[QUOTE=bran92don;43010051]So which one would you guys aim for?
1. Default price that is increased/decreased depending on price.
2. Allow players to price what they want to sell a item for but keep a limiting price that is dependent on the amount of that item there are , so they can not price it to high.
3. Let players themselves pick whatever price they want, without a cap.[/QUOTE]
Unfortunately, I'm on my iPhone so I can't really reply as much as I'd like. I would have edited my post with specific requirements for a functions economic system, but editing seems to be borked and I'd be better off just making a new post completely. One thing I do want to say even while handicapped by this small screen, is how economics works in a general sense. Only players should ever set prices, if there is any inference by the admins in how high or low a price can be set, or if that price is set statically, as in a "base" price determined by code, the economy fails completely.
You have to understand that prices fluctuate based on actions in the world , prices never change for no reason, and they always react incredibly to changes in markets. The more code you add to an economic system with rigid values, the less control players have, and the less fun and evolving the world. The code simply needs to construct a framework for transactions and items that can have worth, the rest can be treated by players. Currency is also fiddly, and I need a keyboard to explain how that would work, as the best and most realistic solution to inflation and such, is banks.
The birth of the money printer.
gmod just doesn't have the scope and player count available to truly simulate an economy on a single server, I think the best we can possibly do is an artificial economy with enough smoke and mirrors to make it seem like a true one.
That being said, if somebody were to make an economy mod for darkRP that tied into a central database so that it could transcend individual servers (and enforce security on it to stop corrupt admins from flooding the market with spawned money) then you might be able to get enough cumulative player count that things such as large companies/alliances, market competition and a dynamic player driven economy could feasibly exist.
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