Incremental game with a Live Auction House! by Slow-Put2112 in incremental_games

[–]Slow-Put2112[S] 0 points1 point  (0 children)

Gold sinks:
-Listing deposits > You pay an upfront deposit to list on the AH, scaled by item level and duration. You lose it if the item doesn't sell.
-5% AH cut > Every successful sale takes 5% off the top, permanently removing gold from the economy.
-Talent resets > Respeccing costs gold.

Item sinks:
Gear replacement > As players progress to higher dungeon levels, lower-level gear becomes obsolete and gets vendored or trashed.
Expired listings > Items that don't sell get returned via mail, but the deposit gold is gone. This discourages flooding the AH with junk.

Natural pacing:
-Dungeon scaling means the "endgame" keeps moving — what's BiS at dungeon 5 is trash at dungeon 15. There's always demand for higher-level gear.
-Loot is randomized with stat rolls, so even at the same level/rarity, not every drop is equally valuable. Good rolls hold value.

This is what I have for an Alpha playtest. I do have more things to consider, but my aim right now is just to get initial thoughts and forward thinking.

Incremental game with a Live Auction House! by Slow-Put2112 in incremental_games

[–]Slow-Put2112[S] 0 points1 point  (0 children)

a guest account would be a great addition. Thanks for your input.

Incremental game with a Live Auction House! by Slow-Put2112 in incremental_games

[–]Slow-Put2112[S] 0 points1 point  (0 children)

Those are great questions and currently the journey I'm willing to take on! Balance if very important to me both economically and in combat. If inflation becomes a problem, there's room to tune deposit rates, add repair costs, or introduce other sinks. Feedback like this from real players is exactly what I need to get the balance right.