@munch You do have to concede the fact though that not all mobs have been seeded yet, and we may be in for a lot more Gold carrying mobs, not to mention once the other 2 continents and then 2 planets come in, that will help compensate for the higher player population.
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.
I still also say that @Daarknes is not taking into account such sinks as 'unclaimed gathers.' How many times have you gone to loot say a wolf, and just left the pelt behind because you already have a bunch in your inventory, or your weight capacity is getting full, and you don't feel like running back to town yet? You may be out trying to gather animal bones for arrows, and you end up with pelts you don't want, conversely, you go out for pelts, and you dump animal bones, wolf's teeth, and animal blood because of space.
People will prioritize different loot, and a lot of loot will quite frankly get lost. There won't be an optimum gathering out there. There may be some organized guilds that will go on specific optimized gathering raids, but mostly a lot of gathers will go ungathered. This is also true for a lot of vegetation and even ore. There won't always be someone at an Ore node when it refreshes, and a lot of the vegetation will sit for hours in game without being gathered. Thus supplies will fluctuate, and these things won't get over saturated. IF they do get oversaturated, their marketplace prices will go way way down, causing less people to gather them, until their price goes up again.
As @munch said also, Logs and Stone have no intrinsic value. Yes, when your building your city buildings and residences, it can sometimes be hard to find enough stone and logs to go around, near by, but I have yet to see anyone really opt for buying these supplies over just waiting for more to respawn. The fact that eventually, stone and wood storage sites will be relatively full won't affect the market economy at all really in this case.
@munch also has a point in that most MMO economies are not balanced and do end up with rampant inflation as more and more gold makes it into the mix. Thus, previous game design knowledge doesn't mean we are not ignorant of game economies. One of the hardest things to balance in a game design scheme is the economy within the game, and as a Game Design teacher, that is one of the first things I and colleges teach is that very fact. Shoot, actual economists have real trouble trying to do true simulated economies. The more factors involved in the whole, the harder it is to balance. The simpler the system, the easier it is. MMOs are meant to not be simple systems. Lots of variables means a more interesting gaming experience, and a more difficult economy to balance.
@spoletta yes, I also seriously doubt we'll see a total no-PK flag system in the final version of Syndesia, however, I also feel that the prevailing PK system they finally settle on for Syndesia will majorly discourage many serious PKers from Syndesia. The more serious PK enthusiasts will gravitate towards Tartarus, and although there will be gankers, the Devs are working quite diligently to make ganking undesirable for continued advancement. Penalize it enough, and ganking will become much more rare. That is not to say hunting specifically around resource nodes won't still happen, but I don't see it as the 24 hr camps that you experienced like with high tier mobs in EverQuest and WoW.
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.