Topic

Storage and Prices: what will happen?

I have a mild case of interest in economics, and I'm curious about what's going to happen when we get the promised "nearly infinite" storage of resources.  I would predict that things people currently sell to keep out of the way will get stored away now and the auction house prices will inflate some, maybe significantly.  And eventually the prices the tool vendor pays (or ...? will we even still be able to sell stuff back to the "game"?) will have to go up too. Or not?

Is the ability to store stuff better going to inflate prices?

Posted 9 months ago by So sorry Subscriber! | Permalink

Replies

  • We should document the results and write a book about it!
    Posted 9 months ago by Carl Projectorinski Subscriber! | Permalink
  • I think that people who want to hoard stuff are doing so already, so I don't think that that option specifically will change much about the economy.  However, I think they are going to be making other economical changes, I think the vendors are slowly getting phased out.  So I think there will be big price changes and a very different economy, but not necessarily because of storage (may contribute though).
    Posted 9 months ago by Horakely Subscriber! | Permalink
  • Hoarders gonna hoard. Better bags will lower the cost of hoarding slightly, but the basic economics won't change much.

    Right now the only major sink is shrine donations, you can ever self-repair tinkertools. Sobthe current decision is "Is the XP worth donation" leaves the hoard pile fairly big. What we need are more compelling sinks - such as housing upgrades - which will convince folks their stash is better off getting used instead of being embiggened.

    Quadrupling the raw materials for seasoning eggs & beans would also create a smaller scale sink.
    Posted 9 months ago by Sturminator i` Subscriber! | Permalink
  • Read this:
    www.glitch.com/forum/genera...
    Posted 9 months ago by I Love You TS Subscriber! | Permalink
  • Based on my own experiences in the glitch ecomomy, the problem isn't so much supply as it is demand.   Supply is already out of whack- if it weren't for shrines you wouldn't even be able to walk through glitch, we would all be buried in beans and cherries.  What the game needs is to keep supply static and add more players consuming more resources, along with a breadth of economic activity such that resource interdependence is unavoidable.  An end to the "I can do everything myself" attitude would perk the game up immeasurably.   
    Posted 9 months ago by WalruZ Subscriber! | Permalink
  • Maybe we need to increase immigration from other worlds and games?  lol  :)
    Posted 9 months ago by Peachesan Subscriber! | Permalink
  • WalruZ - if it was really possible to segment players into interdependence, ending "do everything" would make for a nice economic engine, but now your talking hard limits (caps) on number of skills etc, and I don't think it will fly with the players.

    What may work is to create practical segmentation by extending things vertically, and I think we'll get a glimpse of this when honey & such are not available from vendors.
    Posted 9 months ago by Sturminator 5 Subscriber! | Permalink