I have never understood those who compare PS w/ RL head to head.
Platinum, gold, coal, iron, tin, etc.. for this time, I'll consider all the same to make it practical. If they are abundant or not in RL, if they have or should have this or that use is irrelevant for this thread. So, that aside, I'll continue..
'Balancing economy'... WTH? who came up with that?.. I will understand the need for balance when I see a real economic system.. the way it works inPS is not comparable with RL. There exists an economic flow but not a system.. therefore, it's not possible to 'balance' it. The tria just flows, changes hands but on the ends of the chain, there is an infinite supply and a huge toilet or whatever you call what swallows it all.
Now, if what many call 'balance' means similar economic benefits or comparable enhancements of assets regardless of the goods type, availability and the individual's strategy for acquiring them, well.. here is a wake up call: "No. The fact that you don't care about it does not convert PS in a comunist system" even if you desire it to.
I voted for 'increase...' and was astonished for it having 2 votes atm. I repeat: It has nothing to do with platinum.. whatever it is, the basic or most representative item of the economic flow must be increased or the expenses should be decreased. From any point of view, for any reason.. one needs tria for everything IG but RP. If RP was 'buyable' or if the other day's idea becomes real and one starts 'getting paid for RP', then the time spent on increasing wealth would be diminished and then, most would engage in those other things that you love about the game.
This is a contradiction which only reveals the true nature of many around: (word ommited for obvious reasons).
I want all to think about the word that most describes your feelings when considering embarking on the quest of the power leveler, the mage or the warrior.
Why instead of making it harder for this kind of characters won't you embrace him and let him have his round so he can come back to you with at least some conversation?
Some say that it's because then they will end up fully grown and get bored and leave the game. So?.. what do you think you're encouraging on the first place?
The list of virtually doable things IG is HUGE. I was hoping that cooks would be able to make a living (careful with this expression!) but then, the revenue is for the lack of a better word, hilarious. But then again, it's not only how much they pay you, it's also the spends of your way of living.
Maybe we could get some criteria revealed.. like for example, how much is it desired for a character to achieve during a specific period of time.. mining, cooking, crafting.. doesn't matter. How much characters deserve for the time 'invested' is the number that really counts. We could learn from the reasons for such number and see if the decision is wisely oriented with the goal of increasing the IG experience, or if it's a simple biased choice for not allowing the other kind to be as easy and quickly happy as the best RolePlayer Master around.