OK, so Zao
has suggested that the 1g price per puzzle attempt is here to stay as it's a good gold sink. Personally, I disagree with this, as the richer, older players probably have these titles from the first time the puzzles were in the game and won't bother again, and newer players or those starting over on Isya don't have this kind of cash available. Also, it was meant to be a bit of fun!
I think there a lot more viable gold sinks that could be introduced. Some have been discussed before, and are not my idea, but I think it's worth putting them in here again to keep ideas all in one thread. If you can think of others, please feel free to add them and I'll update this post accordingly.
1) In game payment to ensure enhancement success after x number of attempts
This idea wouldn't harm the sc sales, as you'd still need bundles to stop items from breaking/improve the rate etc, but would help to reduce the number of bundles needed to get to +12. I'm thinking along the lines of ensured success after 5 attempts, so that you're guaranteed +2 from every bundle, as a minimum. More people would then enhance, so more bundles would be sold, and the weapons wouldn't be worth silly money in game, improving the economy!
2) In game payment for unbind items
OK, so this means less sc purchases, BUT in the long run this will help out in the in game economy as more items will be available to purchase, driving prices down. Perhaps this can be counteracted by a reduction in the + of an item that's unbound? Not to 0, but one less than the original +value....no doubt this will be an unpopular idea lol, but combined with idea no 1, this is a mighty gold sink!
3) Guild halls
I've made this suggestion in the past. I think that guilds should have a meeting hall (think medieval great halls in looks), similar to the estates, and you could pay with in game cash to get items (I'm thinking suits of armour) that would help your guild with drop rates/exp rates etc. They'd have a time limit on them, so you'd need to renew to continue to reap the rewards. I also would like to see areas where you can practice for guild wars incorporated into this, with a spectators area for academy members so they can watch and learn!
4) In game payments for server wide boosts
This method relies on the community. The more that gets paid in, the better the boost, to a maximum %. Yes, this is a method that would need a lot of work, as not all servers have the same number of players/cash available etc so would be different for each server, and it would need to adjusted monthly in any case for the amount of cash players have on servers. For example, in month one the price on Isya might be hundreds of thousands of gems. I'm sure that would be achieved. Month two, however, might need to be reduced to tens of thousands. Or it might be that it happens for a month, then comes back after 3 months at the same price, when the gems have been earnt again.
5) Cross server storage
Items placed into this storage would be immediately made bind on account without the ability for unbinding, so basically only you could use it and it couldn't be sold or traded around guilds. Charge a fee for this service in-game too.
6) The purchase of sc items using in game currency
Hammers are used a lot to get decent statted items. Possibly make the in game hammers re-roll one stat only (which the player chooses), so that sc store hammers are still worth purchasing? Or this idea could work too
7) The purchase of extra marriage perks using in game
As it says really, you could use in game cash to open up a wedding skill/perk, such as a 25% increase in the drop rate! Find out more about this here.
A new system for hammers would be nice. For example, greens and blues require hammers that can be purchased from NPCs, while yellows/legs require SC hammers.
I'm sure that I've missed other ideas, but this is just a start