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* In the early days of ''KingdomOfLoathing'', there was a rather nasty period of bug exploitation known as "Black Sunday" that resulted in some people gaining ludicrous amounts of meat, the game's GlobalCurrency. Thus, "meatsinks" were created, such as the Penguin Mafia raffles and the "Save the Yeti" fundraisers. Ironically enough, the problem arose from an item that was actually itself a money sink--well, when used outside of combat, that is--called a "meat vortex." It was intended to be used in combat to take some meat from an enemy, and just for fun the dev team made it take 30 or so meat from you when you used it outside of combat. Unfortunately, using it without any meat in your inventory caused the problem, as your meat total [[UsefulNotes/PowersOfTwoMinusOne went below zero and all the way up to the top]].

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* In the early days of ''KingdomOfLoathing'', ''VideoGame/KingdomOfLoathing'', there was a rather nasty period of bug exploitation known as "Black Sunday" that resulted in some people gaining ludicrous amounts of meat, the game's GlobalCurrency. Thus, "meatsinks" were created, such as the Penguin Mafia raffles and the "Save the Yeti" fundraisers. Ironically enough, the problem arose from an item that was actually itself a money sink--well, when used outside of combat, that is--called a "meat vortex." It was intended to be used in combat to take some meat from an enemy, and just for fun the dev team made it take 30 or so meat from you when you used it outside of combat. Unfortunately, using it without any meat in your inventory caused the problem, as your meat total [[UsefulNotes/PowersOfTwoMinusOne went below zero and all the way up to the top]].
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* The online game ''HoboWars'' has several examples of this, some including buying food and alcohol, recovering life at the hospital, and purchasing parts for your hobo's cart.
* There is a form of RareCandy in ''SkiesOfArcadia'' called Seeds, and there is one of each that will increase one's stats by a small amount. If you recruit a certain character for your crew, he will sell you an infinite amount of these seeds, but each one sells for 50,000 gold each. By the end of the game, though, money can become over-abundant, so it's possible to give your party a large stat boost if you have enough.

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* The online game ''HoboWars'' ''VideoGame/HoboWars'' has several examples of this, some including buying food and alcohol, recovering life at the hospital, and purchasing parts for your hobo's cart.
* There is a form of RareCandy in ''SkiesOfArcadia'' ''VideoGame/SkiesOfArcadia'' called Seeds, and there is one of each that will increase one's stats by a small amount. If you recruit a certain character for your crew, he will sell you an infinite amount of these seeds, but each one sells for 50,000 gold each. By the end of the game, though, money can become over-abundant, so it's possible to give your party a large stat boost if you have enough.
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* In ''CityOfHeroes'', there used to be very few money-sinks at high levels. With the introduction of Super-Groups, one could choose to earn Prestige for one's group instead of the regular Influence/Infamy for one's character, which partially solved the problem. But when Inventions came out, suddenly, the high-level characters with lots of Inf were buying low-level salvage that only low-level characters could get for huge sums, effectively redistributing a lot of money from high to low.

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* In ''CityOfHeroes'', ''VideoGame/CityOfHeroes'', there used to be very few money-sinks at high levels. With the introduction of Super-Groups, one could choose to earn Prestige for one's group instead of the regular Influence/Infamy for one's character, which partially solved the problem. But when Inventions came out, suddenly, the high-level characters with lots of Inf were buying low-level salvage that only low-level characters could get for huge sums, effectively redistributing a lot of money from high to low.
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Adding Skyrim and ESO.


** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' has houses the player can buy and upgrade in each town, but aside from looking pretty, giving you a place to sleep, and offering a safe spot to store items (the latter two of which can be done in many other places), it seems that their only function is to make you feel like a big shot. Additionally, enchanting items and creating spells also cost a huge amount of gold if you use more powerful effects, but at least these tend to be fun to play around with due to the game's [[WideOpenSandbox sandbox]] nature.

