Economy vs dungeoneers
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
Dungeon gold rewards are barely adequate as is. Any significant nerf to them is likely to be bad news. Basically, dungeons will be like PvP before the reward tracks, or worse.
Of course at this point we don’t have much of an idea of how these changes will affect our gameplay, but for a lot of us the daily dungeon tour is the highlight of this game, and we’re gonna miss it.
They can get nerfed down to the level where they were when players were CoF farming and still be ok.
That is a false statement Zach, dungeons right now generate the most gold/hour. SW generates the most materials/hour.
That is a false statement Zach, dungeons right now generate the most gold/hour. SW generates the most materials/hour.
Not exactly.
Loads of conditions apply. Dungeons can generate a guaranteed amount of gold/r for skilled, pre-made groups. The average PUG will have some wait times and wipes to slow them down.
SW, if you time your map switching well, gives enough rares, salvage fodder and champ bags to exceed the gold earned by the average dungeon farmer.
That is a false statement Zach, dungeons right now generate the most gold/hour. SW generates the most materials/hour.
Not exactly.
Loads of conditions apply. Dungeons can generate a guaranteed amount of gold/r for skilled, pre-made groups. The average PUG will have some wait times and wipes to slow them down.
SW, if you time your map switching well, gives enough rares, salvage fodder and champ bags to exceed the gold earned by the average dungeon farmer.
Gold “earned” isnt gold “generated”
and while you generate a lot of gold from ambrite and if you directly sell the items you get from silverwastes to the npc, dungeons generate much more
Point taken, forgot we were looking at this primarily in terms of the economic impact.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
- Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
- Salvage is getting revamped Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
this could imply that salvaging lv60-80 blues and greens wil reward t2-4 materials which are more rare than their t5 counterparts which will improve gold/salvage at this time.- Gold generated in dungeons was tremendously higher than gold generated in fractals by time.
Overal, the gold nerf is not outrageous considering that the TP is getting overhauled with it.
Remember when anet maid new fractal maps? Good times… because as of now we are getting the same dozen we have all been doing the last 2-3 years.
Except they’re nerfing the gold to convince people to stop playing dungeons, not primarily to help the economy. They could easily have tweaked the reward to be some some extra guaranteed rares instead of raw gold, but then people would still run dungeons at about the current rates. They want us to stop running them.
Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
Everything generates a ton of blues/greens. There are much, much easier ways of getting them than running dungeons.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
Remember when anet maid new fractal maps? Good times… because as of now we are getting the same dozen we have all been doing the last 2-3 years.
As far as I know, the majority of fotm maps are getting large overhauls.
Except they’re nerfing the gold to convince people to stop playing dungeons, not primarily to help the economy. They could easily have tweaked the reward to be some some extra guaranteed rares instead of raw gold, but then people would still run dungeons at about the current rates. They want us to stop running them.
Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
Everything generates a ton of blues/greens. There are much, much easier ways of getting them than running dungeons.
Exactly, they are nerfing it to make HoT more enticing just like they did with everything before they introduced EotM and then again when they added SW. They nerf the areas they don’t want you in any more because they have “enough” activity and make the new area the place to be. This way the metrics all say new content is better than old content, even though the truth is new content just has better rewards than old content(mostly from nerfing old content).
they don’t want you to do dungeon. they want you to farm iron ore and season wood in Dredgehaunt Cliff over and over again with all your characters and come back again after 2 hours.
Archeage = Farmville with PK
I’d be fine with this if we were getting new Fractals to run. We aren’t. So they are limiting the amount of instanced group content in the game even more than it already was. It’s really disappointing. They really don’t like permanent content. Everything needs to be done and then thrown away.
Stop trying to hype people on new fractal stuff. It’s a level cap increase and other little changes that were supposed to happen a few years ago in the “Fractured” update and never did.
Make some new Fractals and stop telling me I can play the game the way I want.
I am really tired of over-hyping and under-delivering and having to put on my attorney glasses so I can read in between the lines of what is actually being implemented in the game as opposed to what you say is happening.
