A huge MO1 problem was the lack of real gold sinks, AKA ways to remove gold coins from the world economy. Trading gold between players just shuffles the coins around while more coins continue to collect. One potential solution is to have the server generate Auction House item listings for players to buy. If the server posted these items in small enough quantities over time (Potentially tied to player activity), gold coins could be siphoned from the game without disrupting the player economy.
"But wait..." I hear you ask. "How would the server manage the prices for every listing in every region while accounting for a constantly fluctuating economy?" That is where the bidding part comes in. All the listing needs is a minimum starting value (Such as double the item vendor value), a few days of listing duration, and the players will decide the item value. Add in a minimum expiration period between bids to prevent last second sniping, and you have all the management you need.
To summarize:
"But wait..." I hear you ask. "How would the server manage the prices for every listing in every region while accounting for a constantly fluctuating economy?" That is where the bidding part comes in. All the listing needs is a minimum starting value (Such as double the item vendor value), a few days of listing duration, and the players will decide the item value. Add in a minimum expiration period between bids to prevent last second sniping, and you have all the management you need.
To summarize:
- Add the ability to have bidding listings on the Auction House
- Add NPC-generated item bid listings as a gold sink