LOL, I think it\'s time for me to delete this thread and make a much less vague one

... but let\'s see if I can still repair this one.
Sorry guys, especially ArcaneFalcon and Kuiper7986. Only now did I realize where you guys are coming from.
I named the thread \"a REAL economy,\" and some of the stuff I mentioned in the first post really made it seem like I want a completely different system of economy from any MMORPG ever created and make it absolutely like real life. And then, when I got comments that I didn\'t expect that argue with, not my main ideas, but with back-up info and stuff like that, I was somewhat surprised. For some reason, it didn\'t really hit me that what you guys, except for taltiren, are arguing that my system will not create some sort of super realistic economy. And I see what ArcaneFalcon was saying about the major MMORPG economies. OF COURSE, they\'re complex economies that work, but in my opinion, there\'s just nothing exciting about them.
Time for an explanation. I made some mistakes in naming the thread and some of the introductory stuff in my first post. What I\'m really going for is a slight variation on the current MMORPG economy system that will not be simply like moderately advanced barter (which is what it is in virtually all current MMORPG\'s). What I basically meant by \"real economy\" is a simplified sort of modern economy. It\'s pretty hard to say what I\'m going for, but let me sum up my points.
PARTIALLY SPECIALIZED ECONOMY: I imagine we\'ll have different styles, different races, etc for cities/areas, so why not actually have them be a bit different? Mobs would drop items in some places that are different (or rarer) in other places. This would make the transportation of those items fastest to certain cities, making those cities \"centers\" for those items and goods that are made with those items. Please remember that the reason for me writing this thread is that I want this system to work well with PS, and in my opinion, it would. Since people will have specialized jobs and will be able to open stores and stuff like that, a specialized economy would work pretty well. It would also make different cities special, and they would not just be useless places where a bunch of NPC merchants sell cheap, common stuff. Some people (depending on their jobs) would actually have to commute between cities and travel within cities to find, for example, merchants that sell certain items for cheap. \"Brands\" would sort of be created, especially if guilds were to be formed based on people\'s crafts and the most efficient guilds that sell things in large quantities for cheap would get more business. Thus, competition would be encouraged. I realize that a monopoly would be a thing to watch out for (although an interesting thing), but since I want a more or less controlled economy, it wouldn\'t pose much of a threat.
A FEW DIFFERENT JOBS WOULD BE CREATED: \"Businessmen\" (I refered to them as Traders in my first post) could travel from city to city buying/selling things, from/to NPC\'s and/or players. There could be quests for them to do or just simple business interactions, but it wouldn\'t be easy for a n00b to make a lot of money. Once that n00b becomes higher level, though, he can take long, dangerous trips (because they would have to travel through dangerous places and because bands of thieves and pick-pockets would be encouraged to rob them) to other cities, which WOULD get them larger amounts of money. One thing this would depend on is that thieves/pickpockets would have the abilities to do this to a businessman \"class,\" and that\'s a pretty nifty idea, if I may say so myself

As of now, since you won\'t be able to just PvP anyone, this would make those thieves actually successful.
SUPPLY/DEMAND: This is not a new idea in the least. ALL economies function on this idea, but I just want to mention that \"economists\" would have to help developers take care of this early on so that items and tradeskills would be balanced within the game and would heavily depend on other items/tradeskills.
LIMITED SUPPLY OF MONEY: The developers would only release new money every once in a while, when lots of new people join the game, for example, but the supply would be very finite. I will quote taltiren because I agree that the developers should \"limit the amount of money in circulation. What this would entail is that random encounters would only drop as much as the amount exited the economy through purchases.\" This would control the purchasing power of the people, and create a \"circulation of capital\" effect.
VARIATION: A concern is what I\'ve mentioned up till now is just plain boring. I disagree. The economy WILL, just like in real life, fluctuate. Yes, in MMO\'s, the economies just tend to have inflations because there isn\'t a limited supply of money and people can just do quests over and over or kill easy mobs that drop a lot of money to make themselves rich. In a controlled economy with a limited supply of money, this can\'t be a problem. What do I mean by a \"controlled\" economy? It would be regulated by developers and (as I called them in my first post) \"volunteer economists.\" Wouldn\'t it be nice to have an economy where the value of money and items changes from time to time, and not just go down? It\'s possible, pretty easy, and would make the economy an actual part of life, not just a factor in considering the uber l00t that you want to buy. People would use banks as financial safe-havens and not necessarily just for storing items and money that\'s too heavy to lug around. There could even be interest rates in banks and stuff like that

I guess that last paragraph there is the most important, so please read it carefully.
Once again, very sorry to those people that I harshly argued against; I misunderstood your arguments and did not defend myself correctly, and even incorrectly explained myself, in the first place.
Feel free to criticize this, and try to base stuff on this post, and not necessarily my previous ones in this thread.