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** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' has houses the player can buy and upgrade in each town, but aside from looking pretty, giving you a place to sleep, and offering a safe spot to store items (the latter two of which can be done in many other places), it seems that their only function is to make you feel like a big shot. Additionally, enchanting items and creating spells also cost costs a huge amount of gold if you use more powerful effects, but at least these tend to be fun to play around with due to the game's [[WideOpenSandbox sandbox]] nature.nature.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' allowed purchasing pre-built houses, and buying decorations for them to pretty them up (and to add containers to them). With a DLC add-on, it permitted designing, building and decorating houses at certain predefined locations. Another gold sink is the ability to "invest" 500g in merchants... except this results in raising their purchase cap by 500g, meaning you could immediately make far more profit from selling to them (in Skyrim, merchants could buy everything you wished to sell, but would only pay up to their gold cap for any one item).
** ''[[VideoGame/TheElderScrollsOnline ESO]]'' does not have buyable housing at the time of writing, but has gold sinks for: armor repair; horse purchasing and training; some forms of instant teleportation; trading fees in guild stores; NPC bribes in some quests; upgrades to inventory and bank size; and purchased items reselling to vendors for less than their purchase price.
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* Forging and refining weapons and armor is a money sink for many players of ''RohanOnline''. Forging entails combining two weapons or pieces of armor into a rare weapon or armor, and you can do the same with two rare weapons or pieces of rare armor to get a unique weapon or armor. Refining involves lowering an attribute or level on a weapon, piece of armor or other item so that you can equip it. Both forging and refining have its problems both of which stem from the fact that success is not assured and the chance for failure increases when you try to forge higher-level stuff, particularly uniques. If you fail at a forge attempt, you lose both items you were using for the attempt (which can be REALLY aggravating if you were trying to combine two good weapons or pieces of armor into a better weapon or piece of armor), and if you fail at a refine attempt, in the case of weapons and armor, the item you were trying to de-level instead goes ''up'' by a number of levels equal to what you were trying to lower it by (though never above the level of the original), and if you de-level a given weapon or piece of armor enough and fail on a refine, you can actually ''destroy'' it. All this serves to gobble up whatever crones you have, and the only way to save whatever weapons or armor you have on a forge attempt is to get a preservation stone, which can only be obtained in a Consignment Auction for a good amount of crones or in [[AllegedlyFreeGame the Item Mall or Exchange Market for real money]], and which only protects your items against one failed forge attempt per stone.

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* Forging and refining weapons and armor is a money sink for many players of ''RohanOnline''.''VideoGame/RohanOnline''. Forging entails combining two weapons or pieces of armor into a rare weapon or armor, and you can do the same with two rare weapons or pieces of rare armor to get a unique weapon or armor. Refining involves lowering an attribute or level on a weapon, piece of armor or other item so that you can equip it. Both forging and refining have its problems both of which stem from the fact that success is not assured and the chance for failure increases when you try to forge higher-level stuff, particularly uniques. If you fail at a forge attempt, you lose both items you were using for the attempt (which can be REALLY aggravating if you were trying to combine two good weapons or pieces of armor into a better weapon or piece of armor), and if you fail at a refine attempt, in the case of weapons and armor, the item you were trying to de-level instead goes ''up'' by a number of levels equal to what you were trying to lower it by (though never above the level of the original), and if you de-level a given weapon or piece of armor enough and fail on a refine, you can actually ''destroy'' it. All this serves to gobble up whatever crones you have, and the only way to save whatever weapons or armor you have on a forge attempt is to get a preservation stone, which can only be obtained in a Consignment Auction for a good amount of crones or in [[AllegedlyFreeGame the Item Mall or Exchange Market for real money]], and which only protects your items against one failed forge attempt per stone.



* ''PhantasyStarUniverse'' has a few (most of which are found only in online mode), but the most notable is the Photon Charger, which restores the Photon Points of your weapons. Not having any PP is okay for Hunters (who use melee weapons), but Rangers (guns and other ranged weapons) and Forces (spell casters) cannot use their weapons if they don't have enough PP. There are two (expensive) items that restore PP (one affects one weapon slot, the other affects all weapons slots) and PP regenerates at a slow rate (which can be boosted by (even more expensive) armor upgrades), but recharging a full pallet of S-rank, fully ground (upgraded) weapons will cost a good chunk of cash. Of course, by the time you get anywhere near that sort of gear, you won't be worrying about 1000-2000 meseta a mission...

