It is unclear who you're responding to.aaron22 wrote:if low gold player wants to be more like a high gold player then they should put in the work to be there. its not like there is a limited number of available high gold players that the economy can hold.
put in the work
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There's nothing on BGTSCC that gold starved players could possibly offer to rich players.Dagesh wrote: Therefore, Gold-starved PCs need something to offer gold-heavy PCs so that gold remains valuable at all stages.
Typically any sort of economy revolves around one party gathering some sort of ingredients, and the other party buying them and then using the ingredients for some sort of nefarious purpose. Meaning crafting system.
In modern survival games it is very common to have people hunt for crafting materials, for example - animal skins, rocks, sticks, etc.
On sigil there was some resemblance of that system where low level players would hunt for materials and sell them to high level crafters. High level crafters would buy materials and use them to make weapons they'd sell to players.... and using money they got from selling weapons, they would buy themselves a house.
In case of sigil, item transfer is forbidden, and because of this, players essentially act as sinks for equipment. Meaning that once weapon is sold, it would not be used by all future characters of that players, meaning once the player is gone, the weapon would die with them, and future characters would have to pay again.
So, essentially, your choices to make economy running are:
Enable crafting. And possibly forbid muling.