- the crafting system encouraged massive over-production by rewarding players for each
item produced - this over-production led to hyper - inflation as NPC shopkeepers printed money on demand to buy the worthless
items - players used vendors as unlimited safety deposit boxes by setting the prices for their own goods far above
market value -
item hoarding by players forced the team to abandon the closed - loop economy as the world began to empty out of goods - player
cartels (including one from a rival game company!)