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* ''PhantasyStarUniverse'' ''VideoGame/PhantasyStarUniverse'' has a few (most of which are found only in online mode), but the most notable is the Photon Charger, which restores the Photon Points of your weapons. Not having any PP is okay for Hunters (who use melee weapons), but Rangers (guns and other ranged weapons) and Forces (spell casters) cannot use their weapons if they don't have enough PP. There are two (expensive) items that restore PP (one affects one weapon slot, the other affects all weapons slots) and PP regenerates at a slow rate (which can be boosted by (even more expensive) armor upgrades), but recharging a full pallet of S-rank, fully ground (upgraded) weapons will cost a good chunk of cash. Of course, by the time you get anywhere near that sort of gear, you won't be worrying about 1000-2000 meseta a mission...

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** Recently released in ''Cataclysm'', there's this one alchemy recipe known as "Vial of the Sands". It turns you into a dragon, able to fly super-fast and carry a friend on your back. Cool, right? Unfortunately, one of the reagents is the Sands of Time, which is only sold by one NPC for 3,000 gold. And you need ''eight'' of these.

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** Recently released in ''Cataclysm'', there's this one alchemy recipe known as "Vial of the Sands". It turns you into a dragon, able to fly super-fast and carry a friend on your back. Cool, right? Unfortunately, one of the reagents is the Sands of Time, which is only sold by one NPC for 3,000 gold. And you need ''eight'' of these. these.
** Since the Mists of Pandoria expansion, there is the black market auction house. Where players can bid against each other to get rare drops, high end gear, or items that otherwise no longer drop in the game. Some items regularly hit the max gold cap of 1,000,000.

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* ''VideoGame/FinalFantasyXIV'' has gear durability that goes down after a battle and you suffer massive stat penalties if your gear breaks. You can repair the gear yourself, though depending on the type of gear, you'll need to be in a specific job class and level to repair the item. Alternatively, you can just find an NPC mender who can repair your items all at once for a small fee. The game also has housing for free companies (player formed groups) that are nothing more than a place to hang out, but even the smallest plot of land can run you for several ''million'' gil.
* ''VideoGame/TeamFortress2'' has the random hat crafting - 4 refined metal will craft a new [[MundaneMadeAwesome hat]]. But since craft hats are sold for a third of that, it doesn't quite serve its purpose, and in 2014, keys went from 5 or 6 refined metal to 11. Since refined metal being traded for keys is a [[{{Pun}} key]] part of the economy, this means it takes longer (from 3 or 4 weeks) to make a key (now 11).

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* ''VideoGame/FinalFantasyXIV'' has gear durability that goes down after a battle and you suffer massive stat penalties if your gear breaks. You can repair the gear yourself, though depending on the type of gear, you'll need to be in a specific job class and level to repair the item. Alternatively, you can just find an NPC mender who can repair your items all at once for a small fee. The game also has housing for free companies (player formed groups) that are nothing more than a place to hang out, but even the smallest plot of land can run you for several ''million'' gil.
* ''VideoGame/TeamFortress2'' has the random hat crafting - 4 refined metal will craft a new [[MundaneMadeAwesome hat]]. But since craft hats are sold for a third of that, it doesn't quite serve its purpose, and in 2014, keys went from 5 or 6 refined metal to 11. Since refined metal being traded for keys is a [[{{Pun}} key]] part of the economy, this means it takes longer (from 3 or 4 weeks) to make a key (now 11).
gil.
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* In ''{{Runescape}}'', the entire construction skill is one big MoneySink. They really shouldn't have made money the resource needed to build a room by yourself. The player is not made out of money, are they? And if they were, where's their golden room? (The rest of the MoneySink makes more sense, though.)

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* In ''{{Runescape}}'', the entire construction skill is one big MoneySink.Money Sink. They really shouldn't have made money the resource needed to build a room by yourself. The player is not made out of money, are they? And if they were, where's their golden room? (The rest of the MoneySink Money Sink makes more sense, though.)



*** You can also buy stuff with Dragon Coins, an in-game currency which costs real money. Plus you need a Dragon Amulet to own the house in the first place, which also costs real money. So it's not just a MoneySink for virtual gold...