I am really starting to be happy about not purchasing the expansion. This is coming from a life long fan of this franchise. Your guys’ words don’t match your actions anymore and it’s really frustrating.
The least you could offer everyone is some honesty. One of the reasons you are de-incentivizing running dungeons is you want people in Fractals and Raids. That’s a crappy reason to nerf something that some of us enjoy. I want to play this game how I want to play it and I would tell you the same thing if you were doing it to Fractals.
I do hope they nerf SW Chests when HoT goes live though.
I’m wondering why so many veterans get angry on these changes.
We the veterans have already thousands of materials stockpiled and some thousand gold. We probably all did every dungeon for some hundred times during the last 3 years.
Dungeon nerf or every nerf focused on the current gw2 areas is totally awesome! That just means that we the veterans will stay forever richer/further than newbies or f2p. So while we can get awesome loot and new expensive stuff playing HoT, casuals and f2p’s can grind like forever for us.
[RUC] Riverside United Corps! For Riverside!
I do hope they nerf SW Chests when HoT goes live though.
I don’t, that would suck instead of nerfing SW they should make the new zones have more attractive loot, like a decent chance at a charged lodestone (only got eight from the countless times I ran Silverwaste.)
I do hope they nerf SW Chests when HoT goes live though.
I don’t, that would suck instead of nerfing SW they should make the new zones have more attractive loot, like a decent chance at a charged lodestone (only got eight from the countless times I ran Silverwaste.)
SW Chests were a distraction to keep people logging in over the void before HoT releases, their use has come to an end. Let them go – they are giving people 100 champ bags an hour for running in circles thats per person, per map – running in circles is easier than any HoT map and I doubt they would make something so broken again.
SW is hardly “broken” … while the income from doing it is considerable, most of that is from selling loot / materials to other players, which, as John Smith pointed out, does not introduce any new money into the economy, unlike flat gold rewards.
SW is hardly “broken” … while the income from doing it is considerable, most of that is from selling loot / materials to other players, which, as John Smith pointed out, does not introduce any new money into the economy, unlike flat gold rewards.
He also said “scarcity is important,” tell me SW Chests helps scarcity.
Remember when anet maid new fractal maps? Good times… because as of now we are getting the same dozen we have all been doing the last 2-3 years.
As far as I know, the majority of fotm maps are getting large overhauls.
Could you find the source for that because as far as i know they aren’t changing any of the maps.
Remember when anet maid new fractal maps? Good times… because as of now we are getting the same dozen we have all been doing the last 2-3 years.
As far as I know, the majority of fotm maps are getting large overhauls.
Could you find the source for that because as far as i know they aren’t changing any of the maps.
seems like I messed up, the instabilities are getting a makeover.
Remember when anet maid new fractal maps? Good times… because as of now we are getting the same dozen we have all been doing the last 2-3 years.
As far as I know, the majority of fotm maps are getting large overhauls.
Could you find the source for that because as far as i know they aren’t changing any of the maps.
seems like I messed up, the instabilities are getting a makeover.
Didn’t anet only say that fractals will be split into 1 per level, levels will be raised to 100, and instabilities + some new ones will be put on the higher fractal levels?
[RUC] Riverside United Corps! For Riverside!
I do hope they nerf SW Chests when HoT goes live though.
Won’t be needed.
With other endgame maps for competition, the number of people doing SW events will fall → the number of available shovels drops → the chest train stalls.
That is a false statement Zach, dungeons right now generate the most gold/hour. SW generates the most materials/hour.
no, people SELL the mat if they want gold, you get MORE VALUE in SW period.
Feed the Merlion… before the Merlion feed on YOU!
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
Silverwaste is not liquid gold, you get mats – please read other post about this and maybe you will understand. I have a question: What does Silverwaste got to do with dungeons?
Silverwaste keeps material cost down and that is a good thing.
I do hope they nerf SW Chests when HoT goes live though.
I don’t, that would suck instead of nerfing SW they should make the new zones have more attractive loot, like a decent chance at a charged lodestone (only got eight from the countless times I ran Silverwaste.)
