I just spot checked the ships I used to fly and all of them are the same price or slightly cheaper than they used to be. Frankly, for a system where the only way to get most ships is to buy them for other players -- that's amazing! It's awesome to know I could log in and my savings is still enough to outfit the same kind of thing I could half a decade ago.
Eve heavily regulates a player's ability to print money. Most of the great faucets are not risk free endeavors, and efficiently exploiting them requires expensive ships that are completely* lost when you screw up or are murdered. For any "hardcore" players that play enough to screw up the economy in other games, it's much more lucrative to spend your time on arbitrage than suckling on the isk faucets. I'd call that as successful an economy as you could hope for in a post scarcity sci-fi universe.
* insurance is irrelevant when we're talking about an officer fit machariel.
Most of the great faucets are not risk free endeavors, and efficiently exploiting them requires expensive ships that are completely lost when you screw up or are murdered.*
The really good faucets in nullsec when I was playing in the mid-oughts were largely dominated by big alliances. There wasn't as much opportunity to strike out on your own and stake a claim. (I quit when wormhole space was new.) Also, the way risk was used as a sink didn't quite do a good enough job of encouraging players (especially the modestly resourced ones) to build their own "civilization." I think the way very capable items were used as an ISK sink also basically favored very large alliances.
There were also other anomalies. Players selling ships for below what it cost to make them, for example. Was that money laundering?
For any "hardcore" players that play enough to screw up the economy in other games, it's much more lucrative to spend your time on arbitrage than suckling on the isk faucets.
This is something I don't know a lot about. Tell me more.
I'd call that as successful an economy as you could hope for in a post scarcity sci-fi universe.
To heck with post scarcity sci-fi whatever. That has almost nothing to do with what happens in a real working economy, or making a fictional economy workable. I'm thinking that many of the problems with MMOs stem from how their economies dysfunction, and that a good way to solve the problems is to simply not let players print money. Only banks will be able to print money. There simply shouldn't be any arbitrary ISK faucets.
(I suspect that under the covers, Eve Online in the mid-oughts was basically largely "crony capitalism.")
EDIT: Something that just occurred to me: in Eve, player characters basically pay to get to fight. (Or pay to get to fight with better equipment.) Instead, player characters should be directly paid for their willingness to fight. (Killing NPCs on missions doesn't count, as this is just dressed up grinding.)
The beauty of the economy is that most lucrative assets do not generate ISK, and are highly temporary. The moon mining materials go into ships and modules, which explode permanently. On their way to exploding permanently, they sink ISK out of the economy via tax on selling (if sold) and money required to actually manufacture something.
This is probably why the price of stuff stays relatively even. If the price of a ship has gone up, it's likely largely due to supply/demand rather than purely inflation, as last time I played (this year) the price of minerals had stayed approximately the same. There might have been a little inflation, but no hyperinflation that I could see.
EDIT: Thought of a fourth faucet: buying commodities for cheap and selling them for more at an NPC-run station. Because those commodities are generated and bought purely out of thin air by the game systems.
Sleeper rats don't give bounties. If they did, wormholers would never come out of their caves :3 so sleepers drop blue loot - one of those NPC commodities you're referring to; isn't required to build anything, generates isk when sold to NPC buy order. Forces the wormholers to transport stuff to market.
Before the site changes that came with the capital rework, highclass capital escalations were habitually pulling 800m/hr with fully insurable dreads and carriers. Fortunately(?) that got nerfed, so now highclass peeps use Rattlesnakes for 150m/h in C3s like the rest of us. I say (?) because while the change certainly reduced isk faucets it also certainly reduced the number of exposed capitals to be attacked[0] -> reduced the number of people in wspace who principally enjoyed using/attacking capitals -> increased the use frequency of much-harder-to-catch ships while simultaneously plummeting the active population -> maybe sort of kind of killed jspace (we'll see).
