well, if you think that economy cannot be improved /fixed (depending on points of view), this is not the topic for you.
I had a few ideas in my mind for crown sinks, I introduce some here, and I am ready to die for your -infinities.
well, actual crown sinks are:
punch
AH's fee
crafting and recipes
guild hall maintence
creating a guild
starting arcade runs at moorcroft-emberlight
PvP
selling ce for crowns
tell me if I missed something.
let's do it in order.
punch: as good as it is. nothing to add here.
AH fee: mmm. thought about this for a while, but I think this is fine too, since there is someone that occasionally rages.
crafting and recipes: here we go.
I know that prices for crafting have been lower than the actual ones once upon a time. so, here’s the deal:
reduce the recipies cost. 20k for 5*, 8k for 4*, 3k for 3*, 750 for 2*, 250 for 1*
average playerbase: yay!
get the ce prices to old levels.
average playerbase: yay!
double or triple the crown cost of crafting.
average playerbase: ya- no wait, what?
this is about economy man, less crown in cirulation is better. it will also reduce ragecrafting. but it will be a pain in the a for new players. like it isn't now. if I have missed other side effects, tell me.
guild hall maintence: slightly increase cost for furnitures. stop. I think that the guild halls do their job pretty well.
Creating a guild: good prices. It’s enough as a crown sink.
arcade jumpstart: increase cost, 400 for moorcroft and 750 for emberlight.
PvP: entering fee: 300 cr. prize: 380-400 cr. that should do.
ce selling: fee to the seller is now what, 2%? it is fine.
ok, this open to anything reasonable and with some proof to explain.
first answer: why did you list all of there to say they are fine? because of what I said up here.
and now, to go to the search bar and possibly to get shot.
I think that raising the price for crafting of recipes is alright, in general, consider YOCO (You only Craft once). 20kcr for a 5 star recipe, then the extra 5kcr goes into the crafting of the gear, no problem there. Wait, who would even ragecraft 5* gear. So how does this decrease the amount of crowns in circulation?
Wouldn't ragecrafting actually benefit by making crowns vanish into thin air? Consider player A crafts 10 wolver coats, consuming 5000 crowns. Player A sells 10 wolver coats to 10 players for 1000 crowns each. 5000 crowns are lost, player A earns 5000 crowns, and players B to I (or whatever) gets a wolver coat.
So if we raise the price for crafting, then the price for a wolver coat (in particular) will be raised too. Does that mean any difference? It only means less wolver coats at the same cost. This can adversely affect the economy by discouraging players to craft wolver coats, and as a result the reduction of a crown/energy sink being used.
----------------------------------------------
Raising the arcade jumpstarts mean nothing. Most crowns are being generated from the KoA mission. We must pull the source of the crowns from its roots.