Hello. It's a known problem of SG2, that yang flood and inflation is its' worst enemy. Today I'd like to battle that with my suggestion.
If you think about it, there are essentially 2 ways to decrease/limit yang flood, and inflation.
1) Reduce the amount of yang that players recieve
2) Increase the amount of yang players use
That being said, tweaking the amount of yang players recieve would take away from SG2's cool spots - being able to sell crap skill books/stones to NPC's is one of the best things on the server, and keeps many players happy. This is also where most of the yang comes from, and it creates some inconveniences, like: bonus yang drop in items/Item Shop being next to useless, and: leaving the game for a month or two (or a day or two after start) makes your non-item yang be worth a lot less than it was before you paused.
So I'd like to focus my suggestion on option 2).
Some basic solutions:
a) Increase the yang needed for upgrades - currently, the amount of yang needed for upgrades is realistic compared to the amount of yang among players, but in about a month, the players will have so much yang - and their items will be worth a lot more too -, that the yang needed for upgrades is usually 5-10% of what they spend on upgrade items. So simply up the amount of yang needed for upgrades by, for example, 2x, and after a month, 5-10x. It's a basic solution that takes yang off the players at every step of the game.
b) Increase the drop-rate of Alchemy, but also increase the amount of yang needed to upgrade them by a lot, and decrease chances of successfuly upgrading them. This means there will be more Alchemy upgrades, which cost more yang, therefore quite a bit more yang would be taken off the market than it is right now, which results in less inflation, and less gold flood.
Some more complex solutions:
c) Make shoppers pay a fee for selling items - Currently, the only price you have to pay in order to shop is a measly few hundred k - and your offline shop is on the way! My suggestion is implementing a fee on selling your items - the same way when you sell items to general store, it takes a 3% kingdom fee. The % taken off can vary anywhere from 0.5% to 5%, and it would be a great way of limiting the yang on the market. There are also multiple ways to improve this, for example implementing a limit of x yang taken on an item, or making the % taken off the item correlate to the price - the more you sell your item for, the less % is taken off.
I will add any extra suggestions I think of to battle the menace of yang flood.
Thank you for listening to my suggestions, if you have any ideas make sure to share them and let's battle the inflation before it even begins together!