As it stands right now, from what I've seen thus far on WR, the player economy is based almost solely on bartering items. trading one item for another, etc. As it is, there is no use for money that I can find other than buying spells and training skills. If a level 50 character goes out and gets a decent item for a level 20 character, why would the level 50 want money? At that level they can easily get enough for their basic needs.
I think the best solution is to make high end items craftable. From what I've heard tailoring can be used well to make some decent items. but for a large player economy I think trade skills should be more strongly emphasized. Of course at this stage in development this really isn't possible as to my knowledge tailoring is the only real crafting skill implemented.
But in the future I think there should be extensive crafting systems. Smithing, Tailoring, Alchemy, Jewel Crafting, and perhaps a collaboration of these skills and others to make high end items. for example say theres a Breastplate you can make at master skill only, and still have a 90% fail rate. Not only that but you need items that only a master jewler can make, and you also need 100 in a certain magic skill to embue the magic effects to the gems and breastplate. After all these needed items and a fairly high fail rate, this would be a very worthwhile item. now imagine these types of items craftable for all armour wearing types. I think these would be items you could only trade for high end items or a large amount of gold, with which perhaps you could buy other high end items from maybe a tailor.
of course this still lends only a small use for money in the whole scheme of the game. I had heard before that things like guild halls or houses might be able to be purchased down the road. I personally have no clue how this would work, except that there would be keys set up as triggers for flagged doors *shrugs* this also would provide for more use of money. And as the world expands perhaps personal homes could also be purchased, but I have no clue on that stance.
There could also be certain quests down the road that require money, either to purchase an item, maybe pay for an assassination for part of a quest, or to bribe people for further info on a quest.
Just trying to make money more useful. At this juncture in the game I can see why it has little use, but down the road I think ideas such as these might be of some use.
I think the best solution is to make high end items craftable. From what I've heard tailoring can be used well to make some decent items. but for a large player economy I think trade skills should be more strongly emphasized. Of course at this stage in development this really isn't possible as to my knowledge tailoring is the only real crafting skill implemented.
But in the future I think there should be extensive crafting systems. Smithing, Tailoring, Alchemy, Jewel Crafting, and perhaps a collaboration of these skills and others to make high end items. for example say theres a Breastplate you can make at master skill only, and still have a 90% fail rate. Not only that but you need items that only a master jewler can make, and you also need 100 in a certain magic skill to embue the magic effects to the gems and breastplate. After all these needed items and a fairly high fail rate, this would be a very worthwhile item. now imagine these types of items craftable for all armour wearing types. I think these would be items you could only trade for high end items or a large amount of gold, with which perhaps you could buy other high end items from maybe a tailor.
of course this still lends only a small use for money in the whole scheme of the game. I had heard before that things like guild halls or houses might be able to be purchased down the road. I personally have no clue how this would work, except that there would be keys set up as triggers for flagged doors *shrugs* this also would provide for more use of money. And as the world expands perhaps personal homes could also be purchased, but I have no clue on that stance.
There could also be certain quests down the road that require money, either to purchase an item, maybe pay for an assassination for part of a quest, or to bribe people for further info on a quest.
Just trying to make money more useful. At this juncture in the game I can see why it has little use, but down the road I think ideas such as these might be of some use.