I hope this comment has been useful to someone.
I hope this comment has been useful to someone.
To me the most blatant examples are mounts; in the last expansion they added a mount that costed 2M gold[]--when I thought it was crazy and that they couldn't possibly outmatch it, they came up with a 5M gold mount[] that was released in the next (current) expansion.
[]https://www.wowhead.com/item=137570/bloodfang-cocoon
[]https://www.wowhead.com/item=163042/reins-of-the-mighty-cara...
Massively increasing the supply by having it possible for players to trivialise the ransacking of dungeons without risk of losing their haul to PKers. Classic inflationary spiral.
The NPC shopkeepers also kept hours, would take breaks & walk around town, etc. That was another thing they wound up getting rid of quickly
Even with so much of that removed, UO always had the feeling of a living breathing world more than almost any other game.
I never played it however, I was too hung up on the notion that anything short of a full on sandbox which allowed all the behaviors people were fleeing would be good enough for me. Took me a while to realize that the only people showing any interest in the types of games I was looking for were the people I hated.
Expecting a reasonable supply/demand for something that gets spawned without limit, and gets harvested as a side-effect of something people want to do anyway, is like expecting a supply/demand based trade in candy wrappers or banana peels; The obvious economic value for most NPC drops is zero, and artificial price fixing is required to make it something else.
NB that in early UO, skullcaps weren’t a drop, they were mass produced as they were the most cost effective way to build stats and skills. Doubly so if shopkeepers would actually pay for them