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I have one major inconsistency which is that SOJ's had no real commodity use case. The only way I can explain this away is to say that SOJ's were the only plausible option at the time. 40/15's were too rare to use as currency. Once Runes came out, they replaced SOJ's because they could actually be used to craft items.
The thing you need to remember with early d2 is that gold was not even bad as a currency because gambling rare items is actually pretty powerful in the game and everyone needs gold to repair items.
The Problem was that there was and still is a maximum amount of gold which your chest and character can store and that characters drop the gold they hold on death.
Also gold could not be traded safely over the trade window in d2, you had to drop it on the ground. That's why it failed as a currency.
Why the soj was used is largely connected to 2 reasons:
1) It was universally useful for all chars, because everyone likes +1 skills & the huge mana buff, so I would call them a "commodity". They were close to best in slot on any character which needed +1 skills to scale their damage and made mana management a lot less stressful on all chars.
2) and this is the more important reason, sojs where rare and a 1 SLOT item, d2 always required one to create a lot of mules, if you wanted to trade at a certain level because the combined chest + character inventory space is very limited, so using anything as currency that occupies more than 1 slot was out of the question
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You might be right about needing in depth first hand knowledge. But is it possible to extract an over arching model? Does GGG directly control PoE's economy like in most MMO's? Or were they successful in setting up a system that self regulate.
Do you mean over arching as in an autoregression (AR) kind of model or in a general sense of bigger picture model?
Afaik GGG does not control PoE's economy in standard. They passively influence it with changes to the game though which is why knowledge about legacy items which still exist in standard is key.
One of the biggest changes to currency farming was removing many ways of getting "increased item quantity" (iiq) which directly translates to more currency drops. But in standard such things still exist i.e. (from my stash):


Also as mentioned div cards get introduced to the game all the time and some give currency.
Plus changed crafting metas due to new crafting methods.
But all that aside GGG does afaik not actively reduce drop rates of a certain currency type or all currencies to regulate the market, so in a way they found a self regulating system which does not drift off into hyperinflation completely which is quite an achievement. Even chaos orbs retain some value because you can still use them to just spam an item and gamble on a good result, even though deterministic crafting is obviously prefered by most.
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If the commodity factor holds true, then maybe it provides a floor on prices. Because if there is an increase in supply then the commodity will be used to make items if they value the items more than the commodity. This lowers the supply back down. If the commodity is too scarce then people hoard it until the supply has increased enough to make it economical to craft with it again. Its an equalizing mechanism based on supply/demand and it doesn't take any top down economic planning. Its works autonomously without developers having to create artificial supply sinks.
I believe that is the case in PoE and was also how the idea for the currency system ingame was conceived.
One thing to keep in mind though is that in PoE there is a sort of "hard cap" on how much a crafted item can be worth because of the Mirror of Kalandra, which allows one to make a copy of an existing item. Usually the cost is said mirror + a fee for the item owner.
This imho is a smart way to prevent deflation and said "hoarding of commodities" in this case crafting currency. Because even if you could create a total scarcity of crafting resources you could never drive up item values over a certain point.
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I am trying to build a thesis for valuing cryptocurrencies. My thesis is that in order for a crypto to be successful, there has to be a commodity use case for it. I am looking into games where the currency hyper inflated and seeing what was used for money instead and why. For example in Diablo 2 Soj's, 40/15 jewels and runes were used. Shards were used in Asherons Call.
I wish you all the best for the work on your thesis.
I'm not too familier with cryptocurrency but I think one of the main "commodity uses" of it is that is bypasses financial supervision and regulation as well as the anonymity it provides.
There is no institution which can mess with it's value via interest manipulations and it is very hard to track even for intelligence agencies leave alone normal police or federals.
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Thinking about it while doing the dishes one more point:
Cryptocurrency has a monopoly on certain purchases meaning, on the darknet certain things can only be paid for with cryptocurrency. That to some people is an inherent commodity in and of itself.
This post was edited by Schala on Oct 21 2019 03:57am