You keep assuming the player sets the prices manually. You can't adjust prices on the trading screen now, and prices were fixed when the economy was activated, so I'm not where you got this idea. To be useful, the game would need to adjust prices automatically in response to supply and demand. The player may think he or she wants control over this, but I n a game with so many combinations of material, form and quality it would be a full-time job.
So basically what you are saying is that we force the player to play along with something that no player that is not specifically looking for a challenge would actually either implement or tolerate to exist.
There is no way the AI can set the prices correctly because the AI is just not smart enough to understand all the variables and it does not have the knowledge of the future plans of the player. What will happen if these ideas are implemented is that we the player will simply create a massive reserve of everything in order to drive the prices down to near zero so that all our dwarves will have everything they want.
I do not want to have to stockpile a mountain of surplus items just so so that my dwarves can afford to buy the items that are available. If we try and fix prices by supply and demand all that happens is we start to plan things but counting 100 as 0, because the algorithm is afterall based upon supply and demand.
At the moment the game is intuitive, you have this number of dwarves and you have this much stuff. What you propose does not change the situation, it merely adds a whole new layer of complexity since now we must all learn exactly how the pricing mechanism works in order to avoid our last dwarf starving to death amidst a mountain of food he cannot afford. If we succeed in figuring out the mechanism then we will simply work out how to break the system so that things will basically work as they do now.
Yes we break the system to make sure that everything is so cheap that everyone can buy anything that they demand until our stocks are empty. At which point the question arises: why did we bother to add a system of pricing when the ideal state of the player is to have everything essentially free anyway?
All of that aside, DF citizens do own certain things that they arrive with, or took from the fort stocks to fulfil a need. The prototype her is grabbing a new pair of socks when the old one wears out. The game issue is whether spiritual needs rise to the level of socks.
I don't think it should, at least not until a fairly robust system of private ownership and semi-automatic rationing (which is what a pricing system is) is in place. THEN you get dwarves setting up little figurines and such in their rooms.
As I told Deboche before right before this thread derailed, dwarves setting up little figurines in their room does not require that we implement a whole economic matrix of supply, demand, prices and private property. It is quite trivial to add as things are because as you have strangely pointed out with socks the game already does the equivilant already.
I do not understand where either of you concluded that dwarves had to buy their figurines in order to set them up in their rooms. Implementing that feuture is trivial, implemented an entire internal fortress economy with prices set by the game that actually both works and does something useful is *not* trivial.
To further this, I do believe Toady has said the economy will be coming back into the game once he can make it not-broken. The timeframe for that, though, is... long-term, in all likelihood.
GoblinCookie: I've noticed you tend to be incredibly argumentative about suggestions that fall outside of how you believe dwarf fortress is/should be. Please cool off a little bit.
I am no more argumentative than a large number other people. It is just that Deboche and Dirst's ideas in their present form would ruin the game to a degree that would make the original economy seem like a golden age of functionality.