I'm not sure that I understand why the "economy" is so obviously broken. Nor am I understanding quite how your microcosm (Guild) scenario is symptomatic of a macrocosmic problem.marct wrote:The main reason I see for the broken economy is the player population. The population is not only small, but the percentage of players that are 'dedicated' (6+ hours a day) or 'uber-dedicated' (10+hours a day) to the overall population size is the main problem. Our guild is starting to become large, and it is clear that at some point in the near future as our size grows it will be impossible to supply all of our members with the equipment they require.
I see a day in the near future where choice equipment will be the norm, and a premium will truley be placed on supreme and excellent items.
Don't Guild crafters supply Guild members for little or no cost? If so, doesn't that in itself ruin the economy?
I'm currently crafting q40 armor and melee weapons, which is also at or close to the max that I can use. Up until now I've made most of my own (light) armor, save the vest. In the interest of self-preservation, I'll buy a vest that is the best protection that I can wear without significantly harming my funds. (I'm going to need a Mek & apartment soon) What I "grind" out from animal drops gets sold directly to the NPC, as well as any crafting nightmares. [Please homins! Don't sell your crafting mutations on to other players!].
What I craft for myself is all Choice/Excellent, and for every one I keep, 4 more will get sold on to players - at a 10% markup. If it doesn't sell in seven days, I'll retrieve or destroy it. I do the same with grade Fine mats that I won't use in "grinding". If someone seems to be buying my Fine gingo leather, then good,I'll make more available. If grade Basic doesn't sell, thats OK, I'll sell it directly to the NPC next time. This is my understanding of a functioning economy; I'm participating in, and reacting to the market. My items/mats seem to sell alright, but if they don't then its more likely a demographics issue than an economic one. If some part of this economy is non-functional, I am not seeing it.
There is only one thing I like about the BB concept, but it has not been mentioned yet. Ryzom's 'market' is synthetic, but not fully dynamic. While the merchant does manage the sale of player items, he's also pushing his own grade Basic items. We can tell when OUR items are sold, and which ones don't sell. We cannot see how the NPC goods sell, or dont sell. They exist as a stop-gap to ensure that some mats are always available to players, but their "immunity" (if you will) from the economy also effects the economy in its own way.
I like the fact that the BB concept would provide direct insight to what the player demand truly is, compared to buying only from a merchant, in which case the player may not find what he wants but only the next best thing based on what is available.
I agree wholeheartedly about the need to assist new players. Ryzom does, unfortunately, have a pretty steep learning curve. This, however, should be a topic for another thread.