Biggest propblem with player to player economy are alts.
Our problem is that we are free, will always have to be free and controlling alts without being able to charge a fee is next to impossible.
Currently its really easy to level an alt up to be able to craft Level 3 stuff, so its easy to supply everything you need yourself.
Only way to create demand for certain items is to make it harder to get them. First step was unguarded mines. It made this only slightly harder because its still very easy to get whatever you need, but further things will be done a long this path until desirable items are hard to get so everyone can't just whip himself up an alt and craft away whatever he wants.
Somethings including:
- Stripping away higher tier stuff from easy encounters (Particularly ammo)
- Moving towards blueprints for higher tier items (Needs the new quest writers for the quests to gain these) - Think Level 2 professions + Blueprint instead of Level 3 professions.
- Specific places in the wasteland to craft items (Think the concept for the MFC machine in Sierra expanded
Perhaps, if it still remains too easy with these things, a limit on how much each workbench can produce in an hour.
One day, after much moaning about how "I can't craft X!" we will create player demand
