A core problem with any open world type game system is that, unlike the real world, NPCs exist, and mobs just spawn (maybe in Ashes they don't, and just eventually stop spawning, creating barren content wastelands).
As long as NPCs exist with the ability to give a player some amount money for an activity or item without hard cap, the inflows and outflows of capital must be very carefully controlled by developers. This post is about one specific thing that is difficult to maintain proper control of (while also having the game be stable otherwise).
It occurs when a rich or powerful player, or small player group, desires something enough to throw their investment capital at it,
and the capital is spread out to multiple economically lesser players who have any reason to spend money on advancement. This requires three general assumptions:
1. There is a currency sink that exists for lower level players, the money doesn't go to a different player, it's removed from the economy (e.g. stable fees, repair costs, tool purchases, etc)
2. The larger, 'lesser' group has a very large or conceptually infinite incentive to keep doing whatever the rich and powerful want them to do, in order to obtain money.
3. The result, for the rich and powerful player, is an investment and not an item with a cash value which can then be easily liquidated later.
For anyone who isn't clear on why the above are likely, there's some other base principles of MMO economy that set it up.
1. Players can't be allowed to 'print money' in a sane economy game, basically, NPC pricing has a limit that's set using a formula for how many things individual players need to buy, to take currency out of the economy. This is tied to number of players
2. Economically less invested players in MMOs do not strongly like games where their financial progress can't be converted into growth or power, or where someone else controls that.
3. It is in the interest of the developer to keep it so that the economically less invested player also tends toward saving money, rather than having a surplus of money (I don't have time to go into why this is, if you disagree with this one, can just ignore the post)
Ok, preamble done.
If a rich and powerful player divests their capital into the hands of 100 'economically less invested' players, who normally are 'playing around the idea of not having enough money to just do whatever they want', then suddenly, they are likely to use it all. In a game with the currency faucets and sinks tuned to 'low', this is a positive mostly (just economic stimulus).
In a game with the faucets and sinks tuned to medium or high, the general experience of a less invested player is that they are conditioned to spend capital in large chunks whenever they save up enough for whatever they want. This usually means that if they suddenly get a lot of money, they will also instantly spend it, it removes a 'strain point'. If the sinks are tuned to 'high', then the player often responds to a big influx of money by 'stopping worrying about saving money by not grabbing X easy thing at the NPC'. Liquid capital drains out of the economy rapidly. Even moreso in games where tax rates are variable, or direct sinks.
So you have 100 players with more money that they are pouring into the sink, but whose time is being devoted to generating something that a single or much smaller group of players at the 'top' want. That player, in most designs, cannot possibly use any faucet quickly enough to counter this. Situations where a large number of players are devoting their time to gathering materials or items to achieve a single goal which then consumes all those items, leads to this.
Basically, the rich player is pouring 100x as much money into the sink as they can by themselves normally. There are designs where this is fine. I'm not making any claim about it being 'not fine' in Ashes. Just talking about it. I think that a game system that builds this in, with a tuning around it, or a 'builder-spender' economic model where there are long periods of high production and inflation followed by investment deflation of this type, is inherently unstable.
This post is just for practice, and being made on the off chance it helps Intrepid somehow... maybe others can take something from it.