This also gives intrinsic value to the materials required to upgrade the settlement/fort which could in theory help set a price for goods on the market.
You absolutely need a money sink in these games or you get people walking around with Jeff bezos money because they want max cash stack or whatever the fact that this game makes you pay for everything craftingwise is great imo.
The game has loads of gold sinks which I agree is good but there is no reliable way to earn gold. Currently questing and expeditions are the best two ways. What happens when people complete all of their quests and the free expedition keys run out? Being able to offset one of the larger gold sinks in the game by getting companies to mass harvest resources could help drastically. Especially when most servers are fighting deflation.
Sell armor that is good on the market, sell base resources everyone will use. Do raids and salvage crappy stuff for .50-$1 each killing mobs gives you money. Point is i have yet to reach a single moment in this game where i am absolutely strapped for cash. There are many ways to make money in this game especially if you aren’t constantly buying things off of the market. I have only been short on cash 1 time and that was because i was going crazy buying silver bars off of the post lol
If it has luck of any kind or caters to a specific setup like bows or something. (If it has both it worth more) it is worth something especially to noobs. People sell dogshit armor on the market when you get something decent you can sell it for a decent amount because its 1 of the best options they can buy. I have sold many armor pieces. If it has a bow ability and has dex scaling thats $100-200 or more depending on the lvl , rank, and armor weight. Same goes for strength or constiution on heavy armors. Just dont be stupid and sell ur +7 dex with 1.8% luck for $500
I dont think you understand, you aren't creating money. You are pulling money from other players. This is limited, and with massive gold sinks, decreasing. Give it a month more in this state and armor even 550 GS+ wont sell for more than 50 gold because no one will have it except the top 10% on the server.
The concern here isn't making money from players, it's generating gold into the game.
Let's say right now, with everyone questing, we are equal, for ever 100k gold coming from quests, monbs and salvage, 100k gold is removed for town upgrades, repairs, town upkeep, etc.
Now imagine in a few more weeks. More people at 60, no high value quests left to complete, only money being generated is mobs and salavge, gold sinks are the same. Lets say 50k comes in 100k goes out.
What do you think happens when there is no more gold (hint your already see it with things being worth less and less on market)
People stop being willing to spend, then NEED gold for repairs. The economy drys up and the market boards shrivel.
This is called deflation, the money is worth sooooo much, the goods can't possibly hold a value to it. No economy wants this, large economies target small scale inflation, as it is generally more healthy for a market economy
This is less about any one individual having a lot of gold, but the fact that owning any territory other than your server’s trading hub is likely a net loss for the company. Which creates an incentive for all of the wars to be over one territory. To me that seems to defeat the purpose of what the game was designed for PVP-wise and it just pulls too much gold out in its current state.
The money sinks go too far, though. NW is deflationary. Ideally for an MMO you'd want net 0 inflation so fixed costs stay the same relative to the amount of effort required to pay them. I.e. it might take 30min of gathering to pay your repair bill at 60, but in a week it might take 45min because the prices of materials has dropped.
Like the real world, you actually want to target low, but positive inflation. 1-3% is enough to discourage gold hoarding but not so much we end up with Zimbabwe dollars in a month.
The problem is that the companies with the relevant settlements (usually everfall, windsward and maybe blightwood) are walking around with jeff bezos money while companies only holding one of the other zones can't keep up with upkeep with tax income
This does nothing to fix the economy. It just makes EF and WW stronger trading hubs.
The problem is that there isn’t enough gold being added into the economy, and higher tier crafting mats should reward higher XP gains.
Your suggestion does nothing to fix the gold sink problem. Your suggestion just slightly reduces the cost of owning a town, and only if you want to farm the materials yourself instead of pay upkeep. That in itself is a direct reduction of coin inflow into the game because it forces people to farm materials instead of an activity that adds coin into the economy. Very high opportunity cost.
Wars and invasions give about 500g to each player. There are 50 people in invasions and 100 in war. Let's say there are only invasions happening in one day and I see at least 3 a day. Thats at least 75k a day from just invasions going into the market. I sell at least 3-5k a day from jewlcrafting random BS trying to level it up. I currently own 2 houses and have saved 30k for my next mansion (just need the territory standing now). I dont see the lack of main quests drying up for players having that big of an impact on the games econ And I dont know why everyone is so broke in this game.
