I want to clarify that I’m not intentionally leaving out how gems are earned. I just don’t believe it’s the core issue here. Compared to the 50+ gems per day consistently earned through the Gem Fountain, income from F2P activities is relatively minor. Crafting enchantments daily doesn’t inject much into the system, and market flipping isn’t productive in terms of gem generation—it’s just players shifting gems among themselves, with some permanently removed through sales tax.
Even if we assume these sources are comparable, that only reinforces the need for action—because it means gem circulation has effectively doubled. And without new, meaningful gem sinks, the rising surplus will inflate prices and devalue the in-game currency. That assumption also overlooks points I’ve already made, like the reduced need for shop expansion now that leveling has become easier.
At this point, we’re mostly going back and forth based on sentiment rather than outcome-driven reasoning—and that’s okay. Emotions are part of these discussions. But it also highlights something important: for many paying players, exclusivity is a big part of what gives premium purchases their value. And that’s completely valid.
That said, the suggestion I’m making doesn’t take that away. It preserves exclusivity through early access, adds a meaningful gem cost, and sets a long-term goal for others—without cheapening what early buyers paid for.
Just to be clear, I’m not F2P—I’ve bought workers before. But I think it’s worth recognizing that a lot of the pushback isn’t about game balance or long-term sustainability—it’s a gut reaction of “I paid for this, so no one else should have it later.” That’s understandable. And maybe that means the focus should shift to other gem sinks that solve inflation without touching exclusivity.