The team has been racking their brains over the issue for quite some time now, and many users have also already chimed in in several threads. In the near future a few adjustments to gold mechanics will be made in any case (increase gold gotten from posting, reduce renaming costs, possibly remove gold from adults) and in addition to those we'd like to hear more from all of you, especially if you struggle with getting gold, or find it hard to afford stuff. Please read the whole of this post and feel free to ask questions and give your input on the matter.
Stated problems:
- It's too hard to get gold!
- Things are too expensive!
- Goldmining may crash the site!
- Maximum of 200 gold when posting
- 1 gold for clicking an adult or an unfrozen hatchling or an unfrozen egg. 5 gold for clicking an unfrozen egg if you have the Alicanto Heart item. Double these amounts if the creature's element is the same as your own element, so 2 gold for hatchling and adults, 2-10 gold for clicking and egg.
How much things cost:
- Buying one of every shop born creature at shop price (included are Remy's Inn, Trading Post, Dark Shop, Water Shop, Herbalist Shop, Artificer Shop, Preservationist Shop, and Black Market originals): Total of 666,058 gold
- Doing every quest that requires gold: Total of 103k gold (not included: Face Changer quest or retired limited time quests. Included are all three of the guild entrance fees, 10k a piece, but in order to be able to do all of those you need to do the Face Changer quest twice.)
- Spell of Cloaking: 75k
- Spell of Protection: 75k
- Face Changer quest: 100k
- Getting a pair of every shop creature as well as both spells, and doing every quest TOTAL: 1,785,116 gold
To support our discussions and help in decision making we have periodically pulled some hard numbers from the site data instead of guessing what "a lot of" or "a little" gold would be. We checked the gold amounts of every user who has been online within a specified time range (barring spammers, search bots, and NPCs). The numbers shown in this post are pulled on March 1st, and include the statistics of everyone who has been online starting from January 1st. That is a total of 1591 people. The statistics take into account both the amount of gold on a user's account as well as if they have gold in unfinished trades.
- The average amount of gold people have: 393,000 gold. The average is calculated by summing up all the gold the users have and dividing that with the amount of users.
- The median amount of gold people have: 2948 gold. The median is the middle value in the dataset. It means 50% of values are above it and 50% of values are below it. For our purposes it means that 50% of the 1591 people have less than 2948 gold, and 50% of the 1591 people have more than 2948 gold. For the purposes of the discussion this figure is more meaningful than the average.
- Number of people who have 0 gold: 176 (11,06%)
- Number of people who have more than 0 but less than 1k gold: 416 (26,15%)
- Number of people who have more than 1k but less than 5k gold: 295 (18,54%)
- Number of people who have more than 5k but less than 10k gold: 127 (7,98%)
- Number of people who have more than 10k but less than 50k gold: 214 (13,45%)
- Number of people who have more than 50k but less than 100k gold: 60 (3,77%)
- Number of people who have more than 100k but less than 250k gold: 88 (5,53%)
- Number of people who have more than 250k but less than 500k gold: 67 (4,21%)
- Number of people who have more than 500k but less than 1 million gold: 60 (6,77%)
- Number of people who have more than 1 million gold: 88 (5,52%)
Alright, what to do then?
In our team discussions we have had a couple different angles that we've been pondering and discussing. These angles are not necessarily contradictory, or mean that only things from one angle should be considered and implemented. These are the things we'd especially like to get your feedback. Do some things sound more feasible than others? Is there something that you feel would be tedious and boring? Is there something completely outside of these things that you think could work to remedy the gold situation?
Angle one: How to make getting gold easier/more fun (instead of just a new or old way of mindless grinding)
Discussed possibilities:
Minigames like "match 3", "tower climb", "solitaire" etc.:
Pros: could be fun
Cons: Have a risk of steering away from the spirit of the actual heart and purpose of the game. Take a lot of time to implement.
Daily quests:
Pros: you'd have a regular and steady way of getting some gold
Cons: You'd need to remember to do them. Depending on what kind they would be, some might feel tedious or not worth it. Could feel a bit separate from the normal game play unless well executed.
Daily login bonuses:
Pros: Steady and reliable way to get gold even if you're tight on time, just log in and get some gold.
Cons: Relying solely on this would require quite a bit of patience to get enough cold to afford something. A bit more tedious to implement.
Gaining gold from various activities like breeding, crafting, and otherwise interacting with the site:
Pros: Could be quite easily tied to the normal game play and existing mechanics, making gold a by product instead of the main goal.
Cons: Need to be mindful that the gold gains remain meaningful instead of becoming yet a new way of grinding.
Sell your creatures for gold to NPCs or some other non-player function:
Pros: You have a pretty good control over when and how much gold you get
Cons: another more tedious grinding mechanic?
Angle two: How to make things more affordable without increasing options to get more gold drastically
The issue with the site economy is not just that things cost "too much", or that it is hard to get gold. One major aspect of the problem is that there is a way to create infinite amount of gold, and it doesn't flow that much between players. With more and more gold in the system and without it being a "closed" gold system, inflation occurs. This angle aims to solve the issue from another point of view: instead of encouraging more and more gold to be generated in the system, introduce other ways of obtaining creatures. Another aspect would be to recognize a resource or something else that users with low amounts of gold have, and make that desirable for users with more gold, so that the users with more gold would be willing to pay for that and thus get the gold flowing.
Discussed possibilities:
Encourage trading and making the gold flow between players, make the system a closed gold system:
Pros: Works more like a healthy economy, gets the resources moving instead of gold piling up on the top 5-10% richest or those who at least in the past have been able to goldmine
Cons: How to do this, what would be the incentive?
Create non-gold ways of getting shop creatures:
Possibilities would be e.g. quests, crafting like mechanic, exchanging a number of creature X to get a creature Y, or something similar
Pros: You don't have to rely on gold to get the creatures you want
Cons: Could take a bit longer to get the creature, could feel like just another type of grinding mechanic
Reduce prices in shops and/or quests:
Pros: things are more affordable
Cons: shop history statistics need a tweak so they don't get skewed