Re: Encouraging Money Velocity
Another thing I'm trying out right now, which may seem a bit counterintuitive, is adding plenty of ways to acquire basic items/services from NPCs. Notably, I use higher prices and such. Ultimately, I'm creating a 'price ceiling' (as in the economics term) for these basic goods and services. PCs can easily perform these services cheaper and make plenty of profit, but the idea behind the price ceiling is to provide an alternative for a small playerbase, just in case they honestly can't find a PC, as well as prevent 'PC market forces' from running amok. This seems to be garnering positive reactions so far, at least.
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