History Main / MoneySink

18th Mar '17 5:59:00 PM nombretomado
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--> ''[[{{Neopets}} The Neopian Times]]'' editorial (bottom of the page), [-[[http://www.neopets.com/ntimes/index.phtml?section=editorial&week=469 Issue 469]]-] (Note: The average Krawk Morphing Potion is sold at 15,000,000 NP)

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--> ''[[{{Neopets}} ''[[{{Website/Neopets}} The Neopian Times]]'' editorial (bottom of the page), [-[[http://www.neopets.com/ntimes/index.phtml?section=editorial&week=469 Issue 469]]-] (Note: The average Krawk Morphing Potion is sold at 15,000,000 NP)



* ''VideoGame/{{Neopets}}''. They do try to keep the inflation somehow reined in, but when most of your players make money by ''creating'' it (by playing games) you have your work cut out for you.

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* ''VideoGame/{{Neopets}}''.''Website/{{Neopets}}''. They do try to keep the inflation somehow reined in, but when most of your players make money by ''creating'' it (by playing games) you have your work cut out for you.
11th Feb '17 9:26:34 AM MyFinalEdits
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* ''WorldOfWarcraft''

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* ''WorldOfWarcraft''''VideoGame/WorldOfWarcraft''



** Also notable is [[BonusDungeon Hobopolis]], a clan-specific area similar to raids in other [=MMORPGs=] with a finite number of enemies and much of the best skills and items in the game, all exclusive to that area. It costs 1 million meat from the clan's collective coffers every time it is reset, and depending on how active your clan is, a reset could be needed several times a week or even daily.
*** And to get to Hobopolis you need to open up the clan basement, which will set your clan back a cool 10 million meat. This, however, is a one-off payment and does allow you similar access to other {{Bonus Dungeon}}s like the Slimetube, but your clan's first Hobopolis is still going to cost 11 million.

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** Also notable is [[BonusDungeon Hobopolis]], a clan-specific area similar to raids in other [=MMORPGs=] with a finite number of enemies and much of the best skills and items in the game, all exclusive to that area. It costs 1 million meat from the clan's collective coffers every time it is reset, and depending on how active your clan is, a reset could be needed several times a week or even daily.
***
daily. And to get to Hobopolis you need to open up the clan basement, which will set your clan back a cool 10 million meat. This, however, is a one-off payment and does allow you similar access to other {{Bonus Dungeon}}s like the Slimetube, but your clan's first Hobopolis is still going to cost 11 million.



** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', you could buy houses in several cities for astronomical sums of money. However, apart from letting you feel like a big shot, they have no impact on the game play, since any items you place in the chests and cupboards there tend to disappear into nirvana. You could also buy ''ships'', an AwesomeButImpractical option sadly missing in the latter games.

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** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', you Daggerfall]]'':
*** You
could buy houses in several cities for astronomical sums of money. However, apart from letting you feel like a big shot, they have no impact on the game play, since any items you place in the chests and cupboards there tend to disappear into nirvana. You could also buy ''ships'', an AwesomeButImpractical option sadly missing in the latter games.



