It seems you are quite aware of how economy works in reallife (which is good

) however a game\'s economy is very controllable especially with npc\'s which govern final and base (material) product cost.
What you have mentioned is a case of
mass production and monopoly this is a serious problem, thus i have wrote 3 sub roles of how to counter them, in my original post. i will include examples to clarify things for it seems not to be so ...
1. minimizing mass production : crafting takes time.
the better the item, the more time it takes.
Therefore making 1k daggers by a single blacksmith would be determined like this,
let\'s say each dagger takes 5 minutes to make, that\'s 12 daggers per hour, if he works 8 hours a day only on daggers that\'s around 100 daggers a day.
Therefore 1k daggers would take 10 days to make, considering he has someone who delivers the ingrediants, and virtually he doesn\'t move from his blacksmithy.
1k daggers in 10 days, isn\'t crazy - we aren\'t talking about swords, or axes, we\'re talking of something which is equivelant to making ceramic pots.
if it\'s a clan which makes them, it doesn\'t matter, since each blacksmith is supposed to get his cut, and quite the opposite, the more weapons they make, the less they have reason to sell it to players.
2.forcing market rates : the thing with 1k daggers, is that nobody is going to buy them. (unless he has some kind of contract with someone, which still doesn\'t make sense).
He can either spend time and try selling those to players, or use his time more efficiently to make more daggers and sell the current ones to NPC\'s.
This gets the market rid of those homoungous piles of daggers.
3.large value difference between better items : ok so the blacksmith/s just made 1k daggers, since each blacksmith gets his cut, we\'ll persume each blacksmith made a 1k dagger worth of profit for 10 days.
now let\'s substract material consumption, let\'s say the material cost is at around 0.75% from the item worth, which means he has made the money worth of 250 daggers in 10 days. (for the sake of this example let\'s say a dagger is worth 100 tria)
Now the 3rd sub-rule comes into play, if there would be a small price difference between weapons, making 25000 tria is a lot and he could probably buy a seriously good sword after just 10 days of, guess what, making the easiest to make weapon.
Therefore as i have mentioned in my original post, the prices of the weapons in the alpha of PS don\'t follow this rule and would cause an economy problem.
The prices need to be multiplied, where a dagger would cost 100gold, a better dagger would cost 500 gold, a rapier would cost 5000 gold, and the better rapier would cost 25000 gold, therefore after 10 days of work, the blacksmith can buy a decent sword, which makes sense.
Why should there be inflation in games ?? if prices have safety borders how can the dagger selling economy \"crash\" from an overflow of dagger production ??
and if prices are kept cheap, what would be the challange in playing the game (this is not real life, where people wanna get everything, this is a game where slow development is more pleasurable)