In-game currency: inflation and security (and limited items)
Old loot-table systems have badly designed economies in which gold keeps getting generated every time an enemy is defeated. This leads to issues in which the economy slowly suffers from inflation, since gold is generated out of thin air and has no real place to be spent once players unlock most of the content in the game.
This got even worse with the implementation of Auction-House systems, since now player gold mostly moves from one player to another, and is not spent at NPC's anymore.
Old games try to solve this with gold-sinks (shops where players spend gold, so the amount of gold in circulation is reduced), but this has proven to be an ineffective solution (pretty obvious why if you think about it).
What types of real solutions to these issues can be implemented?
@Mr.NobodyUsing blockchain technology, games can create currencies with non-fungible tokens. What that means is that each gold coin in the world only exists once, and players are unable to generate currency out of thin air.
It is important to note that this is not the same as having a marketplace to exchange game-coins for real currency. It just means that games can implement a system in which each coin dropped by a mob can only be dropped again after it has been spent by the players which returns it to the "bank" of the game.
So imagine a game in which 50% of the available gold is always kept in the server bank, and each time players start to farm (and the bank's balance falls under 50%) the amount of gold mobs drop will gradually start decreasing and NPC prices go up. And as players spend money (putting the balance above 50%) the prices gradually fall and farming rewards start to go up.
This way you can easily create an economy in which there is no inflation, since the amount of gold in the world is always kept steady.
There are some balancing issues with that, of course, like players stopping to play the game while holding large amounts of gold, but that can also be solved easily by taking a % of the player's gold out of his balance each month (especially on deactivated accounts that aren't paying a subscription).
This also increases security: a hacker can't magically increase his balance without taking away balance from other wallets.
Similar approaches can be used for resources: as players farm the world, resources disappear to generate scarcity. Once the resources are used up, they return to world drops and gathering spots. [have to write this article and connect link here]
@Mr.NobodyThe same can be done with items:
items can be "unique" on the server, and disappear (gradually) from loot-tables if too many are in the hands of players.It could even be in layers:
if X% are with the players, reduce the drop rate
if X% are with players, stop dropping. now it only comes from crafting and legendary situations.
if x% are with the players, stop coming from crafting, now it only drops in legendary situations.