I just wanted to ask, how do you guys handle your economy in-game? Because after intense testing my project turns out the economy suffers terrible inflation and I don't know how to decrease it. Well I have an idea, but first I wanted to know what are your approaches to this matter?
Sorry, I haven't read anyone's post under yours. So, if I'm just parroting other people, feel free to ignore me.
What you're looking for is a "gold sink".
Here's how money is moderated in my game:
1. There is no dedicated healer class. If you want to heal, you need to buy an item to do so or spend money at the Inn.
2. There are no items that multi-target. They are all single target. If you need to heal 3 people, you need 3 consumables minimum.
3. Consumable Items have "tiers". The tiers scale up in cost. There are 5 Tiers that heal different amounts of HP/MP.
4. Inns scale up their cost based on how many people you've got with you. More people means higher costs to stay. It isn't a flat rate either. It's "double plus 10". So, if it costs 10 Gold to stay for a single person, for two it would cost 30. Then three would cost 70. Four would cost 150. On and on, up to 9 characters. No, it doesn't matter if you're only healing 4 of them. All 9 are always traveling with you for story reasons, so they will all stay at the Inn when you do (the other option was they stay at the Inn when not with you and you pay every so much time in order to simulate them living them while waiting for you to return... it seemed stupid to have them do this, and it was more interesting to always have everyone with you, so they could contribute to conversations and such).
I should also mention that staying at Inns has benefits to your party. Some quests given to you by your party members can only be initiated by staying. Some lore and character building only occurs at the Inn, after a stay, where the characters are "hanging out" and "chatting" with each other.
So, if you get really into Questing or Lore... you're basically going to be dropping:
30G (two characters)
5. I have "Battle Consumables". A shop called "Sweet Retreats" sells "Battle" versions of all the other Consumables in the game. Why are they "Battle Versions"? They offer buffs for usage. You can use a regular Potion... or the SR Potion, which grants a 25% buff to Attack for 3 turns. These cost twice as much as the original versions of the items. They can also ONLY be used in combat. And yes, even your "Antidotes" have buffs like this. I believe the "Aloe" consumable buffs Agility for a few turns by 25% (I'd need to go look at it again to know for sure).
6. My states are pretty deadly. If you DON'T cure them, you CAN lose the fight. The cost for status curing items is generally very low. They're very "generous". Why? Because you'll want a LOT of them at any given time. If you go into the Poison Dungeon, you should probably expect to bring at least 30 Antidotes. Maybe more. At 15 Gold per antidote, you're not spending that much. But... by the time you leave, that money will have been spent and you'll need new antidotes.
7. Not a lot of chests in my game give free consumables. Or money. You want consumables? Buy them. I don't mind giving you some new equipment or other goodies. But, you go to the store if you want Consumables. You want money? Kill some enemies for it or sell some crap. I'm not giving you cash in a treasure chest.
8. Enemies don't give a ton of Currency upon death. They just don't. I decently restrict how much they give. Generally speaking, the player is meant to "slay" 5 encounters before they can afford 1 recovery item. Efficent and skilled play means they won't need to use that 1 recovery item and their money will stockpile. Or your consumables will. Poor play will result in being perpetually broke.
9. Enemies are designed as "gimmicks" and aren't easily overpowered by just having more stats. There are also measures in place to prevent "over leveling" to make combat a breeze (like say... can't get stats from a level up! Can only obtain stats from completing quests!). If you do poorly with a gimmick, you will be blowing your money. If you've solved the gimmick, then all the money dropped is pure profit.
10. Quests don't reward money. The most you can hope for is a few consumables or some equipment. You can sell the equipment if you don't like it, and make a decent profit.
11. There is a SINGLE SOURCE of a ton of money in my game. Selling Diamonds. There are a lot of Diamonds in the game. There is a quest related to collecting them all. You can't get all the items from the Diamond Collector if you sell even a single one of them. The last trades in the game require 25 Diamonds on hand for each of the items. The items are insanely powerful. But, if you just don't care about those items...
Well, 50,000 Currency can be a nice boon to a player who doesn't care about completionist stuff... or being really powerful at the end.
Not that I don't have ways to drain that money too.
12. There is a final shop in the game. Before the final boss. it is the only one there is. You can trade your money for stats. Pay some cash, get a stat point. If the player doesn't blow all their money right here... I haven't done my job very well.
The goal? The player's money is always valuable, they always want to accrue it, they always want to spend it, and they won't have any before the last boss of the game.