This is exactly my point. I think there would be value in making the resource side of the game cyclical with a very long cycle time. In ATITD, for instance, growing flax takes a little under 30 seconds with some of the faster growing varieties. The…
I've been thinking decay as part of the mitigating factor on stockpiling.
Don't get me wrong: if you want a stronger showing of economics in your MMO, you should be prepared to have players pull all sorts of dirty pool in how they play. Stockpiling…