* Browser-based MMORPG ''Travians'' has ten resources. You can eat the bread, but after a certain level it's better to buy other food at the Tavern. Other than that, the resources go to enlarge your warehouse (ability to hold resources) or your guild warehouse (ability to hold donations) or... ''taxes''. Every ten levels, you hand over a certain number of resources and money to the Tax Collector, or else you stop gaining levels and can't use guild artifacts. Argue about this on the forums and you're told that it keeps the economy going, since without the taxes, who would buy resources? and selling resources is about the only way to make money. So you gather resources to sell to other players, who buy them only to hand them over to NPC's who get rid of them...... Tell me this economy isn't in drastic need of an overhaul.
** Oh, and guild stuff. Guild artifacts that give you buffs, guild buildings that give you exp., etc. If you're not in a guild... your warehouse is the ''only'' thing you use resources on.
* In ''VideoGame/GuildWars'' optimal equipment is relatively easy to obtain. It's not too hard to grab a good base weapon/armor and add the one or two mods needed to make it perfect, and this costs only around 10-30 thousand gold for a whole set(Depending on how common your build is and thus the scarcity of parts) which is a sizable chunk, but not unreasonable for a character who has gotten to the point where he can buy all this. For example, in the third campaign (Nightfall), it is customary for new characters who have the cash and materials available to seek a "ferry" to a certain outpost (Consulate Docks) where a NPC armor crafter is present who can craft "maximum" armor for you at a relatively low cost (not counting the runes/insignia you put on the armor to buff it, and the dyes you use to color it). The game's actual money sinks come in the form of the absurdly expensive armor pieces, from the simple Elite Armor (Which is 10 times as expensive per piece) to Obsidian Armor, which runs for hundred of thousands of gold. These expensive pieces of armor do nothing but look prettier. The same can be said of the rare weapons, but as they involve mostly trade between players, this is not a proper money sink.
** On a smaller scale, skill purchasing is also a decent money sink, with the cost per skill going up until a 1000 gold cap.
*** It's questionable how much of a money sink skill purchasing is, especially in the case of "capture signets", which are used to acquire elite skills from defeated enemy bosses. Since each successful elite skill capture awards the player 5,000 experience points, "skill capping" is a popular route for players who can afford the signets to work on their "Legendary Survivor" title.

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* Browser-based MMORPG ''Travians'' has ten resources. You can eat the bread, but after a certain level it's better to buy other food at the Tavern. Other than that, the resources go to enlarge your warehouse (ability to hold resources) or your guild warehouse (ability to hold donations) or... ''taxes''. Every ten levels, you hand over a certain number of resources and money to the Tax Collector, or else you stop gaining levels and can't use guild artifacts. Argue about this on the forums and you're told that it keeps the economy going, since without the taxes, who would buy resources? and selling resources is about the only way to make money. So you gather resources to sell to other players, who buy them only to hand them over to NPC's who get rid of them...... Tell me this economy isn't in drastic need of an overhaul.
** Oh, and
them. And guild stuff. Guild artifacts that give you buffs, guild buildings that give you exp., etc. If you're not in a guild... your warehouse is the ''only'' thing you use resources on.
* In ''VideoGame/GuildWars'' optimal ''VideoGame/GuildWars'':
** Optimal
equipment is relatively easy to obtain. It's not too hard to grab a good base weapon/armor and add the one or two mods needed to make it perfect, and this costs only around 10-30 thousand gold for a whole set(Depending on how common your build is and thus the scarcity of parts) which is a sizable chunk, but not unreasonable for a character who has gotten to the point where he can buy all this. For example, in the third campaign (Nightfall), it is customary for new characters who have the cash and materials available to seek a "ferry" to a certain outpost (Consulate Docks) where a NPC armor crafter is present who can craft "maximum" armor for you at a relatively low cost (not counting the runes/insignia you put on the armor to buff it, and the dyes you use to color it). The game's actual money sinks come in the form of the absurdly expensive armor pieces, from the simple Elite Armor (Which is 10 times as expensive per piece) to Obsidian Armor, which runs for hundred of thousands of gold. These expensive pieces of armor do nothing but look prettier. The same can be said of the rare weapons, but as they involve mostly trade between players, this is not a proper money sink.
**
sink. On a smaller scale, skill purchasing is also a decent money sink, with the cost per skill going up until a 1000 gold cap.
*** It's questionable how much of a money sink skill purchasing is, especially in the case of "capture signets", which are used to acquire elite skills from defeated enemy bosses. Since each successful elite skill capture awards the player 5,000 experience points, "skill capping" is a popular route for players who can afford the signets to work on their "Legendary Survivor" title.
cap.



