A problem of metagame

Based on a discussion with a friend of mine, I'd like to raise the use of economics.
One of the biggest additions of the beta has been the meta game and the economy that goes with it.
But the addition of the inflating economy has had a few side affects; namely imbalancing the game, and making balance harder to achieve.
Basically, the two economies are getting mixed up with one another.
The pure dungeon, composed of monster type, layout, explorable tiles and other random factors, is a closed system and an economy all of its own. Each dungeon is unique and each class is suited of unsuited for completing it.
The meta game economy is not a closed system, and is theoretically infinite. The only variables are expenditure, player skill and player capacity for grinding. It is possible, and many players have, to generate enough gold to never worry about the cost of use, ever.
The problem is when the two cross over. For a large number of preps, the only cost of use is meta-game gold and inventory space. For this negligible opportunity cost players gain a massive starting game advantage and radically more resources through efficiency and conversion points. Even a basic blacksmith sword or shield can mean the difference between a tough starting game and an easy level catapult.
Even worse, it allows exploits. For gold only, it is possible to take in three potions for immediate consumption in synergy with the trisword and the scroll. I don't see this as a problem of the balancing of those items, but the implementation of preps in general.
Take the swap glyphs, god preps and things like patches, the smugglers den. All of these preps can have significant effects on the game, at the cost of something in game. The reasons for taking these preps, which remain very popular, are in no way associated to their gold cost.
I would argue that attaching a gold cost to any prep is not as has never been a real or effective deterrent or incentive. It creates preps that inject enourmous amounts of potential resources into what is a carefully cultivated balance of randomness and difficulty.
This is especially true of veteran players with the skill and hoard to ignore the meta-economy, however it applies to noobs too. It teaches new players to grind for gold for preps, rather than learning to play. Once they learn that elite items exist, for instance, with only a gold cost attached, why would they ever go back to properly balanced preps? Taking a dragon sheild into battle gives them an advantage that would otherwise take a huge amount of piety, exploration and combat to accumulate. And they get the advantage for free, completely screwing the balance and difficulty o the dungeon.
My solutions are:
1 . Balance every prep type with an ingame cost. This may be a lack of conversion points or locked in use for locker items, bank money reduction for bezaar items, or stat penalties for scroll use.
Locker items are the worst offender in my opinion, with many players, including myself, basing whole strategies around a synergy with certain items. Anyone who doubts this can find hundreds of references to strats involving a (race)(class) wielding an (item probably trisword).
2. Flesh out the meta-economy to make the opportunity cost for gold real and significant, especially on the endame. This could be as simple as penalizing players for pulling too much money from the toy coffers, or as complex as removing gold and creating a kingdom wide 'ledger' instead, where prep choice has cumulative effects on economic variables.
Many players have requested a gold sink of some kind, which indicates two things- they has too much gold to worry about spending too much, and that they want gold to have significance once more.
I feel a combination of the two would be most effective. It would significantly reduce the ramp up of player power, allow reduced difficulty in exchange for diversity in goals, and encourage the replay and exploration of early game material.
Thoughts?
One of the biggest additions of the beta has been the meta game and the economy that goes with it.
But the addition of the inflating economy has had a few side affects; namely imbalancing the game, and making balance harder to achieve.
Basically, the two economies are getting mixed up with one another.
The pure dungeon, composed of monster type, layout, explorable tiles and other random factors, is a closed system and an economy all of its own. Each dungeon is unique and each class is suited of unsuited for completing it.
The meta game economy is not a closed system, and is theoretically infinite. The only variables are expenditure, player skill and player capacity for grinding. It is possible, and many players have, to generate enough gold to never worry about the cost of use, ever.
The problem is when the two cross over. For a large number of preps, the only cost of use is meta-game gold and inventory space. For this negligible opportunity cost players gain a massive starting game advantage and radically more resources through efficiency and conversion points. Even a basic blacksmith sword or shield can mean the difference between a tough starting game and an easy level catapult.
Even worse, it allows exploits. For gold only, it is possible to take in three potions for immediate consumption in synergy with the trisword and the scroll. I don't see this as a problem of the balancing of those items, but the implementation of preps in general.
Take the swap glyphs, god preps and things like patches, the smugglers den. All of these preps can have significant effects on the game, at the cost of something in game. The reasons for taking these preps, which remain very popular, are in no way associated to their gold cost.
I would argue that attaching a gold cost to any prep is not as has never been a real or effective deterrent or incentive. It creates preps that inject enourmous amounts of potential resources into what is a carefully cultivated balance of randomness and difficulty.
This is especially true of veteran players with the skill and hoard to ignore the meta-economy, however it applies to noobs too. It teaches new players to grind for gold for preps, rather than learning to play. Once they learn that elite items exist, for instance, with only a gold cost attached, why would they ever go back to properly balanced preps? Taking a dragon sheild into battle gives them an advantage that would otherwise take a huge amount of piety, exploration and combat to accumulate. And they get the advantage for free, completely screwing the balance and difficulty o the dungeon.
My solutions are:
1 . Balance every prep type with an ingame cost. This may be a lack of conversion points or locked in use for locker items, bank money reduction for bezaar items, or stat penalties for scroll use.
Locker items are the worst offender in my opinion, with many players, including myself, basing whole strategies around a synergy with certain items. Anyone who doubts this can find hundreds of references to strats involving a (race)(class) wielding an (item probably trisword).
2. Flesh out the meta-economy to make the opportunity cost for gold real and significant, especially on the endame. This could be as simple as penalizing players for pulling too much money from the toy coffers, or as complex as removing gold and creating a kingdom wide 'ledger' instead, where prep choice has cumulative effects on economic variables.
Many players have requested a gold sink of some kind, which indicates two things- they has too much gold to worry about spending too much, and that they want gold to have significance once more.
I feel a combination of the two would be most effective. It would significantly reduce the ramp up of player power, allow reduced difficulty in exchange for diversity in goals, and encourage the replay and exploration of early game material.
Thoughts?