there are not even basic arties for sale on every shard. i also know of many players who keep 0 spending gold on their home shard because theres nothing to buy. i would not call this anything close to a functional economy.
I really don't see how artifacts being on sale have anything to do with the
population of a shard (which is a strong premise for the merging according to some people). There isn't enough interest for people to farm m'arties and such on the lower population shards, very true. I rather like that - gives blacksmiths a chance to make and sell their wares... which honestly is the better solution imo.
That leans toward community.
When dropped items got better attributes than what the crafters could make, it created a serious vacuum in the economy. All those crafters were suddenly without customers, even for repairs! Artifacts fell from the sky like rain! Everyone and his cousin was out farming the "latest and greatest content" to get the "latest and greatest items" and when they had enough for themselves, they sold their surplus. Players were out farming artifacts and, if memory serves, is what started the current "economy" for no longer were the markets driven by finely crafted wares - but by those who got the most drops the fastest. Personally, I have so many artifacts, I purposely DON'T USE THEM for I feel it is boring being the most twinked out character. I've been hoarding artifacts - to unravel them.
Yes, I destroy artifacts.
Prior to the artifact storm (some call it Age of Shadow - its just Age of Stuff to me), I think it was all pretty balanced. Were some crafters price gouging in the past? Yep... but they quickly earned bad reputations and thus, were not very popular.
If the majority of players are so keen on farming drops and arties - of course there would be an imbalance - flooding the market with too many of the same thing when people already have loads of arties in their storage containers. Shoot, I've seen artifacts get left behind at IDOCs!!!
As I see it in other games - the crafter is the cornerstone. They are the ones that keep the markets active - by buying up the resources others collect, by creating items from those resources, and then selling those created items as the players' demand rose.
What happened to UO is the players' demand for crafted items fell, the crafters no long had a purpose, the items they could produce no longer could compete with that which was farmed. So those people who were die-hard crafters, left. Of the majority of people I used to play with, almost all of them were crafters. Aye, they had combat characters, but their fun was really in crafting.
Its slowly reversing.... I'm currently lost in the mire of reforging and imbuing benefits as most others are.
But the question really is, how can we, the players, change the state of the game? Or should we rely on the providers of our game to force us to change?
hrmmm...