#Blizzard, hear me out!
Here’s a proposal for
#WoWForever to solve WoW’s gold inflation problem permanently!
Almost every version of WoW eventually runs into the same problem: the gold supply keeps growing without any hard monetary limit.
Over time, this inevitably creates inflation. Gold loses purchasing power, prices rise, and new or returning players enter an economy where veteran players have accumulated wealth for years.
There is a simpler solution:
Give every server a hard, fixed gold supply.
For example: 100 million gold total. Forever.
Think of it as the server’s monetary base.
Gold dropped by mobs would no longer be newly created. Instead, mobs would distribute gold from a global server pool.
The amount of gold mobs drop would dynamically depend on how much gold is currently available in that pool:
• Lots of gold in the pool → mobs drop more
• Little gold in the pool → mobs drop less
Gold spent by players flows back into this pool and can then be redistributed through gameplay.
NPC purchases such as skills, professions, repairs, mounts, etc. would return 100% of the spent gold to the server pool.
Trading systems like the Auction House could also recycle part of the circulating gold back into the pool through transaction fees.
This creates permanent circulation instead of permanent monetary expansion.
NPC prices should also be dynamic.
If a large percentage of the total gold supply is being held by players and very little gold is actively circulating, prices for essential services like skills and professions should decrease.
That prevents new players from being priced out simply because veteran players are sitting on large gold reserves.
The game economy would continuously adapt to the purchasing power and availability of gold.
Over the very long term, the general price level might gradually decline, potentially resulting in mild persistent deflation.
But that wouldn’t necessarily be a problem if the game world itself dynamically adjusts to the purchasing power of gold.
One possible consequence of persistent deflation is that players may initially hoard gold.
Imagine someone accumulates a large amount of gold, stops playing for three years, and then returns. Because prices have fallen in the meantime, their old savings could suddenly have significantly more purchasing power.
But this effect is naturally self-correcting.
The moment that player starts using that increased purchasing power, the saved gold begins circulating again.
They get the benefit of having saved, as they should, but once they spend it, that purchasing power is transferred to other players and gradually redistributed throughout the economy.
In other words: hoarding can temporarily concentrate purchasing power, but spending automatically starts reversing that concentration.
The important part is:
Gold would finally become truly scarce.
No endless monetary expansion.
No inevitable long-term inflation.
No need for increasingly absurd gold sinks every expansion.
Just a closed monetary system where the same gold continuously circulates between players, NPCs, and the game world.
For a version of WoW designed to exist forever, its currency should be designed to exist forever too.
@Warcraft @Blizzard_Ent @Warcraft_DE