Now, this is going to be a difficult thing to balance, and that will always be a fact. the economy will always be difficult to get right because there are just so ways a person can mess it up. everythings too cheep? great, now nothing is worth anything. make everything too expensive? great, now new people cant even get started. BUT, i believe there is a way to fix this in reguards to long term, and short term trade of craft items.
put a hard cap on the quantity of items that can be bought per person per season, or produce a hard cap to the amount of a specific item that can ever be bought.
think about it, a merchant doesnt just have an infinit supply of an item, now would they? they would want to sell to as many people as possible, for the highest price possible.
I can see what you are going to say, that it would be an issue with new players who make the mistake of using too many of their starter food, potions etc. BUT, i believe this issue would be quickly resolved by the inclusion of a simple method of gaining a very low quality resource, E.g monster meat, suspicious potions and potions of lesser-lesser healing.
the objective of doing this is not only to support the RP side of things, but also to stimulate the advancement of craftsmen throughout the world, to begin selling their creations to the masses and prevent relience on the server itself. by limiting the amount a person can fall back on npcs, the players are forced to fill this gap in the market, with adventurers being pushed to sell the produce they gather out in the world, and craftsmen to make money by selling their products to those adventurers in turn. by doing this, everything becomes much more valuble because there is a Hard Limit to what can be gained through passive play.
This also opens up opertunities in the market for seasonal items, where items get rarer and rarer the less available they are and thus are open to item flipping, where a player invests large amounts in seasonal ingredients, then sell them for more three seasons later where they are much rarer and thus are worth more.
Please give me your opinions on the subject, and possibly if anybody is interested in this topic expend on how we can support the growth of the economy between players, and seperating the relience on the server for trade.
put a hard cap on the quantity of items that can be bought per person per season, or produce a hard cap to the amount of a specific item that can ever be bought.
think about it, a merchant doesnt just have an infinit supply of an item, now would they? they would want to sell to as many people as possible, for the highest price possible.
I can see what you are going to say, that it would be an issue with new players who make the mistake of using too many of their starter food, potions etc. BUT, i believe this issue would be quickly resolved by the inclusion of a simple method of gaining a very low quality resource, E.g monster meat, suspicious potions and potions of lesser-lesser healing.
the objective of doing this is not only to support the RP side of things, but also to stimulate the advancement of craftsmen throughout the world, to begin selling their creations to the masses and prevent relience on the server itself. by limiting the amount a person can fall back on npcs, the players are forced to fill this gap in the market, with adventurers being pushed to sell the produce they gather out in the world, and craftsmen to make money by selling their products to those adventurers in turn. by doing this, everything becomes much more valuble because there is a Hard Limit to what can be gained through passive play.
This also opens up opertunities in the market for seasonal items, where items get rarer and rarer the less available they are and thus are open to item flipping, where a player invests large amounts in seasonal ingredients, then sell them for more three seasons later where they are much rarer and thus are worth more.
Please give me your opinions on the subject, and possibly if anybody is interested in this topic expend on how we can support the growth of the economy between players, and seperating the relience on the server for trade.