Well im actually Referencing the economy of puzzle pirates but thats ok.
Ypp ran on a dub sytem and market (similar to SK) and they had a realistically stable and usable market set up the only real spikes were when battles to control an island happned and most of the time it stablized within 24 hours. here is how i think they accomplished this
1.Player owned houses were a huge coin(crown) sink ( possibly guildhalls)
2.most dub(CE) involved things took a mixture of coins and Dubs to buy.(i.e an attempt to implement this was in crafting)
3.Player owned stores also were a big coin and could be a big dub sink
4.New players could be competitive and could save to gain access to places such as the monster lairs were high payout/reward for everyone was common the mission system attempted to achieve this i believe but did not take in to account the huge costs of getting to the point to run FSC regularly with a good team
5.Monthly promos
If anyone has anyother example or comparisons post! or other suggestions that are more SK applicable
^