** [[VideoGame/GuildWars2 The sequel]] largely follows suit in letting players gear up cheaply (even letting them spend karma points built up from events instead of cash). The money sinks come from:
*** [[WarpWhistle Waypoint]] costs, from one to three silver a trip depending on distance.
*** Trading Post transactions with other players, which incur a 15% fee.
*** Crafting. Almost all crafting requires cheap components that can only be bought from merchants. And the highest-level weapons and armor are even more of a sink: They only provide about a 5% boost over the much cheaper exotics, and the items are automatically account-bound, removing them from the economy.
*** Gem conversion. Gems can be bought with real money, and used on boosters, cosmetic changes, or convenience items. You can use gold to buy gems or vice versa, but there's a fee going either way.
* The ''VideoGame/MightAndMagic'' series had the training barracks. You had to pay for every single level your characters actually earned in these places, so they can actually gain those levels (experience alone doesn't cut). It is mostly a sensible and natural concept, however. And the cost for leveling up increases geometrically (10gp times current level squared, meaning that going from level 1 to 2 costs 10gp, 10 to 11 costs 1000gp, and 100 to 101 costs ''100,000gp''), meaning that eventually it will be impossible to get enough gold to level up anymore.
** Ditto for MUD ''Realms of Kaos'', except the rate which you will gain experience will be faster than you can gain money.

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** [[VideoGame/GuildWars2 The sequel]] * ''VideoGame/GuildWars2'', the sequel to the original ''Guild Wars'', largely follows suit in letting players gear up cheaply (even letting them spend karma points built up from events instead of cash). The money sinks come from:
*** ** [[WarpWhistle Waypoint]] costs, from one to three silver a trip depending on distance.
*** ** Trading Post transactions with other players, which incur a 15% fee.
*** ** Crafting. Almost all crafting requires cheap components that can only be bought from merchants. And the highest-level weapons and armor are even more of a sink: They only provide about a 5% boost over the much cheaper exotics, and the items are automatically account-bound, removing them from the economy.
*** ** Gem conversion. Gems can be bought with real money, and used on boosters, cosmetic changes, or convenience items. You can use gold to buy gems or vice versa, but there's a fee going either way.
* The ''VideoGame/MightAndMagic'' series had the training barracks. You had to pay for every single level your characters actually earned in these places, so they can actually gain those levels (experience alone doesn't cut). It is mostly a sensible and natural concept, however. And the cost for leveling up increases geometrically (10gp times current level squared, meaning that going from level 1 to 2 costs 10gp, 10 to 11 costs 1000gp, and 100 to 101 costs ''100,000gp''), meaning that eventually it will be impossible to get enough gold to level up anymore.
** Ditto
anymore. Same for MUD ''Realms of Kaos'', except the rate which you will gain experience will be faster than you can gain money.



* In the 1.10 update to ''VideoGame/{{Diablo}} II'', Blizzard added a special encounter with a "Diablo Clone" (who drops a very powerful item) if and only if enough Stones of Jordan are sold to vendors in the game. The SOJ was a powerful ring that was duped to such ridiculous levels that it served as the de facto currency in the game, and the Diablo Clone was Blizzard's way of getting rid of excess [=SoJs=].

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* In the 1.10 update to ''VideoGame/{{Diablo}} II'', II'':
** In the 1.10 update,
Blizzard added a special encounter with a "Diablo Clone" (who drops a very powerful item) if and only if enough Stones of Jordan are sold to vendors in the game. The SOJ was a powerful ring that was duped to such ridiculous levels that it served as the de facto currency in the game, and the Diablo Clone was Blizzard's way of getting rid of excess [=SoJs=].



* ''VideoGame/DiabloIII'' has auction house fees and high repair costs for top-tier items, as well as a few scattered one-time costs: artisan training, storage space increases, and access to the gag level on higher difficulties. Crafting also serves this purpose, with the blacksmith taking the place of gambling in Diablo II and the jeweler upgrading gems which level to level have a linear power boost for an exponential cost increase.

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* ''VideoGame/DiabloIII'' ''VideoGame/DiabloIII'':
** The game
has auction house fees and high repair costs for top-tier items, as well as a few scattered one-time costs: artisan training, storage space increases, and access to the gag level on higher difficulties. Crafting also serves this purpose, with the blacksmith taking the place of gambling in Diablo II and the jeweler upgrading gems which level to level have a linear power boost for an exponential cost increase.



