120205-do-we-want-a-player-run-economy

== Content ==
			
I'm sure the question has been asked before. That probably means this post is a bump. However, ...
 
Player run economies let players produce the goods we use in the game. Wildstar uses a 
combination of player-made and vendor-made-out-of-thin-air.
 
Prices in player run economies are determined by the activities of the players themselves. 
When players mass-produce one kind of thing the prices go down. This forces profit-seekers to
produce other goods in order to make production worthwhile. The prices end up pushing players
into the nooks and crannies in pursuit of profit. In contrast vendor goods keep players in a small
range of cheap stuff that works. 
 
I would like Wildstar to adopt a player run economy in the future. Players would no longer compete against
vendors who create goods from nothing. Take medishots as an example. Vendors create cheap medishots
out of thin air. The prices for medishots cannot rise and fall as a result. And players never try the various
types of medishots. Players just stick to what they know.
 
I believe the solution is to force Vendors to buy from players. Let players control the production of goods.
Have vendors purchase from us at market prices, and sell the goods on at a modest 10% profit. This will
encourage players to farm and produce because every item has to be created before it can be consumed.
 
Eve Online has such a system, and it's a wonder to behold. The idea that every item was farmed, carried,
manufactured, and sold gives players a sense of pride in what they see before them.
 
That's my bump on one facet of a great game.
Em	
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