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*** You can also buy stuff with Dragon Coins, an in-game currency which costs real money. Plus you need a Dragon Amulet to own the house in the first place, which also costs real money. So it's not just a MoneySink Money Sink for virtual gold...
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** And now, sinks are commonplace due to the ''billions'' of gold entering the economy daily due to gold generators being sold for Gaia Cash, with more recent ones requiring '''trillions''' of gold to meet all the intended goals, and often succeeding or getting fairly close to doing so! That said, the massive amounts of gold bought with real money are still in the economy (and they're still selling said generators), so it's highly unlikely that it will recover no matter how many sinks are done, at least in the near future.
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* ''VideoGame/TeamFortress2'' has the random hat crafting - 4 refined metal will craft a new [[MundaneMadeAwesome hat]]. But since craft hats are sold for a third of that, it doesn't quite serve its purpose, and in 2014, keys went from 5 or 6 refined metal to 11. Since refined metal being traded for keys is a [[{{Pun}} key]] part of the economy, this means it takes longer (from 3 or 4 weeks) to make a key (now 11).
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Added a GW 2 example.

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** [[GuildWars2 The sequel]] largely follows suit in letting players gear up cheaply (even letting them spend karma points built up from events instead of cash). The money sinks come from:
*** [[WarpWhistle Waypoint]] costs, from one to three silver a trip depending on distance.
*** Trading Post transactions with other players, which incur a 15% fee.
*** Crafting. Almost all crafting requires cheap components that can only be bought from merchants. And the highest-level weapons and armor are even more of a sink: They only provide about a 5% boost over the much cheaper exotics, and the items are automatically account-bound, removing them from the economy.
*** Gem conversion. Gems can be bought with real money, and used on boosters, cosmetic changes, or convenience items. You can use gold to buy gems or vice versa, but there's a fee going either way.
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** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', you could ''build'' a house complete with items and servants (!) upon reaching a certain high rank in one of the three local noble houses. Thankfully, the disappearing item glitch has been fixed since ''Daggerfall'' and since you can't sell most of the expensive loot to regular vendors, your personal chambers very soon turn into a TrophyRoom that'd make Queen of Sheba jealous.

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** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', you could ''build'' a house complete with items and servants (!) upon reaching a certain high rank in one of the three local noble houses. Thankfully, the disappearing item glitch has been fixed since ''Daggerfall'' and since you can't sell most of the expensive loot to regular vendors, your personal chambers very soon turn into a TrophyRoom that'd make Queen of Sheba jealous. However, in Morrowind items left ''anywhere'' will remain indefinitely, and your house is never close to the game's interconnected PortalNetwork of different travel options, so it's generally a bad place to leave stuff you want to have access to compared to (for instance) the Mage's guild.
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* ''FallenEarth'' has an economy built almost entirely on ItemCrafting, but with a constant stream of chips (game currency) flowing in from quests and sales to NPC merchants. As a result, some ubiquitous crafting components (such as fasteners) are difficult to find anywhere except merchants, to help drain money out of the economy. There are also several services such as fast-travel, mail, and towing vehicles, all of which have service fees that steadily add up. Scavenging is also just tedious enough that once you get a few levels and some extra cash, it's far more tempting to just buy low-end and hard-to-find materials in bulk from NPC merchants and make up the lost cash somewhere else.

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* ''FallenEarth'' ''VideoGame/FallenEarth'' has an economy built almost entirely on ItemCrafting, but with a constant stream of chips (game currency) flowing in from quests and sales to NPC merchants. As a result, some ubiquitous crafting components (such as fasteners) are difficult to find anywhere except merchants, to help drain money out of the economy. There are also several services such as fast-travel, mail, and towing vehicles, all of which have service fees that steadily add up. Scavenging is also just tedious enough that once you get a few levels and some extra cash, it's far more tempting to just buy low-end and hard-to-find materials in bulk from NPC merchants and make up the lost cash somewhere else.
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** ''VideoGame/PhantasyStarOnline2'' uses weapon grinding. Nice, you got yourself an 11 or 12-star weapon! In order to make the weapon more powerful, you need to use Grinders to get it to +10, a process which can up to double its base attack. Here's the bad news: Each additional +1 reduces the chance of the next's success (down to a 30% chance), and increases the amount of grinds possible to lose if you fail (up to -4). Your chances of making it from +0 to +10 in one go? Only ''seven hundredths of one percent'' for an 11-star, though it's much more lenient for lesser weapons. FailureIsTheOnlyOption, so it's not uncommon to see people drop millions upon millions of meseta to get a rare weapon to +10. Getting it to +10 also lets you unlock its Latent Ability, which ranges from useless to game breaking...only doing so resets the weapon to +0 again. And since each Latent has three levels, to get the third you need to grind it to +10 ''four times''.
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* In the early days of ''KingdomOfLoathing'', there was a rather nasty period of bug exploitation known as "Black Sunday" that resulted in some people gaining ludicrous amounts of meat, the game's GlobalCurrency. Thus, "meatsinks" were created, such as the Penguin Mafia raffles and the "Save the Yeti" fundraisers. Ironically enough, the problem arose from an item that was actually itself a money sink--well, when used outside of combat, that is--called a "meat vortex." It was intended to be used in combat to take some meat from an enemy, and just for fun the dev team made it take 30 or so meat from you when you used it outside of combat. Unfortunately, using it without any meat in your inventory caused the problem, as your meat total went below zero and all the way up to the top.

