Quote:
Posted by iHot
(Post 402419)
wat
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Okay, let's try it this way: The fluctuation in prices for every item on the trading post is an effect of
inflation and
deflation, which in turn is caused by differences in supply and demand of the item, as well as other factors such as currency in the economy, but let's talk about supply and demand for now.
Supply: The amount of an item going around in any given time
Demand: The general popularity or desire for said item
There are three basic scenarios with this concept in an open market - an economy in which players set their own prices and sell their own items - such as Era's. The first is low supply and high demand; that is, when an item is very rare or not many are floating around, but everyone wants it. This shoots the relative value (or cost) of the item higher than usual - this is known as inflation. Another scenario is high supply and low demand; that is, when a lot of an item is floating around and very common, yet not many players desire it or want it. This causes an item's relative value (cost) to go lower than usual - this is known as deflation.
Now, I said earlier that inflation and deflation can be altered by other factors - currency in the economy in particular. Let's say that there's some new method that was recently released that is easy and gets a ton of income (shells, Gralats) for players. Given a majority of the players partake in the new activity, there will be an influx of Gralats and shells (our currency) thrown into the economy and thus, players will be willing to buy items for higher prices and sellers will reprice accordingly - causing inflation in the entire economy as opposed to just one item. The opposite can happen if a large amount of money is taken out of the system, which causes deflation in the same procedure.
The last paragraph in particular is important to our situation, because, if developers
set their own prices and those prices were not allowed to be changed (e.g. you can only sell
x item for
x shells and something like an influx of currency gained by every player happen, the prices for every item would not be changed to account for the amount of currency in the system which shoots the rarity or relative pricing to be basically irrelevant.
For example: let's say a Shamrock Dagger's price is
set by developers for 5k shells (I don't know the actual price, just using it for an example). Suddenly, a new event was released that allows every player to get a lot of shells and all of a sudden, players are now much richer than usual and have maybe 2x the amount of shells they had before the new event. Players now readily have much easier access to purchasing the Shamrock Dagger which is priced at 5k - since players are now much richer, it becomes
relatively cheap, and the rarity and value of the dagger has now shot down far than it was supposed to be.
This can happen on a widespread amount of items, possibly even every item in the game, which would effectively destroy the economy and nothing will be of any value.
Economics 101 with Talon