Having spent 12 years as a research engineer in the game industry, I got sucked in playing Guild Wars 2 lured in by the innovative ideas associated to it. A game challenging both the Tank/Healer/DPS trinity and the global economy would get my spare time for sure. I followed some of the threads and John Smith answers, and my opinion so far is that the GW2 global economy while impressive on the technology stand point remains flawed at the roots:
1-Time is Money:
In my opinion, this is a fundamental concept in the design of a solid and enjoyable game economy. It did not take me more than the 5 levels to figure out that this concept was not respected in GW2 and it does not take much brain cells to figure out the consequences of this design choice on the long run. Basically each raw material has a vendor price, one can cash them by selling to a vendor or posting on Trading Post for more or spend time to craft something out of those raw materials. Unfortunately the vendor price of the crafted item is lower than the sum of the material vendor price. Meaning that time spent in crafting has negative value, meaning that any item crafted to skill up is a money vacuum and finally meaning that crafted items TP low bound price does combine the same money sink with extra 5% post and 10% taxes.
2- Offer and demand:
When I went for the first time to a crafting trainer I noticed the 2nd flaw in the economy design: we are all collectors and crafters. I could not make my mind at first on this one because of the time parameter impact and the fact that while you can craft everything and collect everything on a single character, it still takes time and thus one person can’t do everything. But using the online tools available to observe the TP it was very clear that fierce competition was affecting crafting and nearly every craft market was selling at lost ( bellow material price x 1.15 ). So since every one could collect every resource and every resource spawn to everyone, everyone trying to compete on crafting would waste money. All in one GW2 design pushed people to brainlessly farm computer controlled monsters without creating profit space for crafters who prefer spending time converting material ( in GW2 Time is not Money ).
The irony is that for a period of time crafters could make money by converting resources on the forge, salvaging 80 rare into ectoplasms and producing jewels ( the only crafted exotics that do not have drop competition ). What made this possible is the proliferation of the so hated BOTs flooding the TP with low price crafting material by balancing the offer with the demand ( mostly on T5 for 80 rare weapons to forge and armour to salvage ). Maybe the issue here come from the poor drop rates or the enormous amount of components required to fill the recipes at the root of the global demand. But the irony is, BOTs actually balanced it. I am not encouraging the BOTs, far from it, but there is a point to be made here that removing them will increase the prices of most demanded items 4x and while the farmers will think they benefit from it, they won’t think twice the same when they see it also affects what they want to buy in the same proportions and thus that they earn 4 time more in a 4 time more expensive world where it also takes twice more time to achieve anything.