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* In the early days of ''KingdomOfLoathing'', there was a rather nasty period of bug exploitation known as "Black Sunday" that resulted in some people gaining ludicrous amounts of meat, the game's GlobalCurrency. Thus, "meatsinks" were created, such as the Penguin Mafia raffles and the "Save the Yeti" fundraisers. Ironically enough, the problem arose from an item that was actually itself a money sink--well, when used outside of combat, that is--called a "meat vortex." It was intended to be used in combat to take some meat from an enemy, and just for fun the dev team made it take 30 or so meat from you when you used it outside of combat. Unfortunately, using it without any meat in your inventory caused the problem, as your meat total [[UsefulNotes/PowersOfTwoMinusOne went below zero and all the way up to the top.top]].



** There is also Uncle P's Antiques, which is [[BlatantLies definitely not a front for the Penguin Mafia]]. Everything there is mediocre and expensive, existing mostly to prove that you can waste that much meat.

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** There is also Uncle P's Antiques, which is [[BlatantLies [[LegitimateBusinessmensSocialClub definitely not a front for the Penguin Mafia]]. Everything there is mediocre and expensive, existing mostly to prove that you can waste that much meat.
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* ''VideoGame/FinalFantasyXIV'' has gear durability that goes down after a battle and you suffer massive stat penalties if your gear breaks. You can repair the gear yourself, though depending on the type of gear, you'll need to be in a specific job class and level to repair the item. Alternatively, you can just find an NPC mender who can repair your items all at once for a small fee. The game also has housing for free companies (player formed groups) that are nothing more than a place to hang out, but even the smallest plot of land can run you for several ''million'' gil.

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Money sinks are important in many virtual economies as a method to control inflation. When currency is constantly being added to the economy from monster drops, quests, etc., if there weren't a method of getting rid of it for good, prices for player-traded goods and services would theoretically grow without limit. New players and those without large amounts of time to devote to acquiring money would be unable to compete. Hence, as a game goes on, developers will often introduce more and more expensive ways for players to dispose of excess cash. It also saves your money from becoming useless once you have bought everything there is to buy.

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Money sinks are important in many virtual economies as a method to control inflation. When currency is constantly being added to the economy from monster drops, {{Money Spider}}s, quests, etc., if there weren't a method of getting rid of it for good, prices for player-traded goods and services would theoretically grow without limit. New players and those without large amounts of time to devote to acquiring money would be unable to compete. Hence, as a game goes on, developers will often introduce more and more expensive ways for players to dispose of excess cash. It also saves your money from becoming useless once you have bought everything there is to buy.


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* ''VideoGame/WildStar'' will have player housing and various other money sinks, and put up [[http://www.wildstar-online.com/en/news/wildstars_economic_game.php/ an article]] detailing the hows and whys behind it.
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* ''VideoGame/{{Robopon}}'' has expanding the floors of your company in the first game, and Hoffman Tower in the second game.
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** Seemingly averted with Miscellenia, the kingdom the player character gains control over after completing a quest. If you stock money into it, you'll lose 10% of the money deposited every day, to a maximum of 75k every day. However, if you make sure you have at least 750k there every day, and have ten workers in herbs, you'll get a load of herbs which can be sold. PROFIT! However, upon deeper thinking, the money that you put into your Kingdom leaves the game, while the money that you make from selling what it produces comes from players, so there is a net flow of money out of the game's economy.