* Forging and refining weapons and armor is a money sink for many players of ''VideoGame/RohanOnline''. Forging entails combining two weapons or pieces of armor into a rare weapon or armor, and you can do the same with two rare weapons or pieces of rare armor to get a unique weapon or armor. Refining involves lowering an attribute or level on a weapon, piece of armor or other item so that you can equip it. Both forging and refining have its problems both of which stem from the fact that success is not assured and the chance for failure increases when you try to forge higher-level stuff, particularly uniques. If you fail at a forge attempt, you lose both items you were using for the attempt (which can be REALLY aggravating if you were trying to combine two good weapons or pieces of armor into a better weapon or piece of armor), and if you fail at a refine attempt, in the case of weapons and armor, the item you were trying to de-level instead goes ''up'' by a number of levels equal to what you were trying to lower it by (though never above the level of the original), and if you de-level a given weapon or piece of armor enough and fail on a refine, you can actually ''destroy'' it. All this serves to gobble up whatever crones you have, and the only way to save whatever weapons or armor you have on a forge attempt is to get a preservation stone, which can only be obtained in a Consignment Auction for a good amount of crones or in [[AllegedlyFreeGame the Item Mall or Exchange Market for real money]], and which only protects your items against one failed forge attempt per stone.
** In addition, mounts, pets and food for pets are quite frankly the most expensive items you are likely to find in Rohan in general, and are not recommended for anyone below the 30s in regards to level.

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* Forging and refining weapons and armor is a money sink for many players of ''VideoGame/RohanOnline''. Forging entails combining two weapons or pieces of armor into a rare weapon or armor, and you can do the same with two rare weapons or pieces of rare armor to get a unique weapon or armor. Refining involves lowering an attribute or level on a weapon, piece of armor or other item so that you can equip it. Both forging and refining have its problems both of which stem from the fact that success is not assured and the chance for failure increases when you try to forge higher-level stuff, particularly uniques. If you fail at a forge attempt, you lose both items you were using for the attempt (which can be REALLY aggravating if you were trying to combine two good weapons or pieces of armor into a better weapon or piece of armor), and if you fail at a refine attempt, in the case of weapons and armor, the item you were trying to de-level instead goes ''up'' by a number of levels equal to what you were trying to lower it by (though never above the level of the original), and if you de-level a given weapon or piece of armor enough and fail on a refine, you can actually ''destroy'' it. All this serves to gobble up whatever crones you have, and the only way to save whatever weapons or armor you have on a forge attempt is to get a preservation stone, which can only be obtained in a Consignment Auction for a good amount of crones or in [[AllegedlyFreeGame the Item Mall or Exchange Market for real money]], and which only protects your items against one failed forge attempt per stone.
** In addition,
stone. Also, mounts, pets and food for pets are quite frankly the most expensive items you are likely to find in Rohan in general, and are not recommended for anyone below the 30s in regards to level.



** ''VideoGame/PhantasyStarOnline2'' uses weapon grinding. Nice, you got yourself an 11 or 12-star weapon! In order to make the weapon more powerful, you need to use Grinders to get it to +10, a process which can up to double its base attack. Here's the bad news: Each additional +1 reduces the chance of the next's success (down to a 30% chance), and increases the amount of grinds possible to lose if you fail (up to -4). Your chances of making it from +0 to +10 in one go? Only ''seven hundredths of one percent'' for an 11-star, though it's much more lenient for lesser weapons. FailureIsTheOnlyOption, so it's not uncommon to see people drop millions upon millions of meseta to get a rare weapon to +10. Getting it to +10 also lets you unlock its Latent Ability, which ranges from useless to game breaking...only doing so resets the weapon to +0 again. And since each Latent has three levels, to get the third you need to grind it to +10 ''four times''.
* ''VideoGame/MapleStory'' has a quest that is completed by literally just paying the [=NPC=] 5,000,000 mesos. If you're unfunded it's a ridiculously high amount, and even if you're well off you have to come to the decision of if 5,000,000 mesos is worth it to unlock 3 more quests in the chain. Also out of all the random rewards you have the chance to get at the end of the quest, only about 2 or 3 out of 27 will net you a profit selling it to the player base.
** Though if you're after the quest specialist medal (which is ThatOneAchievement, but it gives a stat boost) 5,000,000 mesos is a justified price for 4 more completed quests. It's just that the quest really sticks out by having the [=NPC=] simply requesting a big chunk of cash outright.