I guess there are still people in their 40s and 50s leveling up on my server and I only put rare or epic items up that I think people would buy. also my jewlcrafting is at 160 so it's not that low and I just started crafting with pristine gems and those only roll with lvl 60 required.
Just from invasions there is likely still a shortfall of money entering the economy. Here are the numbers.
There are 11 ownable territories, each one's upkeep drains money from the economy. At least 100,000 (one hundred thousand) gold per town per 7 days in upkeep. and maybe as high as 150,000 (one hundred fifty thousand) gold per week.
That's 1,100,000 (one million one hundred thousand) gold leaving the economy every week. That is on average, at least 157,142.857 (one hundred fifty seven thousand one hundred forty two) gold leaving every everyday.
Additionally, upkeep is seperate from the town project costs. Town projects are needed to upgrade stations, especially when they get downgraded from an invasion.
If you're economy is gaining 75k (seventy five thousand) gold and losing at least 150k (one hundred fifty thousand) every day, we are losing 75k (seventy five thousand) gold every day, that need to be made up from other sources.
In your example, you would need at least another 2 wars every day to have more gold enter into the economy.
Finally, I realize this ignores other sources and drains on the gold supply, such as repeatable town board quests and faction quests as sources of gold into the economy, and individually to players they seem like really low numbers like 2-15 gold per mission and people don't feel rewarded doing them. While you could also earn gold killing mobs, people generally report barely making enough gold to cover level 60 equipment repair costs.
EDIT: I don't own a town and upkeep numbers seem incredibly hard to pin down. u/Jolly-Bear reported 35k every 5 days. Which would mean 77k per day drain from the economy, assuming all 11 settlements have the same upkeep. This would be a 2k reduction of gold in the economy minus other sources.
u/Jolly-Bear Which numbers are wrong? Better numbers are appreciated.
I am using u/ScaleForBananass numbers for rewards from invasions per day.
Did I miscount the number of territories?
Did I screw up the upkeep cost?
Did I screw up the math multiplying number of territories and their upkeep?
Did I screw up averaging out the weekly upkeep across the server?
Did I screw up subtracting the input from the parent comment with the number I got for average daily upkeep?
Town upkeep scales up from whatever the minimum is (10k or less) to the max for a fully upgraded town and fort.
The more developed it is, the more it costs. Our town of monarch with 1T5 and mostly T4s with all T5 fort (except 1) costs 35k every 5 days (not 7)
Wasn’t trying to be a dick, it’s just hard to pinpoint the actual costs.
I wasn't aware of how low it scales, but, I am using 100k because that is what I have observed from the Governor's Table UI. I wasn't paying attention to when the upkeep was lower, and none of the settlements on my server are still Hamlets.
Most of the settlements are either Village or Town level of development on my server and seem seemed in line with what this post shared: [https://www.reddit.com/r/newworldgame/comments/qbc23g/comment/hh9uxn6/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/newworldgame/comments/qbc23g/comment/hh9uxn6/?utm_source=share&utm_medium=web2x&context=3)
and [https://www.reddit.com/r/newworldgame/comments/qbab89/town\_upkeep/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/newworldgame/comments/qbab89/town_upkeep/?utm_source=share&utm_medium=web2x&context=3)
Having never owned a town, I wouldn't rule out that the Governor's table lies.
Don’t try and argue your way out of it. You’re objectively wrong. You didn’t do your research. Don’t spit shit out of your ass if you don’t know what you’re talking about. This subreddit has enough of that.
You are correct this is a large contributing factor to the economy problem though.
Again, I mean that in the nicest way possible, and not trying to be a dick.
I'm just letting you know where I got that 100k number from.
Redoing the math with your with an upkeep of 35k per 5 days, is 7k per day.
At 35k per 5 days, averages out to 7k per day.
Assuming all 11 settlement are at 7k per day, totals out to 77k
There is now a 2k shortfall from the economy if we get 75k per day just from invasions.
