One thing I think hasn’t been properly discussed here is the concept of Money Sinks vs Money Facuets
Currently, the MM Exists (somewhat) in both realms, but inflation is being driven by the Faucet being larger than the sink.
To borrow concepts from Eve Online, monetary sinks exist in many forms (by destruction in combat, trading tax as a % of volume, and developer intervention).
Currently, our sinks are very minimal - POPI, COGC, degradation and MM sells act as sinks, destroying value/currency, while faucets are much higher (Faction Contracts, MM Buys, New Player Creation; possibly also experts could be considered here).
While, in theory, MM sells neither create nor destroy value, if they are provided at below-cost then they are a net generation.
I think current developer work on fixing MM and New Player Experience should help, however inflation will still exist as long as monetary creation > monetary deletion.
Considering the current extent of inflation (and factoring in the 20x simulation speed), it should perhaps be considered whether MM alone are sufficient balancing here.
Consider
A) a CX trading fee of a low, but not insignificant amount (0.5% or lower, 1 currency unit minimum) - this would bring them to parity with LM fees
B) Contract fees, similar to above
C) Increasing the weight and/or reducing the affect of POPI possibly by reducing CM supply of needs (thus requiring more POPI investment/upkeep) - it’s noted that this is currently non-linear (as we found out by inactive accounts being culled - perhaps consider a more Logistics curve style?)
D) Increasing the speed/significance of degradation
E) as mentioned above, have faction contracts focus on below-cost materials (that do not have a MM), thus driving demand for them and bringing them to parity