to:

** * ''VideoGame/PhantasyStarOnline2'' uses weapon grinding. Nice, you got yourself an 11 or 12-star weapon! In order to make the weapon more powerful, you need to use Grinders to get it to +10, a process which can up to double its base attack. Here's the bad news: Each additional +1 reduces the chance of the next's success (down to a 30% chance), and increases the amount of grinds possible to lose if you fail (up to -4). Your chances of making it from +0 to +10 in one go? Only ''seven hundredths of one percent'' for an 11-star, though it's much more lenient for lesser weapons. FailureIsTheOnlyOption, so it's not uncommon to see people drop millions upon millions of meseta to get a rare weapon to +10. Getting it to +10 also lets you unlock its Latent Ability, which ranges from useless to game breaking...only doing so resets the weapon to +0 again. And since each Latent has three levels, to get the third you need to grind it to +10 ''four times''.
* ''VideoGame/MapleStory'' ''VideoGame/MapleStory'':
** The game
has a quest that is completed by literally just paying the [=NPC=] 5,000,000 mesos. If you're unfunded it's a ridiculously high amount, and even if you're well off you have to come to the decision of if 5,000,000 mesos is worth it to unlock 3 more quests in the chain. Also out of all the random rewards you have the chance to get at the end of the quest, only about 2 or 3 out of 27 will net you a profit selling it to the player base.
** Though if you're after the quest specialist medal (which is ThatOneAchievement, but it gives a stat boost) 5,000,000 mesos is a justified price for 4 more completed quests. It's just that the quest really sticks out by having the [=NPC=] simply requesting a big chunk of cash outright.
base.



** Likewise, advancing to [[PrestigeClass Fourth Job]] can sink mesos. The classic Explorers can either pay 10,000,000 or hunt two rare bosses, while the newer Resistance classes have no choice but to pay 5,000,000. (Separate from the other 5,000,000 example above)

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** Likewise, advancing Advancing to [[PrestigeClass Fourth Job]] can sink mesos. The classic Explorers can either pay 10,000,000 or hunt two rare bosses, while the newer Resistance classes have no choice but to pay 5,000,000. (Separate from the other 5,000,000 example above)



* ''VideoGame/PlantsVsZombies'' has a money sink in the form of the Tree of Wisdom, for 2500 dollars (the biggest currency in the game is the diamond, worth 1000 dollars each) you can buy food or fertilizer for the tree to grow. The Reward? access to some visual cheats and tips for the game. More importantly, the tree keeps growing, so it functions as a kind of high score. Sadly, this Tree does not yet exist on the iPhone version, leaving players with no way to dispose of excess money.
** Remedied by the inclusion of Mini-games, "I, Zombie" puzzle mode, and the silver/gold gift boxes (50% and 100% chance of containing a plant you don't have in your Zen Garden). Each set of minigames costs 50000, the puzzle mode 150000, a silver gift box costs around 25000 and a gold one costs 50000.
* Oh ''{{Neopets}}''. They do try to keep the inflation somehow reined in, but when most of your players make money by ''creating'' it (by playing games) you have your work cut out for you.
** Most basic money sinks are in the form of NPC-run shops. Buy an item, and the money disappears. However due to low shop prices and the huge amount of players who make their money by restocking (i.e. buying from NPC shops at low prices and selling at a profit in player-run shops) it's a a matter of excellent luck, good timing, and lightning reflexes to find and get pretty much any item in the NPC shops.

to:

