Continuing our discussion on base currency, what would happen if the developers instituted a cap on earnings in the base currency?
All the other currencies generally have caps, and that helps keep the population together in terms of what is affordable. What would be the effect of extending this cap to the base currency of gold/gil/credits?
For the cap to work, it would have to restrict income purely. You would only be able to earn, say 1000 gold per week, no matter how much you spend.
The immediate effect I can see is that the market become a lot less liquid. Buying 500g worth of raw materials, and crafting finished materials worth 600g is only 100g of profit. But it would count as 600g towards the cap. If it doesn't, if spending money increases the amount of cap room, then a player could use an item as a store of value, and effectively evade the cap.
The game devs might have to eliminate a lot of gold sinks. Take repairs. Wiping a few dozen times is okay because the repair cost is negligible. But with a hard cap on gold, wiping and repairs become a large source of friction. The best solution might be to eliminate item damage altogether. Consumables like potions and flasks would be another issue.
But with a cap, the gap between experienced player and new player is much lower. A few thousand instead of potentially millions. Caps work well with all the other currencies. Surely it would be beneficial on the base currency as well.