My guess Silverwaste activity will less after HoT, smaller groups means less shovels and that will slow the train down – no need to nerf the chest. I do hope they have creative new rewards for dungeons – just not gold. Not having the meta/speed groups will be a good thing ….. but wait now they will be moving them to raids and fotm – dang. Lets all have fun and not worry about small things – note all things are small!
(edited by Burch.5732)
Omg, Anet! I dont know what youre thinking with…I question every move you take nowadays. So instead of having a variation of things to do, to aquire gold, you will force people to do raids only (insert curseword here). Im so glad you made buttugly new legendaries cause i aint getting any of it which means i dont have to farm gold in any shape or form. This game will die because of your stupid changes. Whoever decides these changes need to wake up and ask the community what they want not what you, anet, want. The trust in you Anet is so low and has been so low for almost a year now. Srsly, whats up with your logics? Its like nonexisting. Dont do stupid changes like this when you come out with a micromini expansion.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
Why shouldn’t silk price be reduced to the price of other mats? Why is the high price of silk desirable for all mats?
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Aliera Zero – Guardian / Reaver Zero – Necro
That is a false statement Zach, dungeons right now generate the most gold/hour. SW generates the most materials/hour.
no, people SELL the mat if they want gold, you get MORE VALUE in SW period.
You get more value in SW, but it’s not about value. It’s about the amount of gold in circulation.
In the real world, if a government keeps printing more and more money, then the money is worth less and less. It creates inflation, and the next thing you know it’s $15 for a loaf of bread.
It’s the same here. Dungeons have a heavy reward on coins, direct money reward. They’re doing this in part to reduce the amount of gold being “printed” by people clearing dungeons, so that it retains more value.
delicate, brick-like subtlety.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
Why shouldn’t silk price be reduced to the price of other mats? Why is the high price of silk desirable for all mats?
Silk has been forced to artificially high demand for way too long. I don’t understand the rationale behind it at all.
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
This, exactly this.
As it is RIGHT NOW, dungeons are not really that rewarding. I only do dungeons when my guildmates wanna go grab a few tokens and need a extra guy, or simply when i feel like doing a dungeon, not really for rewards.
But honestly, its hard enough to find a party for some of the longer/harder dungeons as it is, now imagine the situation when they are LESS rewarding than now.
Forget about farming, new players, paying, F2P whatever, will have a VERY different experience regarding dungeons, and since dungeons are kinda like the entry-level group content, it will probably become harder for them to get into it.
Not to mention, this “fractal focus” which isn’t a focus at all, its just a lazy workaround to say they did something that justifies a mastery because they apparently ran out of ideas for core-game masteries.
I mean fractal focus would entitle NEW fractals, not just more levels. Not to mention that not being random makes them the perfect farm machine. Worried about CoF farms? Well imagine Swamp farms. Doing 10 levels of swamp once you reach 100 dificulty will take you a couple hours, at most, and since they’re shifting the rewards towards fractals, it seems that the issue isn’t economy, its just that fractals are easier for them to develop, and they don’t want to work on improving dungeons at all.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
Why shouldn’t silk price be reduced to the price of other mats? Why is the high price of silk desirable for all mats?
Silk has been forced to artificially high demand for way too long. I don’t understand the rationale behind it at all.
Well, look at how the world’s economy is… There’s little reason behind that as well… So yeah, using the same theories in the game, same results.
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
Why shouldn’t silk price be reduced to the price of other mats? Why is the high price of silk desirable for all mats?
because it means more gold going out of the system thru taxation. as said before, this is fun for anet… not for us…
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
- Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
- Salvage is getting revamped Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
this could imply that salvaging lv60-80 blues and greens wil reward t2-4 materials which are more rare than their t5 counterparts which will improve gold/salvage at this time.- Gold generated in dungeons was tremendously higher than gold generated in fractals by time.
Overal, the gold nerf is not outrageous considering that the TP is getting overhauled with it.
