Some have claimed that the most-efficient way to make money is by playing the buy/sell game with NPCs.
If they are reporting their returns honest (I have no way of knowing), then what appears to be your premise, that turning down PvM gold drops would somehow "fix" the economy (more on that in a moment) is indeed incorrect.
I must also point out, as I strive to every time this issue comes up, that it is by no means clear not it is an objective fact that the economy is 'broken' in some way, especially since everyone seems to use a different definition of 'broken.'
Sometimes people use that term to mean that prices are too high ("THE ECONOMY IS WRECKED BECAUSE YOU CANNOT BUY ANYTHING GOOD AS A NOOB!!!", others that prices are too low ("IMBUING WRECKED THE ECONOMY BY MAKING MY 40M ORNATE AXE WORTH ONLY 10M!!!"), others that there is too little gold ("NOOBS CAN'T MAKE ENOUGH GOLD TO STAY AFLOAT"), others that there is too much gold ("THERE IS TOO MUCH INFLATION AND NOOBS CAN MAKE GOLD TOO EASY!!!").
-Galen's player
Well the problem isnt really the number of gold pieces you can get, but the value of them. Even if they turned down gold drops 90% (which obviously would have to be acompanied by a currency change to work) you would still have the same zero deterrent from non stop currency farming, so the value would remain low, even if the numbers dropped.
Don't get me wrong I think that from for no other reasons than aesthetics and simple logistics of moving currency it would be great to drop currency numbers. Id much rather pay 100k for something than 100m.
But it doesn't solve the problem of value of your virtual wealth because there is no scarcity.
I've thought of some ideas over the years to help simulate scarcity without actually having a set world resource number that cant be exceeded, but I still think the most natural way is though (at least partially integrated) open pvp.
As for the merchant buy/sell tango, yes, it can be very profitable, I would imagine it could potentially exceed on a gold per hour basis monsters hunting, but, I think we all can recognize that monster hunting is THE thing to do. Everyone who plays this game hunts monsters (maybe not on every character, but every player hunts monsters aside from a handful of radical exception that might exist). Most of us have probably spent a lot to most of our time hunting monsters. It is the past time of Britannia. It's why most of us buy or work for new gear, its what must be done to get those cool decos for us decorator types, and ingredients for those who craft their days away.
Pvm is an integral and inescapable (and fun) part of the game. Buy low sell high is a niche activity at best. PVM is where the mass of the gold comes from.
To the point of the economy being broken, I wouldn't fall into any of the categories you mention personally. It's not about prices being high, its about the value of currency, and more importantly its about the range of economic interaction. I bring up siege again because I feel that it had a very excellent example of a thriving economy (like... up to like 2 years ago when we started the dipping player base) people sold ALLLLL kinds of thing. Way wider range of items being bought sold and traded in all price ranges, than on a regular shard.
Yes, part of that was due to other special rules (predominately one character rule creating more dependency between players) but none the less, when you collected some gold, it felt like it had value, and you felt like you had a lot of choice as to what you could employ it to acquire. And the open pvp had a very real part in that economy. Not only did they help create scarcity of currency, they also required supplies, and as well when they killed required those killed to need supplies also.
The pk is in my opinion a beatifically parasite. He may annoy you, and foil your plans from time to time, but he absolutely helps to keep commerce flowing and thriving. And I always got a great sense of satisfaction knowing that I made it, and I thrived despite their machinations, so I can add personally
I think a perfect game would have open pvp, full loot, but with two central balancing agents:
1) a carefully devised system of item acquirability and usefulness. A balance where things aren't TOO hard to replace. Just hard enough to keep everyone moving and involved. So that when you do get killed and looted, its just a defeat, not something that makes you want to quit playing.
2) a well thought out set of player justice tools and safeguards to prevent the parasite from destroying its host. This I think is where UO really failed. Pks were impossible to really stop. If player police have actual tools to deal with villians then they have an important role that is satisfying, that of ACTUALLY keeping people who don't pvp safe.
/end mile long post no one will read.
