http://mises.org/daily/6435/A-Virtual-W ... Game-World
That article discusses hyperinflation in the popular and shit game Diablo 3. I don't really know much economics, I only have a chemistry degree. But it was a very interesting read and made me remember H&H.
I've played H&H for 600 hours, since W3, which is admittedly not as much as some of the heroic nolifers here, but it's still quite a lot. Most of it was hermitting and exploring and mapping (in-game mapping, ink and parchment, not that scripted lark). But a bit of it involved that mechanic most inherent to a proper MMO: cooperating with other players within a village and trading with other players outside the village. Economics! Nothing is quite as satisfying as cooperation for mutual benefit.
Anyway, the diablo 3 article talks about the various interactions between real money (USD), in-game gold, gold faucets and gold sinks and botting, and how that lead to hyperinflation. The haven and hearth economy works in a different way, so I wondered if maybe we could talk about how it differs.
We've had jorb talk about why in-game coinage and why nobody uses it. My understanding is that in the H&H economy, the thing at the bottom of it all is high q clay due to how it's sourced (immovable land controlled by villages with vclaims) and how the crafting trees work (high q clay ultimately necessary for high q anything else). But the other interesting thing, mentioned in "why nobody uses coins" is the way many trading threads list fungible "points". When I last played, a pearl was generally 1 point. So there is a kind of currency, it's just not "coins". Also, nobody traded gold, at least not openly in those threads. Gold was extraordinarily precious.
Trading (and ownership, and stuff) works differently in H&H because it has to be carried out by a player character, moving items between definite locations in the game world. Even if it's just an alt, porting between villages. It's not just magically done by menus and databases. This also means there is no one market, it's geographically distributed. Due to the low player base there's scarcely any gold farming either. Botting is obviously an issue, but how does it specifically affect the economy?
[It is my understanding] in the mid-game trading takes place because there are so many resources, unequally distributed, and players have some but need others to progress, so they trade the ones they have to get the ones they need. In the late game, villages/factions are so large they have every kind of resource at the highest level, but the boost in supply they get by trading helps them get the edge over the other late-game factions they're fighting with.
I haven't played in a while and at my highest point I was barely mid-level, so please correct my wrongs and put forward your explanations of H&H's economic system.