Ah, yeah, the idea was Papaya (the makers, dunno rules about mentioning other games so I’m just rolling safe, here) acknowledge that there will be a few dedicated (really dedicated) exploiters, but since they are both active and unable to overtake even modest payers, it’s a sort of ‘acceptable loss’ to keep engagement high.
Actually I missed another reason Per blue might not, and that’s simply this game is not big enough that such a thing would be worthwhile (especially since it doesn’t currently have trading at all meaning it’s all new code). The few dozen or so possible exploiters, especially since many formed guilds that become a mix of free and not, kind of dilutes the effect (they wasting some on gifts/group upgrades/stocking consumables), while encouraging more free players to stay longer and keep the population up. I’ve really only seen them smash the pure PVP ones, because that takes away from potential reward spots, or hoarders that haven’t touched a guild since joining. (as they may either burn it all at once to win a particular event or are pre-loading the account to sell for real money for the counterfeit currency) Kind of a “we’ll overlook the stolen candy bars if you keep dragging your 20 friends here” outlook. The servers/events/guilds aren’t big enough to give that a pass I’d wager, especially since the count is definitely artificially inflated from all the Roblox players that come for 10 levels then drop. (as a cross platform dedicated mmo, each server is about 30k actually active, so the percentage is much smaller and less noticeable than if a similar system developed here.)
Yeah, bit rambling I know, I just really respect the efforts they’re putting into it to stabilise it (plus kind of leaving a message for future travellers asking “why not?”) starting with 2 months of no enforcement to gather the data behind how the ingame currency was used by different sets of players. I’m sure Blizzard could’ve benefitted from caution like that a few years back.