I know theres a lot of posts on this forum already about how CE prices, materials costs etc are out of skew. I have a suggestion that will help bring this back into line.
The problem originates not from the how common materials are, nor the amount of crowns gained at different tiers. It's from where people sink their crowns and CE. Currently the game has plenty of CE sinks, going down floors alone is a moderate sink (especially if you "join" on a Terminal), resurrecting can be costly, danger rooms, and of course crafting all of which are services. Conversely Crowns sinks are almost all commodities, things like recipes, equipment, and materials, the only crown "service" sink is crafting, which already consumes CE. The problem is once someone has a recipe, they can then use it to benefit others and the crown sink of the recipe itself falls off, then that person also farms for UV's and the crown sink for gear falls off, meanwhile materials are generally too common to maintain a stable market in and of themselves. So Crowns continually deflate in value and inflate in quantity while CE remains stable, driving up the price of CE and down the price of gear.
To me it seems that the majority of the problem exists where there is no Crowns service sink of real quantity. One solution would be to force people to only craft from their own recipes. This would drive up the prices of materials since the raw item wouldn't be salable and people hunting for UVs could never recoup any of the cost, it's also however not a very pretty solution since it then enforces grind into the game. Another and I think much more effective solution would be to drive up the cost in Crowns for crafting items, based on the number of times that person crafted it, while reducing the prices of the recipes by a large amount.
Example:
Currently to make a 2 star sword it takes:
Materials (1000 Cr at most)
400 Cr
50 CE (2100 Cr last I checked, but I hear prices have gone up)
Recipe 1k Cr
A total of 4500 Cr value for a new player
To buy that same sword from someone who is UV farming it will cost 1.5k to 2k Cr (or less!). Since they are generally using mats the got themselves, and maybe their mist energy on days they can't play much, at best they are making 1.6k Cr, often times they are actually operating at a loss however, of up to 2.6k Cr. There is therefore no incentive for a new player to go through the Crowns sink of crafting it themselves. Resulting in inflation of Crowns, while their value continues to sink.
With this change:
To make a 2 star sword:
Materials (same 1000 Cr)
50 CE (same 2100 Cr)
Recipe 100 Cr (yes thats a very large reduction)
Finally Crowns:
Craft 1: 400 Cr
Craft 2: 1000 Cr
Craft 3: 2500 Cr
Now thats a 150% increase in cost per craft, and both it and the reduction on the recipe might be a little extreme, but this is an example, I don't know the numbers 3Rings might want to look at but the main idea is that repeated crafting becomes costly which means crowns get spent into a "void" in the same way that CE does. New players are encouraged to craft their own items and can make a tidy profit if they happen to get a nice UV on their first go. Meanwhile UV farmers are quickly forced to halt their production as the price becomes unmanageable. This will also have the effect of increasing the value of UV items because no one can easily sustain "farming" them. Now it might be a good idea to have the craft cost reduce over time (say maybe reset or drop X price tiers each week) and/or a cap on the price of crafting. The main goal remains though that it would force a sink for long-time players who want to farm these special bonuses, without damaging the market for new players.
I know a lot of people won't like this idea but it's the best way I can see to stabilize the markets. Also I know people are gonna say my costs are out of whack and thats fine, as I said before this is intended as an example not 100% accurate analysis.
You should of posted this here http://forums.spiralknights.com/en/node/7519#comment-40801