I'm not suggesting that the GMs control the economy, rather just boost it during it's infancy.
Right now there just isn't any demand for "rare" drops, or mining/hunting/collecting products due to low playerbase. Things like cotton feather wings and coldblooded hearts or silver, silk, hunting bait, in-fight mana/HP boosters etc etc can't be sold at anywhere near their value.
Not all of us were lucky enough to strike it rich in the initial rush to level 70, or to get a dozen mounts/ pets for peanuts during the credit mall bidding.
I'm sure that after the game catches on and the playerbase grows a stable economy will emerge, but until then (like in real life) a little artificial inflation and a helping hand to create a viable economy that can eventually run itself is needed.
How many players are in the Fleamarket selling goods at any given time? between ZERO and what? four? That's just not enough to draw players and thus create a flow of trade.
The other alternative(which I'd intended as a separate suggestion) is to add BUYING while AFK.
Instead of only having sellers in the fleamarket players could open stalls with a list of things they wish to purchase including the quantity and price that they are offering to buy. This would allow for more buying and selling than the current "online" playerbase can currently do. This would solve the problem that we just aren't likely to have both buyers and sellers of any given product online at the same time.
=)
[ Last edited by shuanshi at 28-4-2008 19:37 ]