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Mar 25, 2019 at 15:28 history edited Cloudy CC BY-SA 4.0
Typo fixes
Jun 15, 2017 at 1:43 comment added mrr I don't think this answer really makes much sense. Losing a ship doesn't deflate prices, it inflates them. There's less value in the economy but the same amount of money, so each unit of value corresponds to a larger amount of money.
Feb 1, 2013 at 16:29 history made wiki Post Made Community Wiki by Jonas Byström
Apr 29, 2011 at 23:41 comment added daemonfire300 since "items" are infinite and are often sold, those are not blocking inflation, they are the main drive of mmo inflation, since the player gets money from a NPC for items, which did not exist before. Like digging for gold in real world, that respawns instantly after you put it into your bag.
Jan 5, 2011 at 15:36 comment added doppelgreener Most of the items not worth selling to players are quest rewards (which are normally soulbound) and the countless useless drops fondly referred to as vendor trash. These are just currency in disguise that force you back to town regularly to cash in.
Jan 5, 2011 at 15:34 comment added doppelgreener World of Warcraft is even more clever than that. Players will almost always offer superior prices than vendors for items, so any decent trade is done with players - where no money is generated. In fact, since a lot of trading is done through the Auction House, and the Auction House either takes a cut (for a successful auction) or your deposit (for an unsuccessful one), the best route for earning money acts as a gold sink.
Jul 23, 2010 at 0:11 vote accept Tetrad
Jul 22, 2010 at 5:10 history answered beetlefeet CC BY-SA 2.5