Perfect! Player trading makes this MUCH more complex (and interesting). Here's your economic design:
INJECTIONS (where coins come in): Quest rewards (fixed, controlled), PvP wins (need diminishing returns to prevent farming), Item sales to NPCs (price-controlled).
SINKS (where coins go): Crafting fees (every craft consumes coins plus materials), Gear durability (repairs scale with item level), AH tax (5-10% fee on player trades - CRITICAL for economy control), Skill training (one-time costs that scale), Consumables (potions, food, ammo).
The trading trap: Players will find the most efficient farming method and flood the economy.
Countermeasures: Dynamic respawn rates on valuable mobs, Diminishing returns on repeated activities, Weekly and daily caps on high-reward content.
Pro tip: Start with a DEFLATIONARY economy (more sinks than injections). It's easier to add coins later than to remove them.
Want to dive into any specific system?