* ''VideoGame/PlantsVsZombies'' has a money sink in the form of the Tree of Wisdom, for 2500 dollars (the biggest currency in the game is the diamond, worth 1000 dollars each) you can buy food or fertilizer for the tree to grow. The Reward? access to some visual cheats and tips for the game. More importantly, the tree keeps growing, so it functions as a kind of high score. Sadly, this Tree does not yet exist on the iPhone version, leaving players with no way to dispose of excess money.
** Remedied
money. This is remedied by the inclusion of Mini-games, "I, Zombie" puzzle mode, and the silver/gold gift boxes (50% and 100% chance of containing a plant you don't have in your Zen Garden). Each set of minigames costs 50000, the puzzle mode 150000, a silver gift box costs around 25000 and a gold one costs 50000.
* Oh ''{{Neopets}}''.''VideoGame/{{Neopets}}''. They do try to keep the inflation somehow reined in, but when most of your players make money by ''creating'' it (by playing games) you have your work cut out for you.
** Most basic money sinks are in the form of NPC-run shops. Buy an item, and the money disappears. However due to low shop prices and the huge amount of players who make their money by restocking (i.e. buying from NPC shops at low prices and selling at a profit in player-run shops) it's a a matter of excellent luck, good timing, and lightning reflexes to find and get pretty much any item in the NPC shops.



** Perhaps because of the above, Valve introduced another sink in the form of Chemistry Sets, dropped items that require using up a large number of regular items to get a CosmeticAward. Either you spend about a half dozen regular items plus one Strange weapons to get a Strangifier (which makes a specific item count kills while you're wearing it) or spend '''200''' of a regular item to get a "Collector's" version.

to:

** Perhaps because of the above, Valve introduced another sink in the form of Chemistry Sets, dropped items that require using up a large number of regular items to get a CosmeticAward. Either you spend about a half dozen regular items plus one Strange weapons to get a Strangifier (which makes a specific item count kills while you're wearing it) or spend '''200''' of a regular item to get a "Collector's" version.



* ''VideoGame/TheLegendOfZeldaALinkToThePast'' has the Pond of Happiness, where Link can toss in rupees in increments of 5 or 20 at a time. For every 100 rupees he throws in, a fairy will increase the maximum amount of bombs or arrows he can carry. Since most of the [[CashGate Cash Gates]] are cleared within the first half of the game, this gives the player something useful to do with the rest of it.

to:

* ''Franchise/TheLegendOfZelda'':
**
''VideoGame/TheLegendOfZeldaALinkToThePast'' has the Pond of Happiness, where Link can toss in rupees in increments of 5 or 20 at a time. For every 100 rupees he throws in, a fairy will increase the maximum amount of bombs or arrows he can carry. Since most of the [[CashGate Cash Gates]] are cleared within the first half of the game, this gives the player something useful to do with the rest of it.it.
** ''VideoGame/TheLegendOfZeldaTheWindWaker'' has Tingle, who requires you to [[CashGate spend 398 rupees]] ''eight times'' in order to complete the Triforce quest. Also, getting the Island Merchants' items (which also gives you the magic armor and a Piece of Heart) also means using lots of rupees if you're aiming for 100% Completion, since you always have to pay a value difference between the item you're trading and the item you're receiving. The HD remake does away with most of the Triforce Charts (five shards out of eight are qcquired directly), but since the Magic Armor doesn't drain magic anymore, it instead takes away rupees every time you get hit, which means the more rupees you have, the longer you'll stay protected.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' has both Beedle's shop (in which most items are very expensive, and in the case of the pouches the price ''increases'' upon each purchase) and the products and upgrades from the Bazaar. And until the very end, you're almost always in need of ''something'' -- which is also why your wallet is able to get so much bigger. Unlike any of the other console ''Zelda'' titles, it's actually possible to go through an entire [[HundredPercentCompletion 100% Completion]] campaign and never once have your wallet filled to capacity.
** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' has Ravio's item rental shop. You have to pay 20-50 rupees to rent each item, and if you die, you have to re-rent them. While the rent prices are reasonable, at one point in the game Ravio gives you the option to buy the items for ''800 rupees apiece'' and have them permanently, which also lets you upgrade them via the Maimai sidequest. There's also a fairy fountain where you can toss in a combined total of 3000 rupees to earn a (CommonplaceRare) glass bottle.
20th Jan '17 11:27:37 AM Redrich
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Added DiffLines:

