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Originally Posted by Longasc
We generate gold from an unlimited pool, the only limiting factor is the time.
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Apparently I failed in simplifying my point without losing it. Let me try again:
Inflation over period, P, is proportional to Delta(Money Supply) over P. Delta(Money Supply) over P equals the
rate that gold is generated at over P minus the
rate that gold is permanently sunk out through NPC's over P. We care little about the absolute size of Money Supply, and nothing at all about where Money Supply comes from; what we do care about is the balance between these two
rates.
Or, in short: The
speed with which gold is generated is what matters.
If the designers balance their drop rates and gold sinks properly, "legit" players aren't a problem because, in the aggregate, they generate and sink gold at roughly the same rate.
Gold-sellers are a problem because they generate gold a faster rate than "legit" players, and don't sink at all. They're putting excess gold into the system that wouldn't otherwise be there, and that's going to have an inflationary effect.
(This can be dampened if the gold-buyers sink the gold instead of using it to buy things from other players, however they still increase the money supply by the amount that the gold-buyer generated during P and would have otherwise spent on the sink (eventually) and now has available for buying things from other players. The dampening effect arises out of the assumption that the gold-buyer generates gold slower than the gold -seller.)
Having a-net create gold out of thin air is going to have the same sort of effect -- the rate of gold generation gets increased while the rate of gold sinking stays constant. But it's going to be worse because it's going to have to be faster than the gold-sellers if they want to make it cheaper than the gold-sellers.
(The idea of counting your gold purchases against your drop rate so that your long-term gold generation rate doesn't change would work in theory. But I have a feeling that people would find it exceptionally un-fun when they played for weeks without a drop. (And, yes, you would have to be denied white drops too to make it work.))
As for making high-end items bind-on-drop, that would save those items from inflation (because they'd be out of the market), but it would increase the inflationary effect for everything that's not bind-on-drop, because there would be the same amount of cash and less goods to spend it on.
As for making items bind-on-equip, it would make matters worse because there would be the same amount of cash and less goods to spend it on. Moreover, it would royally "butthurt" those of us who like to equip an unknown skin for a moment to see what it looks like before deciding to merch it or transfer it to another char. I really don't want to have to wiki every time I find a skin I haven't seen before (or don't remember).
Quote:
World of Warcraft must be in ruins because of gold sellers, the prices inflated like hell. But it did not happen.
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You are failing to consider that other countervailing factors could be (and are) at play in WoW, and so you end up drawing an incorrect conclusion from "the sky didn't fall in WoW" to "gold-sellers don't cause inflation." In fact, gold-sellers do cause inflation; other things in WoW mitigate that and/or cause deflation; and the net result is that the sky hasn't fallen.
Much like trying to stamp out gold-sellers (or drug dealers) would have a positive effect even without completely solving the problem, gold-selling (official or otherwise) would have a negative effect even if it doesn't completely ruin the economy.