Timeline for How do you prevent inflation in a virtual economy?
Current License: CC BY-SA 2.5
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 1, 2015 at 4:37 | comment | added | Dronz | @coderanger Yes, though in a real world, someone who hordes tons of stuff starts to need to pay people to guard it from theft, one way or another. | |
| Feb 1, 2013 at 16:29 | history | made wiki | Post Made Community Wiki by Jonas Byström | ||
| Aug 5, 2010 at 16:18 | comment | added | Wilduck | @Brandon Is completely right here. The fractional reserve system allows there to be ~10x as much "money" in circulation as there is physical currency. | |
| Aug 5, 2010 at 13:57 | comment | added | Brandon Bertelsen | Actually, that's not true. In the real world money, or real balances, are created by credit (usually through banks or related institutions). | |
| Jul 22, 2010 at 6:58 | comment | added | coderanger | Ultima Online tried this model when it started, you forget the tendency of MMO players to horde stuff. Pretty soon the pool of resources hits 0 and new players get shafted. It can be adapted to deal with that, but the general model is just too far from how gamers think unfortunately. | |
| Jul 22, 2010 at 6:07 | history | answered | Toeofdoom | CC BY-SA 2.5 |