flat75 wrote:>>
Most of the other money movements are from player-to-players therefore do not change overall sum.
I think it's not hard to see, this pool is getting bigger. With more and more money players have, they are willing to pay more and more to each other for the services/things they need.
Rapid accumulation of overall money in circulation decreases it's percieved value, causes rising of p-t-p prices, which in effect decreases the real value of the currency.
yea currency (dappers) not much worth , p-t-p prices high but appropriate just not payed in currency (dappers).
flat75 wrote:
So in order to fix economy, I think two main steps should be done: first sudden decrease of currently owned dappers, second raising recurring cost to match or nearly match in-flowing dappers, or introduce new ways of spending dappers.
less dappers = dappers more worth = p-t-p exchange with currency(dappers)
1.crafter type skill set - hunter type skill set disparity in to get dappers = crafter get best armor/weapon and enjoy showing his aen in events, hunter hunts in fine.
2. Rich people = not in hunting teams, not in digging teams , not in NPC hunting teams -> they buy instead.
(this is evil designed, indeed
)
new ways of spending dappers = fine, if its not change current economy to bad.
flat75 wrote:
Alternatives:
- decrease incoming dappers (it would not solver existing dapper in economy, and all those with huge wealth would have terrible adventage compared to new players)
- just increasing costs (again, those with huge wealth would barely feel the difference)
Result would be dropping p-t-p prices, more value of a dapper, better working economy.
I would have some ideas, but do not wish to derail the thread, so I don't post them.
increase costs and decrease incoming dappers would hit the people who don't have much of them and do most of "work" to get raw mats.