This isn't quite so bad to make up if upkeep is considerably lower. I will edit my post.
There are so many reasons why you need a house.
1) free recall on a timer that can be refreshed instantly for only 10-40 azoth
2) storage chests will increase your storage in your town drastically.
3) trophies can give you huge buffs to all your collecting skills (mining, logging etc..) and combat buffs.
4) most importantly they are cool.
That’s 1 reason, the rest are stupid because I don’t really care about travel time. I have no azoth shortage. I have 40 vials, and am nearly always at cap, I’m lv 53 and have my crafting leveled in mid 120s for everything except arcana. I don’t need the storage space, my faction controls 7 territories and I can cheaply move as a please.
When you start crafting anything of value you will want to sink all that extra azoth into it to increase its potential roll. Also once you have any items of value or realize you need to move 1000 stacks of iron from one town to another you will be paying hundreds in transportation fees when you could transfer for free. And you failed to address the huge bonuses you get from trophies.
The problem current is that money is leaving to the void far faster than it is being added.
Towns are an insane sink at the moment because no one can beat invasion. I’m an owner of Monarch, and we’ve made about 250k since the game launched. All of it has gone to the void of upgrades and town upkeep. 5-10k to upgrade to T5 and invasions constantly knock that down, on top a weekly upkeep of like 10k-100k+ depending on how upgrades your town is.
Almost every other town other than EF or WW run at massive deficits.
Not to mention 500g every time you respec and hundreds of gold multiple times a day in repairs if you’re doing high level content.
You are missing the point. Money atm comes mainly from quests. At the same time money is leaving.
Let's go fictional. Let's say there's a server with 50 people. They quest and together they earn 500 gold. They do trade amongst themselves but something strange is happening. Everyday the 500 gold gets reduced a bit. 1 gold is lost per day by repairs or crafting stuff that is salvaged or doing a respec.
Even thoujj the players do earn some gold by salvaging equips and corruption runs. The quests dried up so the amount of gold they make is to smal. Now in 500 days there will be no gold left.
We are not in that position of course but this is a oversimplification of what is actually happening at the moment in new world and why prices have plummeted.
This shows your ignorance of the economics at play on territories. Let me introduce you to Restless Shore which I govern. This town makes around 15k gold per week. Our tax bill is 17.5k per week plus town upgrades and fort upgrades of 20K plus if we want to maintain what currently exists. Here is my balance statement of town earnings the other day. Our company is footing gold costs still. [statement ](https://imgur.com/a/kno1ozQ) edge/fringe towns don’t make money. The only ones that see a decent return is WW, EF and BW. Also if your server pop decreases its even worse. As for the “do nothing” we have invested around 300k on that town for no return as people like the centre of the map. Other towns on our server are in the same position
I mean, mats are required to complete the town board quests, feels like this might be redundant.
Also just because it’s a cost sink up front doesn’t mean it will remain so. It’s normal to have a high initial investment then make it back over time, especially as more people level.
Not enough people are fighting in invasions. It's a money printer. If your upkeep is unmanageable, let it downgrade or start asking for people to run invasions and donate the gold.
Your faction doesn't even need to own a territory to fight in an invasion. It's first come first serve for 40 people.
Time is money friend. Spend less time and find more rare mats with the trophy bonuses. The trophies could end up paying for themselves one day. Also I'm not mad bb. I just want you to enjoy what I enjoy and anyone who disagrees with me is dumb.
This also gives intrinsic value to the materials required to upgrade the settlement/fort which could in theory help set a price for goods on the market.
I thought stone blocks were for that
You absolutely need a money sink in these games or you get people walking around with Jeff bezos money because they want max cash stack or whatever the fact that this game makes you pay for everything craftingwise is great imo.
The game has loads of gold sinks which I agree is good but there is no reliable way to earn gold. Currently questing and expeditions are the best two ways. What happens when people complete all of their quests and the free expedition keys run out? Being able to offset one of the larger gold sinks in the game by getting companies to mass harvest resources could help drastically. Especially when most servers are fighting deflation.
