Quote Originally Posted by Frein View Post
There is no way the server demand can keep up with the supply of "useful" items. When I grind, I can make hundreds of Iron Greaves in one sitting. There are very few items the whole server uses that much of in a week. The exp/synth just isn't high enough to support crafting in a purely player to player economy. A single crafter simply produces so much more than the server demands.

Crafters are surely by far the largest contributors to money supply inflation simply because in order to level up in a reasonable time you have to make items that can be vendored for a minimal loss.
Iron Greaves are part of the old crafting recipes. After a while you won't be able to make these anymore. The new recipe designs don't have these kind of synths that are "just for skill points". The new "grind" synths are the basic mats that you will use over and over in your recipes and that are needed by other crafts for their recipes. Using Armorer as an example, to get to Armorer 40+ you literally do not need to make anything other than ingots, rivets, rings, and plates. These 4 basic materials are used in basically every finished product that an armorer can make in the new recipes. They're also needed by other crafters as well. That's what creates the demand for them and makes them "useful" synths. With leatherworking you skill up on making hides to leathers, carpentry logs to lumber, clothcraft making threads and cloths.

Iron Greaves are a perfect example of what was messed up with the OLD system. You took your materials and kept sything them into more and more specialized materials or "parts" until you ultimately had something like a weapon part, armor part, button, strap, etc. These parts could only go into a small number of finished products which was what made them worthless to try and sell in the wards in large numbers.

Also, inflation isn't caused by crafters selling things at a "loss". Game economies are fundamentally different from real economies because in a game resources are unlimited. Coblyns don't go extinct and nodes keep respawning. So in order to prevent inflation the game needs smart and effective money sinks. And inflation is only really a problem when there's a lack of supply to meet the server demands. That's why I think SE has been increasing drop rates. Having lot's of money is pretty meaningless when people with less money basically have the same buying power that you have and items are easily replenished. So then the only really advantage for the rich is being to be able to buy the best armor at the highest prices. But with the best items becoming increasingly untradeable, your money means nothing when you have to earn your gear instead of buying it.