Imagine a sufficiently large alliance in your idealized game that by hook and crook "surrounds" your central bank. All new money in the economy passes through them. Sure you can finely control inflation, but without helicopter money you have no knobs you can twist to control wealth inequality in such a situation. Even if you do use helicopter money tactics, you'll be in a constant arms race with the big alliances to try and distribute the money as far away from them as possible.
Long term players having big piles of cash really causes a lot of price dysfunction in my mmo experience. Eventually all the goods and materials that aren't required for end game play approaches a price of zero, where everything else gets more and more and more expensive as money loses value for the people who have it in abundance.
As for the arbitrage thing -- price in nullsec for capital goods was 10-20% higher than it was in empire. Having an operation that hauls replacement ships, mods etc out to nullsec, and nullsec resources back to empire was an easy way to make billions if you were set up to move enough volume. I could easily make more money moving goods in my carrier than using the carrier for combat.
Eve's combat system is a piece of design brilliance in and of itself. Battleships struggle under most circumstances to destroy frigates. Each ship size tier is loosely isolated from the other tiers by tracking constraints. Drones blur this a bit, but even though that guy spent 100m on that battleship and you spent 250k on your rifter -- he's probably not going to instapop you. Chances are he can't hit you. Your mobility makes you generally more of a threat to him than he is to you if you're tracking and tackling and people are backing you up!
In terms of other mmo's, FFXIV made some good decisions but suffers from inflationary currency problems because the lack of gil sinks. High level crafting uses tons of low level materials, so new crafters can still make a profit off turning iron into screws or whatever. They do it really broadly so there's a whole lot of goods and materials that still churn on their auction house for non 1,inf prices.
I haven't played WoW in a while, but low level ores and used to be pointless to the endgame players, so the prices on them zoomed towards zero.
I think eve is a pretty boring game, but I have never seen an mmo that did a synthetic economy better. If you manage it I'll be the first to carry your banner to future mmo economic discussions ;)
I'd simply make access to the central bank universal. Done.
Long term players having big piles of cash really causes a lot of price dysfunction in my mmo experience. Eventually all the goods and materials that aren't required for end game play approaches a price of zero, where everything else gets more and more and more expensive as money loses value for the people who have it in abundance.
Well, for one thing, I don't have a defined endgame. The leaderboards will be based on how far out into space a player can "camp" -- with the environment becoming exponentially more powerful as you go out. Tech level N+1 items will be made out of tech level N items.
Also, I'm starting to think that I should limit the uses of money. There will be the equivalent of "cold pressed latinum" -- which will have very limited uses. Maybe have everything be based on a sophisticated barter-matching system, with money only being available to and used by players? (And in-detail simulated player-equivalent NPCs.)
As for the arbitrage thing -- price in nullsec for capital goods was 10-20% higher than it was in empire. Having an operation that hauls replacement ships, mods etc out to nullsec, and nullsec resources back to empire was an easy way to make billions if you were set up to move enough volume.
Okay, I thought that this was referring to something else. This is the reason why I knew my small alliance would fail! We didn't build the "infrastructure" to do this! Or rather, we didn't create the intra-organizational norms and information infrastructure that let us do this efficiently. We even had a freakin real station, which should have been an insurmountable advantage -- except for the whole server crashing thing every time we were clearly going to win a sovereignty battle.
even though that guy spent 100m on that battleship and you spent 250k on your rifter
I loved the Rifter! My alliance had a philosophy of flying cheap ships, having no mods, and not being afraid to die, so long as you destroyed more ISK than was destroyed out from under you. We had it all over our opponents in terms of battle tactics. We couldn't manage our own economy, though. (It was badly centrally managed.) We also couldn't maintain morale.
High level crafting uses tons of low level materials, so new crafters can still make a profit off turning iron into screws or whatever.
My scheme for a procedurally generated tech tree has this property.
https://www.youtube.com/watch?v=E3DPalL7p5w
If you manage it I'll be the first to carry your banner to future mmo economic discussions ;)
Thanks.