There was one thing I noticed differently from Eve Online’s economy than the rest. The moment I began to play Eve Online I noticed I didn’t have to spend a lot of time creating multiple items to level up my crafting skill. In fact it only took me a few hours of skill training to be capable of producing items on the market for ISK (money). I thought that was a great idea, as I didn’t have to waste time flooding the market with items of no value, a problem I see in MMOs. Such as in most cases, players are left with producing wasteful products, causing the market to be over-saturated with product(s) that are no longer in demand.
And the sad part is it’s not just a few items that end up in this situation, but rather dozens of items that are now useless because hundreds or thousands of players are forced to produce them to progress their crafting skills. For the market economy to be viable, developers need to find other ways to progress crafting without the need to endlessly craft items till the end. Doing so only causes items to crash and lose value in the market place. This is actually one of my main concerns with Albion Online since they too will be going to route of producing 100-10,000 swords to level up your crafting skill.
Although I know Albion Online will be a player made economy, but I still believe that the supply of crafters producing goods will outstrip the demand, causing many items to crash in price. And it’s not like the drop in demand for swords will also cause supply to drop as well, that won’t happen because crafters will not respond to the market's change in demand. Especially when crafters have to make hundreds of swords in order to level their crafting skill. At this point they do not care what the market demands are.
I mean think about it this way, In the real world, businesses would not need to make a thousand swords at a loss to be able to produce better quality swords. Instead they will rely on innovation and knowledge to acquire the information to produce a high quality sword at an affordable price. If businesses had to rely on producing thousands of items at a loss just to be good enough to make profits, their efforts will never succeed. In fact most entrepreneurs wouldn't even try because it makes no sense.
So why would crafters have to do the same thing in MMOs? Doing so places the economy in a bad spot. In fact I can almost say its no longer a player driven economy since a player driven economy is driven by supply and demand. But if crafters are supplying the economy with worthless goods because they're forced to do so to level up their tradeskills, then they're no longer adapting to the laws of supply and demand. Therefore, because of this behavior the economy is no longer player driven and that's when players begin to see the economy turn for the worst.