold and allow players a general, consistent idea of how much a quest is "worth".
It is entirely reasonable for you to go negative on a quest intended to be high difficulty. Sometimes you just get bad luck on your loot drops. It happens. It should not
always happen, but it should not make you flip the table when it does. If there are any quests you feel that require you to consistently invest a far greater amount of resources than what you get out of the quest, please provide thorough feedback regarding the quest. Likewise, for the sake of creating a healthy server economy please report quests that you feel are are far too rewarding compared to the difficulty.
CraftingThis is probably the most difficult topic to sort out.
Make it so that crafted items can't be vendoredI do not think this is a good solution. Crafting is both an investment in gold (purchasing crafting materials) and time (gathering crafting materials). Depending on the loot economy, by the time you got your crafting skills high enough to make decent gear you could have been better off spending that time questing and spent the gold you used on crafting mats on gear better than anything you can craft. This might even currently be the case. I suspect players currently don't craft for the gear so much as they craft for the long-term income potential and/or intrigued by the system and/or maybe just find something zen about crafting. At that point, what's even the point in crafting? Depending on the gold economy, you could have been questing/crushing monsters and just bought the gear you want in a fraction of the time. Crafting would become a time sink with all costs (buying molds, etc.) and little reward (doing the trade-in random events), and that would be a terrible thing to have happen. Again, I do not think this is a healthy solution.
But let's consider how we might make this solution viable rather than throw it out. Increase the gold payout from doing trade-ins? That's all I can think of. Actually, this could be a reasonable solution. But it does take quite a high proficiency level before you can begin crafting most trade-in items. At the same time, trade-ins are a source of additional experience only crafters have available to them (very desirable at high level when quests start to run dry).
Reduce the payout from vendoring itemsHaha, suck it AoM team! Cut the payout in half and I'll just grind mobs twice as hard and craft twice as many daggers!
Well, if any player were to have this sort of mentality then I guess it can't be helped. I personally don't see anything wrong with someone willing to convert their time to gold/loot.
As a personal playstyle preference, I would prefer it if the vendoring payout were cut down
tremendously and gold rewards were increased. It just feels way better to me to do a quest with a group and have a nice sum to distribute amongst everyone. To me, it feels far more satisfying to say "Alright lads, everyone gets 800 gold each!" than it is to say "Alright, who wants to sell all this junk?" How do we distribute a bunch of vendor trash? Our quest is essentially not over until we get to town, vendor everything, and then split the gold. Or the one guy gets rich because he's the only one in the group willing to bother dealing with vendor trash while everyone else feels dissatisfied by the gains (or lack of) from the quest.
I think this topic is worth a lot of consideration by the community.
Farming MobsI like that AoM has open areas for players to challenge so they have PvE they can do when they've ran out of quests for the reset / don't have anyone to quest with. The problem here occurs when you have an area intended to be challenging to, say, players around level ten. But you have a level 15 crushing the hell out of it and making mad bank. Especially when it's far more efficient on a cost to profit ratio for them to crush the mid level open area content than it is to challenge the high level open areas. Reducing vendor payouts would nerf selling all the vendor trash. Would it affect grinding open areas to the extent that there's no point in doing that content?
I'm not certain if there is any unique loot associated with these areas. If there is, great. Then perhaps a decent source of income is selling that loot to other players. What happens when everyone has the loot desirable for that area? Well, I guess it's time people go grind other areas for that area's loot. Then what happens when that area has been farmed to exhaustion? I'm not really sure.
What if areas had unique, rare spawns with unique, rare loot? That would give players a reason to keep coming back in search of that rare mob. But it would have to spawn completely at random (both time and location) otherwise it would be like world bosses in a MMO where you just camp the spawn timer and location. These are things I imagine would take a lot of work scripting and such in order to implement.
I don't have much regarding this topic. I hope the community can provide additional feedback.
A PW is an ecosystemEverything is, in some capacity, related. A change in one aspect will typically affect another aspect in some way.
Please, please consider how something may affect the server ecosystem as a whole rather than narrowly addressing a single point on a topic. Good feedback needs to consider and address as many facets to a problem as possible. I have done my best to consider topics from as wide of a perspective as possible and convey them to the community.
I look forward to reading your opinions and hopefully this inspires increased constructive feedback regarding the server.