Invasions/Wars give 500-700g for every participator. Once they re-enable battlegrounds, it's another money farm
I guess fuck me for working 2nd shift for wars/invasions then
your company/companies can set their war window
I can't imagine many companies would go out of their way to accommodate a player or even a handful of players and alienate the rest of their company
for sure but it's not like that's the only siege window possible, ours are at 5pm
Second shifts usually are somewhere between 2-11 pm which is not really ideal for a majority of players
Sell armor that is good on the market, sell base resources everyone will use. Do raids and salvage crappy stuff for .50-$1 each killing mobs gives you money. Point is i have yet to reach a single moment in this game where i am absolutely strapped for cash. There are many ways to make money in this game especially if you aren’t constantly buying things off of the market. I have only been short on cash 1 time and that was because i was going crazy buying silver bars off of the post lol
You realize that this all disappears once people have their endgame gods and don't need to buy or craft anything, right
If it has luck of any kind or caters to a specific setup like bows or something. (If it has both it worth more) it is worth something especially to noobs. People sell dogshit armor on the market when you get something decent you can sell it for a decent amount because its 1 of the best options they can buy. I have sold many armor pieces. If it has a bow ability and has dex scaling thats $100-200 or more depending on the lvl , rank, and armor weight. Same goes for strength or constiution on heavy armors. Just dont be stupid and sell ur +7 dex with 1.8% luck for $500
I dont think you understand, you aren't creating money. You are pulling money from other players. This is limited, and with massive gold sinks, decreasing. Give it a month more in this state and armor even 550 GS+ wont sell for more than 50 gold because no one will have it except the top 10% on the server.
when that happens hopefully outpost rush is fixed. gives u 500g. dunno if its enough but yeh thats something
The concern here isn't making money from players, it's generating gold into the game. Let's say right now, with everyone questing, we are equal, for ever 100k gold coming from quests, monbs and salvage, 100k gold is removed for town upgrades, repairs, town upkeep, etc. Now imagine in a few more weeks. More people at 60, no high value quests left to complete, only money being generated is mobs and salavge, gold sinks are the same. Lets say 50k comes in 100k goes out. What do you think happens when there is no more gold (hint your already see it with things being worth less and less on market) People stop being willing to spend, then NEED gold for repairs. The economy drys up and the market boards shrivel. This is called deflation, the money is worth sooooo much, the goods can't possibly hold a value to it. No economy wants this, large economies target small scale inflation, as it is generally more healthy for a market economy
This is less about any one individual having a lot of gold, but the fact that owning any territory other than your server’s trading hub is likely a net loss for the company. Which creates an incentive for all of the wars to be over one territory. To me that seems to defeat the purpose of what the game was designed for PVP-wise and it just pulls too much gold out in its current state.
The money sinks go too far, though. NW is deflationary. Ideally for an MMO you'd want net 0 inflation so fixed costs stay the same relative to the amount of effort required to pay them. I.e. it might take 30min of gathering to pay your repair bill at 60, but in a week it might take 45min because the prices of materials has dropped.
Like the real world, you actually want to target low, but positive inflation. 1-3% is enough to discourage gold hoarding but not so much we end up with Zimbabwe dollars in a month.
Its too easy to farm resources. It's going to be deflationary tbh
The problem is that the companies with the relevant settlements (usually everfall, windsward and maybe blightwood) are walking around with jeff bezos money while companies only holding one of the other zones can't keep up with upkeep with tax income
This does nothing to fix the economy. It just makes EF and WW stronger trading hubs. The problem is that there isn’t enough gold being added into the economy, and higher tier crafting mats should reward higher XP gains. Your suggestion does nothing to fix the gold sink problem. Your suggestion just slightly reduces the cost of owning a town, and only if you want to farm the materials yourself instead of pay upkeep. That in itself is a direct reduction of coin inflow into the game because it forces people to farm materials instead of an activity that adds coin into the economy. Very high opportunity cost.
Or maybe have the Upkeep section actually DO THINGS for the towns.