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** Seemingly averted with Miscellenia, the kingdom the player character gains control over after completing a quest. If you stock money into it, you'll lose 10% of the money deposited every day, to a maximum of 75k every day. However, if you make sure you have at least 750k there every day, and have ten workers in herbs, you'll get a load of herbs which can be sold. PROFIT! However, upon deeper thinking, the money that you put into your Kingdom leaves the game, while the money that you make from selling what it produces comes from players, so other players: in the end there is a net steady flow of money out of permanently leaving the game's game economy.

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* ''{{Neopets}}'' has these in the form of shops run by [=NPCs=]. Their biggest money sink was the "Save the Wheels" event, in which donating a certain amount of Neopoints in order to upgrade the wheels in Neopia gave you an item in exchange, from toys to a painted Petpet to new background used for customizing your pet. The price of several of these items have gone down compared the amount you needed to donate in order to earn them but the stamp and background are still INSANELY expensive, costing at least one million Neopoints to buy from another Neopian who was willing to donate enough to get one.
** Their latest money sink is the Wheel of Extravagance. Most wheels have an average fee of 100 Neopoints or so, but this one charges a whopping 100,000 just to spin. Some of the prizes can be sold at multiple times that much, but the wheel can also give you exactly a fraction of what you just payed, or even ''nothing at all''.

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* ''{{Neopets}}'' has these Oh ''{{Neopets}}''. They do try to keep the inflation somehow reined in, but when most of your players make money by ''creating'' it (by playing games) you have your work cut out for you.
** Most basic money sinks are
in the form of NPC-run shops. Buy an item, and the money disappears. However due to low shop prices and the huge amount of players who make their money by restocking (i.e. buying from NPC shops run by [=NPCs=]. Their at low prices and selling at a profit in player-run shops) it's a a matter of excellent luck, good timing, and lightning reflexes to find and get pretty much any item in the NPC shops.
** Another very basic and very old money sink is the Lever of Doom event which most of the time just grabs 100 NP from you, or, if you're [[LuckBasedMission super super lucky]] gives you a site avatar that cannot be gotten in any other way.
** Each Neopets player has an album for collectible items: the catch is, once you put an item in your album it's there forever: you can't take it out. The other, bigger catch is, while a few of the collectibles are dirt cheap, the rarest items in the older themes range in multiple, even hundreds of millions of NP due to extreme rarity. Just to give some perspective, if you send your scores in ten games the maximum three times per day, each day, and play well enough to always get a score that gets you the maximum of 1000 NP per score, and do this for an entire year, you'll get about 11 million NP, enough for ''one'' reasonably rare stamp. Completing a theme page awards you an avatar, and these avatars are one of the most coveted on the entire site. To counter disinterest in collecting due to the insanely high prices for older themes, Neopets has been releasing quite a few new themes for the past few years.
** Another collectible-related money sink is the relatively new addition of a certain mysterious account. Each month it releases a single supremely rare stamp in an auction open to any user with the money. In effect, the account sucks above 100 million NP from the Neopian economy each month and some chokingly affluent Neopian gets their stamp collection closer to completion. The pace is kept slow on purpose: to keep the impact on the economy minimal apart from removing NP.
** The wheel-o-fortune type of games are another very old money sink on the site. For 50, 100, or 200 NP a spin the player has a chance to get a random item (ranging from useless junk to extremely profitable collectibles), some NP, an avatar, nothing at all, or in case of some wheels, an even worse outcome. However the wheels all have time limitations per player and their cost was doing little to sink the money. In came an entire money sink event...
** The
biggest money sink Neopets has yet seen was the "Save the Wheels" event, in which donating a certain amount of Neopoints in order where players making donations to upgrade the wheels in Neopia gave you an item received guaranteed prizes in exchange, ranging from toys to a rare painted Petpet Petpets to collectibles to a new pet-customizing background used for customizing your pet. depending on the sum given at once. The price of several of these items have gone down compared the amount you needed to donate in order to earn them but the stamp and background are still INSANELY very expensive, costing at least one million Neopoints to buy from another Neopian who was willing to donate enough to get one.
** Their Soon after the stamp auction account, a new and currently (as of Jan 2014) the latest money sink is was introduce: the Wheel of Extravagance. Most Unlike the older wheels have an average fee of 100 Neopoints or so, but this one charges it costs a whopping 100,000 just 100 thousand NP to spin. Some The prizes are upgraded as well, and designed to closer meet the interests of a Neopian wealthy enough to spin: some of the prizes items can be sold at multiple times that much, but much higher prices, one of the prizes is 5 stat points for one of the player's stats, and there is of course an elusive stamp too... and just as familiarly the wheel can also give you exactly out just a fraction of what you just payed, the spinning cost, or even ''nothing nothing at all''.all.
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not level grinding


