Assumptions:
- Crafting materials are infinite. Limit is player boredom.
- Players can only trade through the auction house. All prices are fixed. Players cannot decide arbitrary prices.
- Goods in auction house stay stored for infinite duration and cannot be withdrawn by auction creator (except if he pays 100% item price + 10% auction fee).
- Sell algorithm is FIFO (First item placed by any player is first item sold).
- Crafting and gathering professions have a cool-down of 10 craft points per day.
Questions / Points to talk about:
- All players will be happy, fair 100% prices, scam free, no need to play stock exchange market to make a profit through crafting. New Players would have the same experience even if they arrive too late to the game.
- Money never loses its value, you could store money in a bank, arrive after 10 years to the game and buy everything at the same price. In contrast in WOW, a simple copper ore was worth 10 silver at the game start and now has ended as 200 silver. That's 2000% inflation.
- By having fixed prices, you guarantee that even if all players in the universe have 99999999999g in their pocket, the goods are worth the same. So that's guaranteed 0% inflation. Hackers may cry all they want, but goods prices will never change.
- Why didn't WOW / Diablo III used this model? They would have become billionaires with the 10% money grab technique.
Btw: my previous question on economy overflow was never answered, probably that site is dead. https://economics.stackexchange.com/questions/14609/understanding-inflation-in-a-video-game