Not sure why there is all this dancing about the cash shop going on, most if not all games just do this little dance to be creative while picking your pocket. Its like the Giant Elephant in the room! Why dont they just do the old school illegal coin exchange, but make it legal. Legal purchase and selling of coin. Limit what can be cashed out at any give time at a loss of 12to1 or higher, rest can be put towards account sub or other odd and ends like coin sinks.
D3 has something like this for coin cash out, Eve has their purchase plex that is just a legal coin purchase as does EQ I hear with Kronos?
Just call it what it is and then simplify it, you want ppl to buy more coin? Put in more quests with cool gear ppl want and then *GASP* dont make it NODROP! I am sure those that dont want the item would be happy to sell it for $$$$. Limit the drops and high goes the price on the market.
Its easier to just ramp up NPC, items, gear and other odd and end things with coin costs rather than having devs bang out the next mini pet or mount for silly crap. The game companies will end up getting more in profit due to the power gamer with endless pockets! Those that could careless can still grind out to get items and gear vs the instant coin warrior.
Rather have taxing with housing, guild halls and other things that have its flair for a price. Those that dont want such extravagance and is happy with plain jane stuff can just have it but both have same function. Those looking to get the best stuff can buy it, those earning it can enjoy their accomplishments.
People are wanting to be the best and grind to the top, I get that but there is no growth. Its a rat race. You end up with a ton of items ppl throw away or NPC vendor, factions that mean nothing after a week and a constant recreation of the same dungeons with different wallpaper and drapes. I rather have a shop/house/hall that I hire NPC's to grind out some of my/guild/village stuff I dont want to do. Faction grinding, item creation/crafting, merchant buying/selling, recruiting players or other NPC's to help, Mining and gathering.
Many games have or had some of these ideas. STO with NPC officers or KOTOR has sidekicks, etc. SWG had taxes on housing, you didnt have to get the biggest but if you did, it cost you to do so.
Factions needs to mean something again, places need to stay a constant mainstay to players. I have mentioned this before, but roaming clans and factions NPC need to be a dynamic not a static focus to the landscape. Horizons had some of this with the blight able to take over cities and players able to unlock new races and areas by beating back the blighted. If you let them take over it is lost till players free the areas again and keep control. Horizons failed on other things but little things like roads give 5% travel speed, wagon you can have follow you to carry more stuff and possibility to lose your home town to NPC undead if you didnt help in beating them back was something that should be in all games.
I think Rift started out with something good on the plane rifts popping in and helping with something different for players of all lvls but missed its mark along the way with no way for players to invest in its landscape. It too did the instance guild hall and housing idea which is never a good idea. It should be more like Horizons with set plots or SWG with anywhere open plots.
Be interested in what they do but I feel they will get caught up in that trap of new lands, reskinned instance dungeons, abandoned areas and lvl grinds. Remove the lvls, focus on faction and skills, keep factions viable and updated. Add items and quests under factions and put in new clans in the area. There is no reason the starting "noob" area should not be used for experienced players. They need to start working the lands to keep players busy.
Hell with tech today, a player should be able to venture into a mine/dungeon, scout and dig out "NPC use or player action" the area and unlock caches of NPC mobs with their own tunnels and making their own path as they go in. If the area doesnt see any player traffic over X time it caves in and next player has to dig it out again craving their own path. If a group of players keeps it clear and running it unlocks ore spots and npc raids. Over time it gets harder and harder to keep but the prize in having it becomes great and worth the pain.