* Several new-ish MMO's (TERA, Blade and Soul and Archeage to name a few) instated NPC auction houses for players to trade. Besides making economy more accessible and transparent, it also made a great money sink via taxing almost every monetary operation in the game.
20th Jan '17 11:21:13 AM Redrich
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** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' allowed purchasing pre-built houses, and buying decorations for them to pretty them up (and to add containers to them). With a DLC add-on, it permitted designing, building and decorating houses at certain predefined locations. Another gold sink is the ability to "invest" 500g in merchants... except this results in raising their purchase cap by 500g, meaning you could immediately make far more profit from selling to them (in Skyrim, merchants could buy everything you wished to sell, but would only pay up to their gold cap for any one item).

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** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' allowed purchasing pre-built houses, and buying decorations for them to pretty them up (and to add containers to them). With a DLC add-on, it permitted designing, building and decorating houses at certain predefined locations. Another gold sink is the ability to "invest" 500g in merchants... except this results in raising their purchase cap by 500g, meaning you could immediately make far more profit get your money back from selling to them (in Skyrim, Oblivion, merchants could buy everything you wished to sell, but would only pay up to their gold cap for any one item).
30th Oct '16 10:47:54 AM billybobfred
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** There is also Uncle P's Antiques, which is [[LegitimateBusinessmensSocialClub definitely not a front for the Penguin Mafia]]. Everything there is mediocre and expensive, existing mostly to prove that you can waste that much meat.

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** There is also Uncle P's Antiques, which is [[LegitimateBusinessmensSocialClub definitely not a front for the Penguin Mafia]]. Everything Almost everything there is mediocre and expensive, existing mostly to prove that you can waste that much meat. The main exception is the antique accordion, which is genuinely useful for its price even in-run, but still pretty expensive.
29th Oct '16 2:05:20 PM nombretomado
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* In ''GuildWars'' optimal equipment is relatively easy to obtain. It's not too hard to grab a good base weapon/armor and add the one or two mods needed to make it perfect, and this costs only around 10-30 thousand gold for a whole set(Depending on how common your build is and thus the scarcity of parts) which is a sizable chunk, but not unreasonable for a character who has gotten to the point where he can buy all this. For example, in the third campaign (Nightfall), it is customary for new characters who have the cash and materials available to seek a "ferry" to a certain outpost (Consulate Docks) where a NPC armor crafter is present who can craft "maximum" armor for you at a relatively low cost (not counting the runes/insignia you put on the armor to buff it, and the dyes you use to color it). The game's actual money sinks come in the form of the absurdly expensive armor pieces, from the simple Elite Armor (Which is 10 times as expensive per piece) to Obsidian Armor, which runs for hundred of thousands of gold. These expensive pieces of armor do nothing but look prettier. The same can be said of the rare weapons, but as they involve mostly trade between players, this is not a proper money sink.

to:

* In ''GuildWars'' ''VideoGame/GuildWars'' optimal equipment is relatively easy to obtain. It's not too hard to grab a good base weapon/armor and add the one or two mods needed to make it perfect, and this costs only around 10-30 thousand gold for a whole set(Depending on how common your build is and thus the scarcity of parts) which is a sizable chunk, but not unreasonable for a character who has gotten to the point where he can buy all this. For example, in the third campaign (Nightfall), it is customary for new characters who have the cash and materials available to seek a "ferry" to a certain outpost (Consulate Docks) where a NPC armor crafter is present who can craft "maximum" armor for you at a relatively low cost (not counting the runes/insignia you put on the armor to buff it, and the dyes you use to color it). The game's actual money sinks come in the form of the absurdly expensive armor pieces, from the simple Elite Armor (Which is 10 times as expensive per piece) to Obsidian Armor, which runs for hundred of thousands of gold. These expensive pieces of armor do nothing but look prettier. The same can be said of the rare weapons, but as they involve mostly trade between players, this is not a proper money sink.



