@GamerSeuss said in Economy Feedback and Suggestion: Let's face it, if a + b = c is all you needed to know to be a Game Designer or an Economist, we'd all be doing it, until supply would so way overload the market that it would get abandoned as not profitable enough to merchandize. That happened in the 80's and is kind of in the throws of happening again. Just sayin'. @GamerSeuss said in Economy Feedback and Suggestion: That being said, there is still an easy limiter here, in the Devs only have to limit the mobs availability for gold farming, and, if that still causes a problem, they can lower the gold drop probability and amounts, and increase the taxes on the marketplace and crafting that go to the 'system' and not the Governors. Static solutions generally fail. In short, game economies can not go negative. The most that could happen is that they reach 0, which would be game breaking for obvious reasons. A workable solution would involve allowing the resources to accumulate until a certain threshold has met with normal systems at work, and then slowly increase downward pressure on the system until it reached a sort of slowly oscillating equilibrium where the downward pressure would increase and decrease with the number of goods/gold coins in play. Dynamically adjusting what mobs drop is one way, having npc's that buy/sell/dispose of goods is another. The more systems that a player is able to choose to interact with instead of being forced to interact with, the better. Hence the reason to suggesting alternatives to simply increasing taxes or decreasing drop rates.