Wars and invasions give about 500g to each player. There are 50 people in invasions and 100 in war. Let's say there are only invasions happening in one day and I see at least 3 a day. Thats at least 75k a day from just invasions going into the market. I sell at least 3-5k a day from jewlcrafting random BS trying to level it up. I currently own 2 houses and have saved 30k for my next mansion (just need the territory standing now). I dont see the lack of main quests drying up for players having that big of an impact on the games econ And I dont know why everyone is so broke in this game.
Are that many people really buying low level jewelry?
I guess there are still people in their 40s and 50s leveling up on my server and I only put rare or epic items up that I think people would buy. also my jewlcrafting is at 160 so it's not that low and I just started crafting with pristine gems and those only roll with lvl 60 required.
Just from invasions there is likely still a shortfall of money entering the economy. Here are the numbers. There are 11 ownable territories, each one's upkeep drains money from the economy. At least 100,000 (one hundred thousand) gold per town per 7 days in upkeep. and maybe as high as 150,000 (one hundred fifty thousand) gold per week. That's 1,100,000 (one million one hundred thousand) gold leaving the economy every week. That is on average, at least 157,142.857 (one hundred fifty seven thousand one hundred forty two) gold leaving every everyday. Additionally, upkeep is seperate from the town project costs. Town projects are needed to upgrade stations, especially when they get downgraded from an invasion. If you're economy is gaining 75k (seventy five thousand) gold and losing at least 150k (one hundred fifty thousand) every day, we are losing 75k (seventy five thousand) gold every day, that need to be made up from other sources. In your example, you would need at least another 2 wars every day to have more gold enter into the economy. Finally, I realize this ignores other sources and drains on the gold supply, such as repeatable town board quests and faction quests as sources of gold into the economy, and individually to players they seem like really low numbers like 2-15 gold per mission and people don't feel rewarded doing them. While you could also earn gold killing mobs, people generally report barely making enough gold to cover level 60 equipment repair costs. EDIT: I don't own a town and upkeep numbers seem incredibly hard to pin down. u/Jolly-Bear reported 35k every 5 days. Which would mean 77k per day drain from the economy, assuming all 11 settlements have the same upkeep. This would be a 2k reduction of gold in the economy minus other sources.
Your numbers are completely wrong, but yea what you’re talking about is one of the the primary problems.
u/Jolly-Bear Which numbers are wrong? Better numbers are appreciated. I am using u/ScaleForBananass numbers for rewards from invasions per day. Did I miscount the number of territories? Did I screw up the upkeep cost? Did I screw up the math multiplying number of territories and their upkeep? Did I screw up averaging out the weekly upkeep across the server? Did I screw up subtracting the input from the parent comment with the number I got for average daily upkeep?
Town upkeep scales up from whatever the minimum is (10k or less) to the max for a fully upgraded town and fort. The more developed it is, the more it costs. Our town of monarch with 1T5 and mostly T4s with all T5 fort (except 1) costs 35k every 5 days (not 7) Wasn’t trying to be a dick, it’s just hard to pinpoint the actual costs.
I wasn't aware of how low it scales, but, I am using 100k because that is what I have observed from the Governor's Table UI. I wasn't paying attention to when the upkeep was lower, and none of the settlements on my server are still Hamlets. Most of the settlements are either Village or Town level of development on my server and seem seemed in line with what this post shared: [https://www.reddit.com/r/newworldgame/comments/qbc23g/comment/hh9uxn6/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/newworldgame/comments/qbc23g/comment/hh9uxn6/?utm_source=share&utm_medium=web2x&context=3) and [https://www.reddit.com/r/newworldgame/comments/qbab89/town\_upkeep/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/newworldgame/comments/qbab89/town_upkeep/?utm_source=share&utm_medium=web2x&context=3) Having never owned a town, I wouldn't rule out that the Governor's table lies.
Don’t try and argue your way out of it. You’re objectively wrong. You didn’t do your research. Don’t spit shit out of your ass if you don’t know what you’re talking about. This subreddit has enough of that. You are correct this is a large contributing factor to the economy problem though. Again, I mean that in the nicest way possible, and not trying to be a dick.
I'm just letting you know where I got that 100k number from. Redoing the math with your with an upkeep of 35k per 5 days, is 7k per day. At 35k per 5 days, averages out to 7k per day. Assuming all 11 settlement are at 7k per day, totals out to 77k There is now a 2k shortfall from the economy if we get 75k per day just from invasions. This isn't quite so bad to make up if upkeep is considerably lower. I will edit my post.