Can out get a source that clarifies the incredibly vauge wording of the Blog Post that dealt with these changes, or are you just throwing out you’re personal ssumptions and speculations as if they are facts? Because I’m completely confused about have you came to these detailed conclusions.
People complaining about trading post taxation and the removal of gold from the ingame economy via this should first consider the benefits instead of going on uneducated rage banters.
More gold leaving the economy is a GOOD thing. It keeps inflation in check. Proper goldsinks are the backbone of any working and worthwhile ingame economy. Otherwise you end up like WoW and other MMOs where goods start costing hundreds and thousands of gold. Now THAT is NOT fun.
Also Silverwastes had no where near the effect on goldinflux to the economy as dungeons do. While the direct gold loot might have been there (let’s assume 5 silver per chest and 100 chests per hour – 5 gold/hour direct gold loot). Dungeon runners could easily achieve this in half the time (thus 10g/hour) while near no materials were added to the ingame economy.
Silverwastes added both, thus keeping promoting trade on the trading post (which resultet in taxation – gold removal) and kept the gold-to-item/material ratio more in balance. Please stop with the nonsense about SW being more unhealthy in this department. There are issues with SW, but this certainly is not a major one.
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
Silverware does not generate more gold in the economy that daily Dungeon runners. Unless the silverware farmers are vendoring every single drop that they get.
(edited by Tman.6349)
I love how Anet thinks zerging events/mobs in the precious seconds they’ll be up is going to be as fun or feel as rewarding as forming a good dungeon team.
Or how spending 30 mins max doing fotm for inevitablely badly balanced rewards can come close.
Then the claim of “new raid wings every two months” ..
When thermanova fractal took 6?
The kitten is hot, steamy, and brown.
So… Anet, when’s the gw3 announcement?
Advocate of learning and being a useful party member.
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The dungeons have certainly been a mainstay for making gold in game. My first concern is that Anet stated their future focus would be fractals and Raids. They have also said Raids in particular have already been identified as ‘challenging, elite’ activities that they expect only a small percentage of players will have the ability complete. Yet they plan to move toward better rewards in raids and lesser rewards from dungeons (which about any player is able to participate in). Don’t get me wrong, I agree with the idea of greater rewards for more effort.
I’m sure they will release more information, however, I’m concerned for the general population who may not be able to do raids, and players who don’t have the expansion. Their opportunity to make gold is lessened with dungeons devalued, and they may not have access or they can’t participate in Raids because they may not have that ability.
Early in the game I remember earning my first set of dungeon armor, and having a bit of gold. I was so happy, it was cool! I just don’t want newer players to miss that experience. Enhancing high end content is great, just don’t forget the newer or less skilled players who enjoy the game as well.
You only live once. But once is enough, if you do it right! …. Mae West
The dungeons have certainly been a mainstay for making gold in game. My first concern is that Anet stated their future focus would be fractals and Raids. They have also said Raids in particular have already been identified as ‘challenging, elite’ activities that they expect only a small percentage of players will have the ability complete. Yet they plan to move toward better rewards in raids and lesser rewards from dungeons (which about any player is able to participate in). Don’t get me wrong, I agree with the idea of greater rewards for more effort.
I’m sure they will release more information, however, I’m concerned for the general population who may not be able to do raids, and players who don’t have the expansion. Their opportunity to make gold is lessened with dungeons devalued, and they may not have access or they can’t participate in Raids because they may not have that ability.
Early in the game I remember earning my first set of dungeon armor, and having a bit of gold. I was so happy, it was cool! I just don’t want newer players to miss that experience. Enhancing high end content is great, just don’t forget the newer or less skilled players who enjoy the game as well.
Ikr. After all the “Dungeoneer are toxic, elitist kittens” threads over the past 3 years, I can just imagine the QQs about Raiding. Not to mention the new Legendaries REQUIRING playing PvP and WvW. Not to mention Legendary armor REQUIRING successful Raid completions.
Personally I’m psyched though about it all and am wondering wondering if PHIW tears are gonna be a part of other recipes.
