crystal energy vs. crowns
let me state that i understand these points right now and will concede them ahead of time, so i don't have to deal with tedious, possibly arbitrary arguments.
1. developers are in this to make money, even if it's a free game, and
2. economies stabilize.
with that out of the way...
i don't want to sound like an alarmist, but crystal energy prices have literally tripled since closed beta/start of release. that's alarming. we get it, it's a player run economy, therefore any market tampering is outside of the developers hands.
except it isn't.
it doesn't take a rocket sprocket scientist to understand that economies stabilize. but the thing is that with absolute no handling of the economy, the point of equilibrium is not controllable. yes, the economy can stabilize, but it can very possibly end up in conceptually problematic places because:
1. instances give more or less set amount of crowns.
2. to get in instances, you must pay crystal energy.
3. crystal energy is purchased for free players with crowns.
4. the price of crystal energy is volatile.
if trd had set a hard equivalence rate on ce:crowns, they could control more or less where players should be relative to how much work they input. i'd like to note now that i'm not suggesting this, i'm simply indicating that players are generally at certain benchmarks based on how much work they put in. however, with a player-controlled economy, particularly with a secondary currency that doubles as the enabling agent to do anything in the game, there is no way to control it unless we come to one of two actual suggestions:
1. increase supply, while somehow keeping demand in place (difficult, i think, with a currency that is used for everything. imagine if water or food was a secondary currency in more modern times. how useful would you actually expect dollars to be, if you could just use water for literally everything?), or
2. keep supply in place (or even increase it), while decreasing demand
let's look at 2 indepth.
if you had supply in place, you could decrease the demand of ce by incentivizing the usage of crowns. i'm not a game designer or an economist, but let's just brainstorm here:
1. allow re-rolling of items for a chance to obtain a uv.
let's say you pay 8k and the server re-rolls your item as if it was freshly crafted (maintaining heat or not, it really doesn't matter). you suddenly have a way for every player to burn 8k in numerous amounts and let crowns leave the economy. as crowns leave on a wide scale, the value appreciates and ce prices are driven down, while players still have constant crown income via dungeons. of course, uv prices are affected, but i don't think that's much of an exchange to gain a more stabilized economy.
2. open secondary gates that cost crowns instead of ce.
you could cut heat, dungeons, amount of crowns gained, etc. or make the cost of rooms prohibitively expensive. crowns are leaving the economy to gain crowns (slight net gain or loss, depending on other factors), while ce demand is kept in place.
3. a lottery system.
imagine that people spent 5k for a ticket and 4k goes into the prize pool per ticket. you have a 20% loss of crowns right there by virtue of everyone who played the lottery.
and the most interesting proposal, that would allow the game structure to remain relatively unchanged:
4. crown:ce drop ratios.
what if the game calculated crown drop rates based off of the current market value of ce? the structure feels the same, but as either currency inflates, so does the gaining of the secondary currency. i can't imagine the numbers or formulas used to acquire said numbers, but i also am not paid by sega to do such things. i would like to point out though, if ce:crown ratios got too high, crowns could pretty much buy anything just straight out of vendors, effectively super accelerating people to higher tiers. obviously, this is considering extreme cases, but it's always a possibility.
and i don't know if any of these things should actually be implemented. i'm simply looking for conceptual ways to implement, "crown holes," into the game so the market gains a little bit more stability.
let's make this an open discussion. give constructive feedback, positive or negative, and let's try to work out some ideas here.
your premise of "stabilized exchange rate in a problematic place" is without ground. in fact your explanation:
"1. instances give more or less set amount of crowns.
2. to get in instances, you must pay crystal energy.
3. crystal energy is purchased for free players with crowns.
4. the price of crystal energy is volatile."
is merely a description of the current process. so if you could clarify that...