->"''If there was no way for us to "destroy" [[GlobalCurrency Neopoints]], inflation would be even worse than it is now. There would be so many Neopoints in the economy that they would practically be worthless. It would cost players more and more Neopoints to purchase things, because each Neopoint would have so little value. Could you imagine a [[LootDrama Krawk Morphing Potion]] costing '''[[AdamSmithHatesYourGuts 150,000,000 NP]]'''? That's what it would possibly cost if all the Neopoints that have been created by Flash games and other areas of the site were never removed. For players who make their Neopoints by [[LevelGrinding playing games to earn]] '''1,000 NP''' at a time, it would seem like an impossible goal.''"

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->"''If there was no way for us to "destroy" [[GlobalCurrency Neopoints]], inflation would be even worse than it is now. There would be so many Neopoints in the economy that they would practically be worthless. It would cost players more and more Neopoints to purchase things, because each Neopoint would have so little value. Could you imagine a [[LootDrama Krawk Morphing Potion]] costing '''[[AdamSmithHatesYourGuts 150,000,000 NP]]'''? That's what it would possibly cost if all the Neopoints that have been created by Flash games and other areas of the site were never removed. For players who make their Neopoints by [[LevelGrinding playing games to earn]] earn '''1,000 NP''' at a time, it would seem like an impossible goal.''"
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** Perhaps because of the above, Valve introduced another sink in the form of Chemistry Sets, dropped items that require using up a large number of regular items to get a CosmeticReward. Either you spend about a half dozen regular items plus one Strange weapons to get a Strangifier (which makes a specific item count kills while you're wearing it) or spend '''200''' of a regular item to get a "Collector's" version.

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** Perhaps because of the above, Valve introduced another sink in the form of Chemistry Sets, dropped items that require using up a large number of regular items to get a CosmeticReward.CosmeticAward. Either you spend about a half dozen regular items plus one Strange weapons to get a Strangifier (which makes a specific item count kills while you're wearing it) or spend '''200''' of a regular item to get a "Collector's" version.
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** Perhaps because of the above, Valve introduced another sink in the form of Chemistry Sets, dropped items that require using up a large number of regular items to get a CosmeticReward. Either you spend about a half dozen regular items plus one Strange weapons to get a Strangifier (which makes a specific item count kills while you're wearing it) or spend '''200''' of a regular item to get a "Collector's" version.
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Hottip cleanup


** Demonstrating the economics behind this, metal's value in keys has dropped considerably from what it once was because it's trade value was much higher than the items you're likely to get crafting it, meaning extremely few people actually used it. Add in a large number of people having numerous dummy accounts just to sit in place on idle servers for extra drops to craft into metal[[hottip:*:So much that Valve change the drop system, making it require manual acknowledgement of one item dropping before more will drop, so you can't get more than one item at a time by idling.]], and you get quite a lot of inflation.

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** Demonstrating the economics behind this, metal's value in keys has dropped considerably from what it once was because it's trade value was much higher than the items you're likely to get crafting it, meaning extremely few people actually used it. Add in a large number of people having numerous dummy accounts just to sit in place on idle servers for extra drops to craft into metal[[hottip:*:So metal[[note]]So much that Valve change the drop system, making it require manual acknowledgement of one item dropping before more will drop, so you can't get more than one item at a time by idling.]], [[/note]], and you get quite a lot of inflation.
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** Demonstrating the economics behind this, metal's value in keys has dropped considerably from what it once was because it's trade value was much higher than the items you're likely to get crafting it, meaning extremely few people actually used it. Add in a large number of people having numerous dummy accounts just to sit in place on idle servers for extra drops to craft into metal[[hottip:*:So much that Valve change the drop system, making it require manual acknowledgement of one item dropping before more will drop, so you can't get more than one item at a time by idling.]], and you get quite a lot of inflation.
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* ''TheLordOfTheRingsOnline'' has a number of money sinks. The most obvious in-game are crafting materials (cheap, but they add up) and player houses. The cheapest player house is 1.5 gold. The largest amount of gold free-to-play characters are allowed to have is 2 gold. House owners must also pay a "maintenance fee" of 0.15 gold per week. If this isn't paid for long enough, you get locked out of your house and it's put back on the market. Other money sinks are auction fees (which you have to pay to put an item up for auction, and is based roughly on the item's vendor price) and the commission (which you pay only if the item sells, and is a percentage of the winning bid). Higher level players who might want to switch back and forth between two or more sets of traits depending on what they're doing are forced to pay a fee for this as well. Training new skills costs game currency too. That said, unless you're a free-to-play account, all of these are pretty trivial.

