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Gold

2,214 bytes added, 10:22, 6 November 2010
Inventory
::So through salvaging, a lot of items you find on the battlefield will disappear from the economy. They will not directly be turned into gold at least. In Diablo III, you will sell a lot less items than in Diablo II, and that way earn a lot less gold, also because we have lowered the sell value for items that you have found, and also because we have lowered the amount of gold to be acquired on the battlefield. You will thus earn a lot less gold, even though you will need the gold more than before, since you need to pay the Artisans for their services.
 
===Blizzcon 2010 Update===
 
Nothing new was revealed at Blizzcon 2010, but Jay again stressed their basic economic goals for the end game in an interview.<ref>[http://www.gameplanet.co.nz/pc/games/156898.Diablo-III/features/135958.20101024.Diablo-III-Interview-with-Jay-Wilson/ Jay Wilson Interview @ Blizzcon 2010] - GamePlanetNZ. October 25, 2010</ref>
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::'''''GP: '''What are your plans for the game’s economy?
::'''Jay:''' One of our big focuses is to make sure that the gold economy is viable and we’ve got several ideas on that. Part of it is fixing what was wrong with the system in Diablo II. In it, one of the ways that we rewarded the player was by throwing buckets of gold at them. It felt great to do that but the problem was that long term it didn’t really have any meaning. So we’ve just bitten the bullet and said we’re not going to put as much gold into the world.
 
::On top of that, there were issues with how items were valued for sale. Paladin sceptres, wands and things like that, one with with specific +skill attributes on them would tend to have an enormous sell price. So we’re really leaning towards saying it’s OK if items undersell to vendors. Normally that’s kind of contrary to Blizzard design philosophy, but because items are now useful in other ways, for example in the crafting system, we’re comfortable with having less gold and a more controlled economy.
::The other side of it is that you actually have to have things to spend gold on, recurring things. Again, when we introduced artisans a few months ago, that was a great example of a system that has an enormous amount of gold put into it: Pulling gems out of items, enchanting, adding sockets and creating items through items you’ve destroyed rather than sold, which circumvents putting gold into the economy. All those things are big, recurring gold sinks that stabilise the economy.
 
::We really want to enable player [[trading]], because Diablo has always been a trading game, that’s the focus of it. On that front, we don’t have anything to announce yet but we are working on some systems that are really going to enable it, make it easier for players to trade with one another.
 
==Inventory==
Gold drops from [[monsters]] are deposited into your [[inventory]] by simply walking over or near the gold pile. To drop a specific number of coins, right-click on gold in your character's inventory. Type in the amount of gold that you wish your character to drop, and press the Enter key.
 
==Background==