“Salty Dungeoneers” title is gonna play out to have so much irony for the sillies that dare to make such troll assumptions and ignorant assertions.
Ikr. After all the “Dungeoneer are toxic, elitist kittens” threads over the past 3 years, I can just imagine the QQs about Raiding. Not to mention the new Legendaries REQUIRING playing PvP and WvW. Not to mention Legendary armor REQUIRING successful Raid completions.
If it weren’t screwing me over too, I’d be impressed at how the toxic raiding culture performed a coup d’etat on this game. They tricked the people who were unhappy with the dungeon meta into instituting a vastly more toxic meta in its place, and like all useful idiots they’ll be surprised when it’s their turn on the chopping block.
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
You don’t get a lot of direct gold from the silverwastes, you get items to sell or salvage and then sell on the TP. TP doesn’t add gold to the game, just move it around between players. Dungeons add new gold to the game.
RIP City of Heroes
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
You don’t get a lot of direct gold from the silverwastes, you get items to sell or salvage and then sell on the TP. TP doesn’t add gold to the game, just move it around between players. Dungeons add new gold to the game.
According to the wiki, just the embroidered coin purses give between 1s and 9s 92c. That’s 5s 46c on average. Now i don’t know how many purses you get on average per hour, but i’m pretty sure you get tons as all the chestfarmers have always said.
Let’s say you get 100 per hour (that’s probably still low, you can do better than 1 chest every 36 seconds). That’s 5g 46s generated by a single chest farmer. If a train is comprised of 40 people, they made 218g 40s out of thin air.
Let’s take an average CoE run. Everyone in the party gets 3g for the 3 paths, plus a few champ bags that generate amounts of coin similar to the chestfarm bags. The CoE run could take an hour, accounting for different party compositions, different levels of play. The dungeon being closed after a path and so on. Let’s say they may generate a similar 5g 46s per person per hour. In this case you have to have 8 full parties running CoE to generate the same amount of gold. But unlike chestfarming, after their run they are done with CoE for the day. Chestfarmers can dig endlessly.
Now tell me, how do you not get a lot of direct gold in SW as compared to the dungeons?
create 10 free accounts run ac 30 times a day = win
No whiteknighting nonsense!
- The gold from completing a dungeon is getting nerfed not removed.
- The TP will take on a new equilibrium for the majority of its items, high priced stuff like charged lodestones and giant eyes are surely to fall with map rewards while others are going up due to demand with HoT recipes.
- The demand for t5 materials is getting improved to get closer towards silk’s price with new HoT recipes.
- Dungeons will still generate a ton of blues/greens which are the biggest source of t5 materials.
- Salvage is getting revamped Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
this could imply that salvaging lv60-80 blues and greens wil reward t2-4 materials which are more rare than their t5 counterparts which will improve gold/salvage at this time.- Gold generated in dungeons was tremendously higher than gold generated in fractals by time.
Overal, the gold nerf is not outrageous considering that the TP is getting overhauled with it.
Can out get a source that clarifies the incredibly vauge wording of the Blog Post that dealt with these changes, or are you just throwing out you’re personal ssumptions and speculations as if they are facts? Because I’m completely confused about have you came to these detailed conclusions.
There has been a post by John Smith where he answers a bunch of questions, what I wrote down is something that can be derived from his answers.
The salvage part is my speculation.
That is a false statement Zach, dungeons right now generate the most gold/hour. SW generates the most materials/hour.
I’ve seen this argument a lot comparing SW and dungeons and all I have to say is to remove gold from dungeons and add material rewards, similar to the map reward system, only this time a “dungeon reward system”. Happy now?
Let’s say you get 100 per hour (that’s probably still low, you can do better than 1 chest every 36 seconds). That’s 5g 46s generated by a single chest farmer. If a train is comprised of 40 people, they made 218g 40s out of thin air.
