Here's the short version:
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Sorry but i hate to say it..this guy was level 5 and he had over 2000g already...
lol!?
I hate to say this as it sounds pathetic, but i was hoping for a more WoW approach to gold
Yay for another game with a useless trade resource
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It's all relative. Beginning vendor items sell for around 250-500g each.
Drop amounts could be 1,000,000 gold, but if it costs 500,000,000 to repair durability, there's a a meaningful way to spend it.
We think Diablo games work better when there's a lot of gold popping out to pick up, and that just means offsetting that with properly tuned sinks.
I can think of two things right now: miscalculation and we're gonna get gold as useful as in d2 with annoying repairs of 24k and hireling ressurects of 35k. I rarely had any gold in d2, just for a few repairs/resurects. That didn't mean that the 2 million gold in my stash was appropriate as a trading resource.
Second scenario, they are delibaretly doing this so gold will be used merely as a resource for .. well what I said ahead. Singleplayer currency between you and the game. Guess what will become the new currency in d3.

Am I being too pessimistic ?|||Possibly...I mean, to add a second row of spaces in the first page of the shared stash alone was 2500 gold, which was about all that the level 8 player had available. Without knowing repair costs, the price of extending the stash, the cost of high level Artisan trading, it is a little early to reach for that titanium umbrella.|||I wish they used a copper/silver/gold system. It's really just hiding zeros, but it makes gold *feel* more valuable.|||Yes, too pessimistic. Read the Bash post you quoted!|||There'll be a mechanic for gold to be converted to something useful I hope. Many of the gold sink sounds finite and is closer to fixed cost:
1. Stash space - if stash space is shared, only need to max out once, or at most 10 times for 10 chars, fixed cost and therefore not a gold sink.
2. Shops - I expect that you can't get great to top gear with this, maybe usable to decent at most, so... not an effective gold sink, unless there's some special rare expensive shop events in the game or something crazy like that.
3. Artisans - I suppose it's close enough to a sink that effectively you never run out of runes and gems to upgrade, desocket and stuff. and of course crafting of course, but the gold supply will have to be limited enough compare to these constant cost to make gold wanted, even then it'll still be debatable whether you can buy great items with gold.
4. I remember reading that you can actually buy gems? Wonder if it's my faulty memory... If so then that would be a great gold sink, assuming good gem is of sufficient rarity and power to be sought after... but there may be a saturation issue as times go on. D2 had the great system of recycling gems to "craft" charms and thus gave it a definite value.
5. Repair... I wonder how significant an expense this will be.
6. And... various miscellaneous sundries that don't matter, like merc ressurect and stuff along those lines.
Have I missed any?
Okay now lets examine 2 extremes:
A) Pricing is very cheap, repairs and various artisan expense only take up a small portion of loot income. Well, we all knows what happens here and no need to discuss this option.
B) Pricing is very expensive, you cannot even come close to repairing and using all the artisan function to fill all your needs, even if you scrap all loot -> money instead of craft mats you'd still have to pick which artisan work you need done carefully. Now this gets interesting, in this scenario, how will things pan out for both SC and HC? This I think is the more interesting scenario to brainstorm on.
Will item/gem/rune saturation eventually send SC into the deep end? Might the dire shortage of gold choke up crafting and interfere with it (unless crafting don't take much gold, and gems/runes being the major money sink)? Will just these benefit of gold alone be enough to get great -> top tier items on the gold market?|||Okay, here's me hoping you guys are right.|||I believe the artisan is the variable gold sink required. As long as gold has some use and is not trivial to accumulate for every purpose, we should be fine. Assuming they don't mess things up, I think all auctions will make more sense to be on the Gold AH, and the RMAH will be used to convert gold to cash (to cash out/buy in). This is because after gold inflates, the fees on the gold AH will be nearly 0, which is better than whatever the RMAH ends up charging. It just has to not inflate so fast that holding onto gold, even for a few days, becomes too costly.
Will be interesting to see how it works out in any case. I intend to keep track of the gold/$ exchange rate over time on whatever realm I play on, just out of curiosity.|||Actually, I think the OP has a point.
Why make things in the end-game have to cost millions of gold, when they could just errr lower the amount of gold income and the gold sinks proportionally? I'd much rather that then "Buying a perfect ruby, 50000000g."
Also, from what I have seen if you can play for 1 hour and be able to buy multiple stash sizes, perform several dozen crafts (worth of gold costs), I think we may have a familiar problem in the works.
If it was up to me, Gold would be much less attainable and things would cost a decent amount. Remember, gold is easily farmable and you get it liberally when you simply play the game, unlike WoW where you have to go out of your way.
In short, I think gold is on a dangerous path, mainly because you gain it by just simply playing through the game, without having to focus on it or anything, it just comes to you.|||I read Bashiok's response and understand it fine. I know you could balance gold sinks fine around having every imp drop 1,000,000 gold if you want, but I think gold feels more meaningful when it doesn't use hyperinflation-style numbers.
I don't want the blacksmith to have to use scientific notation in order to represent how much it will cost to fix a dent in my armor.|||Yes, why use big numbers when small readable numbers will do.
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