Jun 10th 2011, 22:59:15
If land was a market good (like any other), the market may regulate itself... However land is only limited by the number of players, by explore rates, grabs, ghost acres, etc.. But for the most part, there isn't a very strict limit of how much land can be 'in-play' at a time.
When you can virtually pull land out of your ass at the cost of a turn, land limits get stretched further. I won't say an 'ininite' amount of land, but as it is now you can 'create' land yourself all set, for 'free'.
The only way you could make selling land viable is if you put a harder limit on how much land could actually exist in the game at a given time. You could do this by limiting a player's ability to explore after a certain number of acres (or turns), even nerf (or get rid of) ghost acres. This would really increase the value of land, making it a more finite resource.
I do like the idea of making land harder to come by (for free), even capping the total amount of acres per server is an interesting thought. (That means only a certain amount of land could exist in the game according to how many players were playing on that server, NOT limit the actual amount a player *could* acquire throughout a set.)
I'm sure there's lots more people who'd vehemently disagree with me on that though.
I can't really say there's much of a future in making land a market resource unless people would be willing to deal with a ton of other uplifting game changes to go along with it. It's doubtful the game devs would want to indulge in this kind of experimental change.