I like the idea of grabbing information on the state of the game as it is now, but this is existing in a world that was here before player characters and will technically exist after player characters. Tailoring the world to the level of the players as they exist at present is tailoring the economy to the players as they exist which as far as I can tell, we have not been doing. We had stated market price is double production and as I'm led to understand, that is a nationally accepted market value. I understand we're a young game presently and that we don't have the same levels as those other games, but I don't think we're at a point that double production really hurts unless everything is destroying all weapons constantly. Which I understand is a mild exaggeration on what has been happening. I personally think that there is enough going on with game that having a volatile market for goods would actually hurt the game. If possible I'd rather maintain a market value and have the option of offering a discount or possibly bartering another service for goods.
Here are some questions that I think would be useful to find out the answers to:
1. How many PC crafters do we actually have? How much can they supply (what are their levels, do they have a workshop?)
I feel like answering this breaks the immersion of the game. There are the well known crafters, but there are also some people that are known only to their small group. Trying to gather this metric to work off of, isn't a long lasting solution, it's scaling to present need, which I don't see lasting the long game...
2. What is the demand for production items among the populace? How many weapons, potions, etc. are people going through per event? How much of this demand is satisfied by loot drops from enemies, how much are people buying from PC crafters, how much are people buying from the guilds?
This varies drastically from game to game depending on what is encountered. As for planned demand, it is safe to say Potions, Bolts, and Arrows are always in demand.
3. Are the PC crafters that are in the game able to sell all their production? How much are they getting for it; how much money are they making?
I can state that as Radulfr, I have had no issues selling my production at a market value of double production and have even cut into my profits by a good amount by selling my first batch at the double base production rate when I felt the situation was dire or the request was reasonable(meaning, while it cost me double my production to make it, I can still sell it with a vastly reduced profit margin at Market value). I have worked out contracts and exchanges with folks to provide a discounted rate in exchange for other services that I've needed. Normally maxing out at about a 25% discount from Market (AKA Half base production profit) The math on that all gets very wonky. A lot of people have tried to tell me that since I'm over 10 Skill that I should pass the savings on. I've decided not to do that, as it allows me to be generous and make a batch and not pass the mark up on if I don't. Market price being double production allows a lot of fun things as a crafter and I have the choice on how I want that to play out. I like having the option to be nice.
4. Is the market clearing? (That is, is everyone who is willing and able to pay market price able to buy everything they want for the market price, and is everyone who is willing and able to sell for market price able to sell everything they want for market price?)
This is an odd one and I can't say one way or the other. I can say that with items for Gobbies at production costs, that has an impact on the in game market to a degree. I think part of that desire and need is also for a lack of items being produced in game. Also that 100 Gobbies can go rather quick. For an Archer, that's 10 Quivers of Arrows.
5. Are players able to afford the items they need?
I have no basis for answering this really so I will abstain.
6. Would PC crafters prefer a game in which market prices fluctuate a lot (so "playing the market" is essential for success), or would they prefer more stable prices?
Stable. It makes it easier to price items to sell it makes it easier for customers to know what to expect and budget for. Stable please! I could see minor mark ups from opportunists, but nothing more then a few copper, 1 silver max off market.
7. Would consumers of production items prefer a game in which market prices fluctuate a lot, or would they prefer more stable prices?
Applies to the other side of the counter. Abstaining.
8. What parts of the game are most interesting to PC crafters? Is it the economic strategy aspect (figuring out what to sell to maximize profit)? Is it the RP aspect of the transaction itself? Is it the ability to use merchanting as a tool to influence other PCs (e.g. getting on their good side by giving them a discount) for the purpose of achieving a larger goal? Or is it something else entirely?
Really, I'm not too worried about profit. I prefer being able to help people when I can, I get warm fuzzies from it. That said, being able to play the negotiation and bargain game is fun and a form of mental combat that I CAN engage in. Working through the odds and differences, checking on pricing and working out that I could in fact make 1 batch and still sell to market price was really moving for me.
9. If mods or other scenarios that involved merchants and negotiation (like the examples of haggling with a merchant over rubies or negotiating an international trade agreement) what would be needed to make them interesting? (For instance, as a player, I would probably find negotiating a trade agreement very interesting, but only if I had lots of background information about what goods are being traded, what the economies of the trading partners or like, who can produce what more efficiently, and so on. But everyone has different things that they like - that's what makes things interesting!)
That would certainly make things interesting, though with trade agreements, what things would be trafficked? I could easily see a trade agreement forming to try to get material components shipped in and out as needed. Normally there's a market with commodity items for sale, we don't really have that in game though which was B's point about not having a murder based economy. The only things sold and traded for in game coin are items used to kill, heal, or inflict some form of effect/discomfort. There's no Lamp Oil being sold. No dishes, no utensils, no pouches, no clothes. That's all OOG money with good reason, you're selling something physically with the intent of not getting it back.
10. Would people prefer answering the above questions in-game (like have an NPC go around doing an "economic census", or the Merchants' Guild go around doing a "market research survey" of what their customers want) or would they prefer handling that out-of-game (like through posts on this thread)?
I think getting this information in game would be more logical.