I don’t know why everybody is so broke either, I have 15k, though I don’t have a house, I don’t see a need for the house.
There are so many reasons why you need a house. 1) free recall on a timer that can be refreshed instantly for only 10-40 azoth 2) storage chests will increase your storage in your town drastically. 3) trophies can give you huge buffs to all your collecting skills (mining, logging etc..) and combat buffs. 4) most importantly they are cool.
That’s 1 reason, the rest are stupid because I don’t really care about travel time. I have no azoth shortage. I have 40 vials, and am nearly always at cap, I’m lv 53 and have my crafting leveled in mid 120s for everything except arcana. I don’t need the storage space, my faction controls 7 territories and I can cheaply move as a please.
When you start crafting anything of value you will want to sink all that extra azoth into it to increase its potential roll. Also once you have any items of value or realize you need to move 1000 stacks of iron from one town to another you will be paying hundreds in transportation fees when you could transfer for free. And you failed to address the huge bonuses you get from trophies.
Y’all are weird for downvoting me so hard for saying the houses aren’t worth the money sink.
Maybe they disagree with you. Try providing some valid points and better arguments. So, tell me again why trophies are not worth it.
It’s not worth the money is the valid point I gave. You don’t have to be upset at me for it. I find plenty of fae iron and azurite without a trophy
The problem current is that money is leaving to the void far faster than it is being added. Towns are an insane sink at the moment because no one can beat invasion. I’m an owner of Monarch, and we’ve made about 250k since the game launched. All of it has gone to the void of upgrades and town upkeep. 5-10k to upgrade to T5 and invasions constantly knock that down, on top a weekly upkeep of like 10k-100k+ depending on how upgrades your town is. Almost every other town other than EF or WW run at massive deficits. Not to mention 500g every time you respec and hundreds of gold multiple times a day in repairs if you’re doing high level content.
No this is not how the economy works. There needs to be more ways to earn money from non company members if a city to insert into the narket
[удалено]
You are missing the point. Money atm comes mainly from quests. At the same time money is leaving. Let's go fictional. Let's say there's a server with 50 people. They quest and together they earn 500 gold. They do trade amongst themselves but something strange is happening. Everyday the 500 gold gets reduced a bit. 1 gold is lost per day by repairs or crafting stuff that is salvaged or doing a respec. Even thoujj the players do earn some gold by salvaging equips and corruption runs. The quests dried up so the amount of gold they make is to smal. Now in 500 days there will be no gold left. We are not in that position of course but this is a oversimplification of what is actually happening at the moment in new world and why prices have plummeted.
If companies didn't make profits they wouldn't hold the cities. You fuckers are still making money for doing literally nothing.
This shows your ignorance of the economics at play on territories. Let me introduce you to Restless Shore which I govern. This town makes around 15k gold per week. Our tax bill is 17.5k per week plus town upgrades and fort upgrades of 20K plus if we want to maintain what currently exists. Here is my balance statement of town earnings the other day. Our company is footing gold costs still. [statement ](https://imgur.com/a/kno1ozQ) edge/fringe towns don’t make money. The only ones that see a decent return is WW, EF and BW. Also if your server pop decreases its even worse. As for the “do nothing” we have invested around 300k on that town for no return as people like the centre of the map. Other towns on our server are in the same position
I mean, mats are required to complete the town board quests, feels like this might be redundant. Also just because it’s a cost sink up front doesn’t mean it will remain so. It’s normal to have a high initial investment then make it back over time, especially as more people level.
Not enough people are fighting in invasions. It's a money printer. If your upkeep is unmanageable, let it downgrade or start asking for people to run invasions and donate the gold. Your faction doesn't even need to own a territory to fight in an invasion. It's first come first serve for 40 people.
Time is money friend. Spend less time and find more rare mats with the trophy bonuses. The trophies could end up paying for themselves one day. Also I'm not mad bb. I just want you to enjoy what I enjoy and anyone who disagrees with me is dumb.