I'm really hoping that when the new trade skills are rolled out, they include some mechanism to protect them as actual, viable *trade* skills for the portion of the player base that needs to get an actual return from such skills. If I'm a financially well-off player with an eye to make friends, and move up in my orgs, and there are no serious downsides to providing my trade skill free to others, it's a no-brainer. Doing *just* that isn't going to mean advancement, but it makes absolute sense as part of an overall approach, and that is always going to be harmful to the actual market (because in Achaea enough of us are artificially "rich" to matter). I'm not trying to push admin to run Achaea as some sort of charity, but Achaea does have sort of a unique game economy, and having more people who are trying (and succeeding) at making some actual gold tends to make for better and more consistent service availability than my fellow credit whore who is doing it "to be nice". If this is something enough people care about, the next question is, what's the best way to make it actually work? How do you make it unattractive for us credit whores to curry "good will" by providing free or nearly free services?
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Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Supply can't be infinite, or it will outweigh demand, and the price of goods will fall.
You can limit supply by having goods take time to gather or generate. The problem you then encounter is sellers who don't value their time or effort. If people aren't attempting to maximise their profits, it undermines the economic premise.
You can circumvent this by mechanically limiting supply. A seller can undervalue their goods if they want, but if supply is mechanically limited they will soon run out of stock to sell, and be physically unable to replenish it at a level that meets demand. Depending on the resource and whether it is essential to gameplay (eg. curatives, not luxury goods), this may require admin monitoring to ensure a 'fair' level of scarcity, to prevent demand from dramatically outweighing supply.
Achaea's mercantile setup creates some issues in terms of bringing goods to market. Tailoring and Jewelery are tough to make work as tradeskills, because to recoup design costs and eventually profit, you need to sell goods in significant quantities. That's not plausible unless you own or have access to a shop. You can try to get around this by selling designs, operating on commission, but that is a very high-effort, labour-intensive way to operate. These are great skills for creativity, but they don't work very well as tradeskills IMO.
Gold, inflation, and goldsinks are a related but separate issue. There must be ways for gold to permanently leave the economy - not just be transferred between players - that correspond with gold entering the economy, or else gold in circulation builds up, currency is devalued, and credits cost more. Inkmilling removed the goldsink of buying ink from NPCs. It will be interesting to see if they add or remove any goldsinks to/from existing tradeskills when they shift them over.
Results of disembowel testing | Knight limb counter | GMCP AB files
Results of disembowel testing | Knight limb counter | GMCP AB files
A much bigger problem is that, even when people are seeking profit as their primary goal, they're still willing to work for practically nothing. For example, potash isn't selling for 6 gold/piece because of people giving away minerals for free, it's because of people being perfectly content working for 4000 gold per hour (or, more likely, not even considering the time cost at all). Time is the biggest cost in a lot of tradeskills, and for some reason a lot of people find it difficult to assign a value to that time. Limiting the supply as Blujixapug suggested will help a lot with this. But that won't be enough, because of the next problem.
It only takes a small number of players to provide goods for the entire game, and there are a lot more than a few players providing those goods. If you limit supply, then the tradeskills become more profitable (ideally), but fewer players will be able to use the tradeskill. If you want tradeskills to be a widespread option (which seems likely, given that they're being made more accessible), you also have to force the supply to be spread more evenly between users of the tradeskill.
The design tradeskills (cooking, tailoring, jewellery) have their own problems. Cooking has almost no demand, since a lot of players have no need for food at all, and the ones who do need food usually only care about sustenance and so they go for the near-infinite supply of cheap, filling food sold by denizens. For tailoring and jewellery, nearly all players wear a single outfit constantly until it decays instead of changing frequently like in real life, and clothing/jewellery lasts a long time, so again there's not enough demand. Then there's the problem Blujixapug mentioned of them generally requiring a shop in order to be practical.
Probably the biggest problem though is that all tradeskills are far inferior to bashing and questing. So after the initial investment of learning the tradeskill and maybe buying a license, you're able to do something that won't ever be as profitable as an easier option with no initial cost. This affects inflation as well, since the best sources of gold are the ones that generate new gold, while things that just transfer gold between players are a lot less profitable.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Results of disembowel testing | Knight limb counter | GMCP AB files
*Some idiot, can't remember his name but pretty sure he was one of the hundreds of freshly rogued forestals, had the gall to complain that he was being 'put out of business' after the fact (and celebrating with 'lol f u Oakstone prices!!111!!!'.) Those recommended prices had been put there for a reason even if they were in dire need of reviewing. But like I said, it eventually self regulated even without a price list.
I would have loved the idea of some kind of cartel RP, fixing prices and what not, but it's so hard to enforce in the game.