@Tuoni said:
The beauty of player-driven economy is that it somewhat balances itself unless there is a cartel or monopoly activity involved. Meaning that prices will eventually have an average price based on the rarity and tier of the resources or generally how hard those items are produce.
that's a pretty big 'unless' my friend. I'm rather a naif re gaming, but even I know there's big buck$ made daily by folks who find ways around pretty much any mechanic put in place to prevent monopolies & cartels.
@Zori - I wonder whether anyone has done any academic work around this? Seems like game market dynamics would be a natural sub-field of Economics, and allow someone to get their PhD by playing a lot of games! 
In an earlier thread, I'd asked if devs could change the tool on our fireplaces to allow them to be 'public' - meaning any weary stranger who stopped by my place when I was away could rest & cook a meal.
The fact that a fireplace in Fractured isn't warm unless you build it isn't realistic, but it does reflect an assumption on the part of @Prometheus & the devs, which is exactly what I'm trying to push back on a little bit.
Building in scarcity/competition w/o building in the ability to strategically share/cooperate (except w friends/guildmates) belies the idea of totally open 'sandbox' as I've come to understand it in this forum.