Since I see no recent posts specifically on this, I'm going to put my ideas here and hope a discussion happens.
What do people think should be the basis of the game economy?
I know what I do at the moment - I harvest things, I mine things, I get random drops, I buy things from vendors; I make things; then I donate things and sell things to the vendors.
It's all very solitary and very lonely, and not a system that allows an economy to, well, work.
***My ideal world of Glitch would look like this***
Every single item in the game, apart from those sold by vendors, can be either made from raw resources or found randomly.
Vendors would ONLY sell very basic things to get new players started, i.e. limited use and unfixable tools.
EITHER no vendors would buy _anything_ from the players OR there are some vendors (ideally in starting streets only) who would buy some things (ideally things that new players need) based on market prices and the amount already in stock, and the sold items go straight into the selling stock of the vendors.
Shrines would calculate favour based on current market price of any item.
Auctions would work a lot better (with both a putting items up for bid system and pre-bidding system). The frog system (fixed time delay) should go alongside a "go to a place and collect" system (instantaneous), for people who want to trade.
What I'd like to see happen is that it would no longer be necessary for the developers to buff or nerf any aspect of the game, and supply vs demand would work everything out. Underpowered? If people need the resource then it becomes profitable. Overpowered? If too many people do it, it becomes unprofitable.
What do my fellow Glitchiens think?