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* ''TheLordOfTheRingsOnline'' ''VideoGame/TheLordOfTheRingsOnline'' has a number of money sinks. The most obvious in-game are crafting materials (cheap, but they add up) and player houses. The cheapest player house is 1.5 gold. The largest amount of gold free-to-play characters are allowed to have is 2 gold. House owners must also pay a "maintenance fee" of 0.15 gold per week. If this isn't paid for long enough, you get locked out of your house and it's put back on the market. Other money sinks are auction fees (which you have to pay to put an item up for auction, and is based roughly on the item's vendor price) and the commission (which you pay only if the item sells, and is a percentage of the winning bid). Higher level players who might want to switch back and forth between two or more sets of traits depending on what they're doing are forced to pay a fee for this as well. Training new skills costs game currency too. That said, unless you're a free-to-play account, all of these are pretty trivial.
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* In the 1.10 update to ''DiabloII'', Blizzard added a special encounter with a "Diablo Clone" (who drops a very powerful item) if and only if enough Stones of Jordan are sold to vendors in the game. The SOJ was a powerful ring that was duped to such ridiculous levels that it served as the de facto currency in the game, and the Diablo Clone was Blizzard's way of getting rid of excess [=SoJs=].

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* In the 1.10 update to ''DiabloII'', ''VideoGame/{{Diablo}} II'', Blizzard added a special encounter with a "Diablo Clone" (who drops a very powerful item) if and only if enough Stones of Jordan are sold to vendors in the game. The SOJ was a powerful ring that was duped to such ridiculous levels that it served as the de facto currency in the game, and the Diablo Clone was Blizzard's way of getting rid of excess [=SoJs=].
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* ''TheLordOfTheRingsOnline'' has a number of money sinks. The most obvious in-game are crafting materials (cheap, but they add up) and player houses. The cheapest player house is 1.5 gold. The largest amount of gold free-to-play characters are allowed to have is 2 gold. House owners must also pay a "maintenance fee" of 0.15 gold per week. If this isn't paid for long enough, you get locked out of your house and it's put back on the market. Other money sinks are auction fees (which you have to pay to put an item up for auction, and is based roughly on the item's vendor price) and the commission (which you pay only if the item sells, and is a percentage of the winning bid). Higher level players who might want to switch back and forth between two or more sets of traits depending on what they're doing are forced to pay a fee for this as well. Training new skills costs game currency too. That said, unless you're a free-to-play account, all of these are pretty trivial.
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* ''Eve Online'' has many of the usual money sinks, though some go to obscene levels - blueprints for a Titan cost the equivalent of several thousand dollars, and the skill to fly one costs several hundred. Also notable is that player-owned structures (necessary for gaining control of player-owned space) are all bought from [=NPCs=], and require fuel that is also bought from [=NPCs=].

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* ''Eve Online'' ''EveOnline'' has many of the usual money sinks, though some go to obscene levels - blueprints for a Titan cost the equivalent of several thousand dollars, and the skill to fly one costs several hundred. Also notable is that player-owned structures (necessary for gaining control of player-owned space) are all bought from [=NPCs=], and require fuel that is also bought from [=NPCs=].



* The online game Hobowars has several examples of this, some including buying food and alcohol, recovering life at the hospital, and purchasing parts for your hobo's cart.

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* The online game Hobowars ''HoboWars'' has several examples of this, some including buying food and alcohol, recovering life at the hospital, and purchasing parts for your hobo's cart.

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