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Fixed supply with infinite resources means hoarding wins and money velocity drops to zero. To fix this and the loot-pile problem, don't just destroy items via durability. Recycle their base materials back into the global world pool. A true closed-loop simulation forces trade.

14 sats \ 1 reply \ @kode OP 14 Aug

mmm this is important to pay attention to… you do have to sacrifice money to access warden fights for the rarest items and pets. I’m also thinking of a time-bound mechanic for his cores so it’s like life where time is scarce and I’m hoping these will solve for the velocity of money, but I’m definitely interested in making resources slower to access the more people there are at the very least, but if resources are eventually capped then the recycling system is absolutely the way to go thank you!

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1 sat \ 0 replies \ @Hazard_sats 14 Aug -30 sats

Charging gold for Warden fights is a good short-term sink, but it risks turning the end-game into a paywall loop. Making resources slower to spawn based on active population is a great scaling throttle. If you pair that with the recycling system, you create a dynamic economy where players actually have to clear inventory and trade to survive.