I did not specify how it would be grinded/farmed in-game.
It could be quests, or a new vendor, or new achievements, but those might add significant effort to the core development team (cash shop team is separate, based on my understanding) who is most likely already busy on their own development schedule. Tying it to the roulettes or something to incentivize MSQ instances would also probably fall into this category of requiring significant core dev team work, but would still be within the realm of possibility.
But it could also be the following, which would require only minimal input from the core development team, and thus not alter their development schedule too much:
It could be trial/dungeon/raid drops, or roulette rewards which would just require the core development team to add to the loot tables.
It could be an existing vendor, at a crazy currency prize, essentially another loot table.
It could be the underused new achievement currency system. Let people farm whatever achievements they feel like farming in order to earn new stuff from the "cash shop" team. If an API was given from the core development team to the cash shop team to make use of this, it would enable future additions with no core development team effort. Personally I'd prefer this option because everyone has something they grind, even if they don't realize they're grinding it because they enjoy it, and pretty much everyone has "what I'd do next" grinds that they might not be focusing on right now, almost all of which come with their own sets of achievements, but might focus on if they could redeem the new currency for more items.
Notice I said "new stuff". I do realize that adding existing cash shop items to be purchasable in-game would be unfair to people who spent the money when no such option existed. Likewise I realize that adding existing rare mounts to the cash shop would make people who farmed for them feel like their efforts are undermined. Being both in-shop and in-game would have to be a "from now on" thing.



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