I agree that channeling alchemica is much cheaper then harvesting, and with our current set up the rational player should choose to maximize AC strategy opposed to farming.
However, I don’t believe that this is the issue, it is a symptom of our inflationary schedule and still being in the early days of token distribution.
If we disable channeling or limit to 1 day a week, then the only source of new alch would be from harvesters or purchasing on the open market. In theory this would seem like it would incentive actors to invest in their parcels to extract alchemica, and we may see a bump in the short term, however there is still the total supply albatross…Yes, in alch terms 1 alch=1 alch but when everything is liquid to Ghst or usdc then that is what it is ultimately priced in, so I would still know that $1 invested today, without significant $ inflows would probably be akin to $0.001 in the future/ fully diluted.
I get the rationale, prices are established at the margin, we halt emissions to find equilibrium with current demand, then slowly scale up. I just think it’s flawed. Ultimately the market will find equilibrium when supply is not restricted. We should look for a more market responsive price mechanism (bonding curve) for the long term.
Ultimately alch is too expensive right now…rational actors will continue to sell until price drops to equilibrium…these short term measures are akin to a “centrally planned” economy instead of a market based one.
Currently we don’t really have an economy, we have a loyalty rewards program where customers/ players are rewarded with “loyalty points” (alchemica) that can be used to purchase new items from PC… however these loyalty points are liquid and over priced.
In my opinion, one of the major flaws in crypto-economics is the belief that economies are primarily based on scarcity. Scarcity is important, but utility, value add, and free trade are the real pillars of an economy.
NFT displays, FAKE gotchis, and bouce gates are a great start. We now have an advertising mechanism but the creation still takes place outside of the verses.
I think the forge is interesting, but limited. Wearables, installations, etc. should be craft-able, composable, and destroy-able, but these receipts should be primarily composed of alchemica in verying quantities.
If we mapped alch/ combinations of alch to in game traits we could allow creators in the community to design and offer these wearables/ installations to the community for crafting.
For example we decide we want to create more vehicles (Aave boat). We have a mapping of alch to trait, color, size, etc. (more Kek it’s more purple, more Fud it’s faster…idk) whoever wants to submit a design can and then it becomes craft-able. The designs are offered to the market on a bonding curve…this will help with demand/ price discovery… (something missing from our current set up). A portion of the alch goes to PC, the DAO, and the creator… also can be resold in bazaar…
Even without being a wearable and effecting traits/ stats something similar to Minecraft of installations would be cool. Creators in our economy can design custom installations that others can craft (primary market) and re-sell in the bazaar (secondary market).
I do think we should move away from time limit offerings to bonding curve based, something where price responds to demand. I feel like that is something missing in our economy… we don’t have a pricing mechanism that responds to demand.
It’s early I know, and PC has done an incredible job thus far. I hope we move towards more of a market economy in the future. Truly harnessing the peer to peer, free market that is crypto.