When a country’s government no longer backs its currency from a tangible asset such as gold or silver the inevitable always occurs, inflation. In themepark MMOs inflation is also inevitable, but why? In themepark MMOs all (or at least most) goods are eventually acquired. At some point later in the game’s life-cycle, players participate less in activities that cause money to exit the economy. For example, once a player reaches max level, they no longer need to spend money on skill training, mount training, mounts, craft training, and other activities that cause money to exit the game (i.e. vendor purchases).
A prediction has come true. In the past I wrote an article about rare crafting materials being available from raids or dungeon drops and how it will upset and unbalance the crafting community. Well Bioware Studios has decided to do just that. The crafting changes in SWTOR 4.0 were big, some materials were deleted, tradeskills were changed, old schematics were archived with some no longer available, and finally the materials needed to product end game gear were found exclusively in dungeon drops, a currency vendor, and from personal conquest.
In the past few months I have been on a hiatus from this site. I really didn’t have much more information to discuss in regards to crafting and MMOs. However, not only have I returned back to this site, I also have returned back into the realm of MMOs. I’ve decided to re-join the story driven MMO Star Wars the Old Republic. Thanks to Knights of the Fallen Empire, a new expansion that’s coming around in Oct 17th and one that will re-focuses on the character and companion story, I decided heck; why not give this MMO another shot?
Have you ever played an MMO where you decided to forgo your crafting skill until the end game or until you're reached maxed skills in other areas such as combat? So of course whenever you decide to pick up a trade-skill you've managed to accumulate hundreds or thousands of in-game gold with the idea that you're simply going to power-level your crafting skills to max.
In my previous post I went into great detail about the underlying of a gold standard. Now the question is will a gold standard work in MMOs? I believe if the MMO economy is player-made, a gold standard will flourish. However, if the MMO economy relies on NPCs, quests, or drops, a gold standard will lay ruin to the economy.