Inflation occurs when too much money is around, which is absolutely the case in GW at the moment.
Money isn't limited, huge amounts of it get generated each day by means of itemdrops. Thus is looses its value.
The prices of items like Runes are adjusted according to demmand. The problem is that there is a type of player that can pay any moeny. On this top end of the money chain people farm for money and acquire it in huge amounts. on the lower end people might not want to farm five hours in order to purchase something. this was fine one month ago, but now prices have run amok. If you were to start the game today you're likely never to be able to buy some of the high price items EVER. Inflation is simply too fast. When I started 2 months ago the price of black dye was 3P. too much. now I got 178h of gameplay and the price of Black Dye is still too much.
while some of you certainly smirk and think of me as a noob, I must ask you to consider this from a game designing point of view. Do you really want to disenchant players by making most purchaseable Items unpurchaseable by regular players. Roleplaying is not about monotonous farming after all. Right now the chances of buying anything of value are very slim.
Dyes are meant to be an easy way for customizing your charakter so that not everybody looks the same. They are, imho, not supposed to be a high power vanity item only available to those with loads of moeny. If that was the intention their price had been 3P from the start.
As much as I like the fact that the game has some sort of economy simulation, we have to admit that prices on real world markets stay constant because the neither the amount of money nor the amount of merchandise increases. thus increased demand for oil will soar prices (like in GW now). thus simply printig more dollar bills will soar prices (like moneydrops in GW do). these two important factors for inflation are present. but not a single factor that could decrease inflation is in place. normally a market would start putting out more items (like black dye) because huge profits are to be made. increased competition would make prices drop again. or the national bank would stop putting out money. (Stopping itemdrops in GW to increase the value of money would be a bit harsh).
Think once again about the life of the game, not of your account. Is a game in which players starting today most likely will never have the chance to really buy anything coll likely to draw more audience?
No, and as soon as the totally new players stay away, the game is to decrease with each expansion and over time.
Hyperinflation is the best way to ruin the roleplaying experience because all it does is to confront the player with a fantasy world of fantasy prices rather than a jolly game of buying something for a change.
Therefore self adjusting prices have to be droped as a design element. Let them farm all the moeny they want it will have no meaning for them. then farming will stop again.
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