- 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!)