** [[GuildWars2 The sequel]] largely follows suit in letting players gear up cheaply (even letting them spend karma points built up from events instead of cash). The money sinks come from:

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** [[GuildWars2 [[VideoGame/GuildWars2 The sequel]] largely follows suit in letting players gear up cheaply (even letting them spend karma points built up from events instead of cash). The money sinks come from:
4th Oct '16 5:43:14 PM nombretomado
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* ''EveOnline'' has many of the usual money sinks, though some go to obscene levels - blueprints for a Titan cost the equivalent of several thousand dollars, and the skill to fly one costs several hundred. Also notable is that player-owned structures (necessary for gaining control of player-owned space) are all bought from [=NPCs=], and require fuel that is also bought from [=NPCs=].

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* ''EveOnline'' has ''VideoGame/EveOnline'':
** There are
many of the usual money sinks, though some go to obscene levels - blueprints for a Titan cost the equivalent of several thousand dollars, and the skill to fly one costs several hundred. Also notable is that player-owned structures (necessary for gaining control of player-owned space) are all bought from [=NPCs=], and require fuel that is also bought from [=NPCs=].



* ''AnarchyOnline'' has tried a number of these after a few 'unintended features' left the market bloated with credits (the game's currency).

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* ''AnarchyOnline'' ''VideoGame/AnarchyOnline'' has tried a number of these after a few 'unintended features' left the market bloated with credits (the game's currency).
4th Sep '16 2:49:24 AM sabrina_diamond
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Money sinks are important in many virtual economies as a method to control inflation. When currency is constantly being added to the economy from {{Money Spider}}s, quests, etc., if there weren't a method of getting rid of it for good, prices for player-traded goods and services would theoretically grow without limit. {{Newbies New players}} (and those without large amounts of time to devote to acquiring money) would be unable to compete. Hence, as a game goes on, developers will often introduce more and more expensive ways for players to dispose of excess cash. It also saves your money from becoming useless once you have bought everything there is to buy.

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Money sinks are important in many virtual economies as a method to control inflation. When currency is constantly being added to the economy from {{Money Spider}}s, quests, etc., if there weren't a method of getting rid of it for good, prices for player-traded goods and services would theoretically grow without limit. {{Newbies New players}} players (and those without large amounts of time to devote to acquiring money) would be unable to compete. Hence, as a game goes on, developers will often introduce more and more expensive ways for players to dispose of excess cash. It also saves your money from becoming useless once you have bought everything there is to buy.
4th Sep '16 2:48:58 AM sabrina_diamond
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Money sinks are important in many virtual economies as a method to control inflation. When currency is constantly being added to the economy from {{Money Spider}}s, quests, etc., if there weren't a method of getting rid of it for good, prices for player-traded goods and services would theoretically grow without limit. New players and those without large amounts of time to devote to acquiring money would be unable to compete. Hence, as a game goes on, developers will often introduce more and more expensive ways for players to dispose of excess cash. It also saves your money from becoming useless once you have bought everything there is to buy.

to:

Money sinks are important in many virtual economies as a method to control inflation. When currency is constantly being added to the economy from {{Money Spider}}s, quests, etc., if there weren't a method of getting rid of it for good, prices for player-traded goods and services would theoretically grow without limit. {{Newbies New players and players}} (and those without large amounts of time to devote to acquiring money money) would be unable to compete. Hence, as a game goes on, developers will often introduce more and more expensive ways for players to dispose of excess cash. It also saves your money from becoming useless once you have bought everything there is to buy.
13th Jul '16 3:29:36 PM TSBasilisk
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** Kansai's Cube acts as a crafting material version, allowing the player to dump their stockpile of materials to reroll stats on items and randomly generate new legendaries.

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** Kansai's Cube acts as a crafting material version, allowing the player to dump their stockpile of materials to reroll stats on items and randomly generate new legendaries. It also offers the money sink of empowering ancient items which requires, among other things, three top-tier gems which cost at a minimum 4,400,000 gold to craft. That adds up to a minimum of 13,200,000 gold per empowered item or 18,600,000 with lower quality gems.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MoneySink