I've been seeing lots of people discuss and complain about lower tier items not having enough demand & certain supplies that can't be sold which is why I've been thinking about these issues and I have an idea how to solve this issue but also get two birds with one stone by getting a better cash flow into the game that will stabilize the economy in the longer run:
As we all know RSPS & OSRS can't really be compared with each other due to different xp rates & drop rates which creates different kind of supply & demand compared to OSRS but that doesn't mean we can't have a balanced & healthy economy.
We could have more money going around in the economy but holding cash is the smartest thing to do 90% of the time due to constant
double donations, double drops & mass events that require 0 kc for gwd where spawn timers are lowered by 90% as well that gives artificial supply of items into the economy which ends up killing the real demand which leads to the items crashing in price due to 5 players selling the same item while nobody wants to or even needs to buy it.
So I suggest that from now on we do this to STABILIZE the economy:
1) Stop double donations, maybe do it once or twice a year. We could have 25% or 50% donation boost every now and then which would stabilize things.
2) Stop double drops, maybe do it once or twice a year. Certain items & supplies could be exceptions if there's an increased demand due to an update or some other reason. For example Zulrah scales, abyssal whips (thinking about TOB tent charges) & maybe if we have an increased player amount and there's suddenly a bigger demand for COX prayer scrolls they could be doubled if it can be justified in a proper way.
^ Having double drops makes people very active for those events but ends up killing the fun in general in the long run because people make way more money & end up achieving what they want faster than normally and have less stuff to do in-game which leads to boredom and players being inactive or even worse gambling/quitting.
People get too spoiled & used to everything being doubled so when drops are normal again they just afk and don't play the game because they can just wait for the next double event.
Just let the economy be the way it is in terms of items, getting artificially involved won't do any good for the economy, especially not in the long run.
If there's a demand for something the price will go up meaning that specific boss gives better gp/hour than before which will lead people to that place to supply the demand until the price does go down in a natural way. This will be much healthier for the economy.
So I suggest that we do the following changes to SUPPORT the economy: (At least temporarily) & keeping tracking the data and then adjust things if necessary
Certain things have absolutely no demand or then the demand is so small that people are desperate enough to sell the stuff for any amount just as long as it sells.
We need a high alch price or wilderness shop paying these amounts for the following things:
Dragonstone bolt tips: 250 each
Yew logs: 200 each
Magic logs: 500 each
Revenant ether: 200 each
Yew seed: 50k each
Magic seed: 100k each
Palm seed: 75k each
Dragonfruit seed: 150k each
Mahogany plank: 1000 each
Uncut onyx/Onyx/Amulet of fury: 1m
Dragon boots: 300k
Dragon pickaxe: 2m
Arcane scroll: 10m
Dex scroll: 20m
(I may have more items & supplies on my mind but this is dipping my toe in the water to test and see opinions before I potentially make a longer list)
This will also help the economy:
1) Callisto, venenatis & vet'ion should have a guaranteed 100k coins drop each kill.
2) Revenants need to have DOUBLED Dragon & Rune items like OSRS + we could make the exchangeable & high alchable emblems slightly more common drop.
3) Add Wilderness caskets (obtainable only from wilderness slayer) and they would work the following way or something similar:
Introduction: 3 different tiers (1,2,3) they are tradable + stackable in the inventory & dropped on death to the player who kills them.
A) Tier 1: Random 50-100k coins on open (Ruby rank get 5% boost, Dstone 10%, Onyx 15%, Zenyte 20%) obtained from slayer monsters: EVERYWHERE (1/20 chance)
B) Tier 2: Random 125-150k coins on open (Ruby rank get 5% boost, Dstone 10%, Onyx 15%, Zenyte 20%) obtained from slayer monsters: +20 deep (1/30 chance)
C) Tier 3: Random 150-200k coins on open (Ruby rank get 5% boost, Dstone 10%, Onyx 15%, Zenyte 20%) obtained from slayer monsters: +30 deep (1/50 chance)
If all of the boost %, wilderness level restrictions etc can't be done or if it's too difficult I can suggest a more simple idea but this was simply to give an example of what I had in my mind.
Deeper wilderness = better caskets (risk = reward) which is the whole idea of wilderness no matter what you do there.
Those drop rates & amounts of money were simple examples, they don't necessarily need to be that "high" but it's only to give an example.
Those donator rank boosts aren't a must do thing but just an idea as well.
Finally we need to make RESOURCE AREA & ROGUES CASTLE THIEVING much more profitable. They are 100% dead content right now.
You'll make more money almost anywhere in the game meanwhile having 0 risk of losing your money that you've made. That's only risk but 0 reward right now.
Thoughts?