Let’s take an average CoE run. Everyone in the party gets 3g for the 3 paths, plus a few champ bags that generate amounts of coin similar to the chestfarm bags. The CoE run could take an hour, accounting for different party compositions, different levels of play. The dungeon being closed after a path and so on. Let’s say they may generate a similar 5g 46s per person per hour. In this case you have to have 8 full parties running CoE to generate the same amount of gold. But unlike chestfarming, after their run they are done with CoE for the day. Chestfarmers can dig endlessly.
Now tell me, how do you not get a lot of direct gold in SW as compared to the dungeons?
I’m not that versed in economics to really argue about money generated and whatnot, but this comparison strikes me as a bit odd.
You say the dungeoneers are done after CoF. But they could very well move on to other dungeons, and keep generating gold there. Also when they leave CoF, there will probably be new people coming for a run, so there will be pretty much always people running CoF. It’s not like it just stops after those 8 parties.
Granted, CF keeps running during this time as well, but it’s not always the same people. There’s constant dropping in and out of the zerg. Not everyone runs the farm for the whole day.
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
You don’t get a lot of direct gold from the silverwastes, you get items to sell or salvage and then sell on the TP. TP doesn’t add gold to the game, just move it around between players. Dungeons add new gold to the game.
According to the wiki, just the embroidered coin purses give between 1s and 9s 92c. That’s 5s 46c on average. Now i don’t know how many purses you get on average per hour, but i’m pretty sure you get tons as all the chestfarmers have always said.
Let’s say you get 100 per hour (that’s probably still low, you can do better than 1 chest every 36 seconds). That’s 5g 46s generated by a single chest farmer. If a train is comprised of 40 people, they made 218g 40s out of thin air.
Let’s take an average CoE run. Everyone in the party gets 3g for the 3 paths, plus a few champ bags that generate amounts of coin similar to the chestfarm bags. The CoE run could take an hour, accounting for different party compositions, different levels of play. The dungeon being closed after a path and so on. Let’s say they may generate a similar 5g 46s per person per hour. In this case you have to have 8 full parties running CoE to generate the same amount of gold. But unlike chestfarming, after their run they are done with CoE for the day. Chestfarmers can dig endlessly.
Now tell me, how do you not get a lot of direct gold in SW as compared to the dungeons?
Speaking as someone who has opened a few thousand coin purses, the average is not 5s. The upper bound may be around 10 but the true average is much closer to 2s.
Let’s say you get 100 per hour (that’s probably still low, you can do better than 1 chest every 36 seconds). That’s 5g 46s generated by a single chest farmer. If a train is comprised of 40 people, they made 218g 40s out of thin air.
Let’s take an average CoE run. Everyone in the party gets 3g for the 3 paths, plus a few champ bags that generate amounts of coin similar to the chestfarm bags. The CoE run could take an hour, accounting for different party compositions, different levels of play. The dungeon being closed after a path and so on. Let’s say they may generate a similar 5g 46s per person per hour. In this case you have to have 8 full parties running CoE to generate the same amount of gold. But unlike chestfarming, after their run they are done with CoE for the day. Chestfarmers can dig endlessly.
Now tell me, how do you not get a lot of direct gold in SW as compared to the dungeons?
I’m not that versed in economics to really argue about money generated and whatnot, but this comparison strikes me as a bit odd.
You say the dungeoneers are done after CoF. But they could very well move on to other dungeons, and keep generating gold there. Also when they leave CoF, there will probably be new people coming for a run, so there will be pretty much always people running CoF. It’s not like it just stops after those 8 parties.
Granted, CF keeps running during this time as well, but it’s not always the same people. There’s constant dropping in and out of the zerg. Not everyone runs the farm for the whole day.
It does not matter how many are dropping out. We are talking about global gold generation. Not gold generated by a single person.
But the most gold generated is from silverwaste so why isn’t it getting needed?:/ just because dungeons generate more gold than fractals doesn’t mean it generates a lot of gold, 30 gold for playing 5-6 hours only once a day is hardly any gold I would nerf over.
since when do SW generate gold?
They generate tons of materials which will give you gold via the TP … the Gold generation in SW is pretty low