First the semi-rhetorical question of 'why' money needs to be removed from the economy in general (and then several questions that flow from it): Because, in a game like the sim, inflation is objectively 'bad'. The game is not the 'real world' and the economic forces that make inflation useful (in some cases) in real economies don't exist here.Durzo Blint wrote: ↑8 months ago I'm still not sure why pulling money out matters in this game. The high bankrolls just keep replenishing and it's not like the costs of shipping or boarding or breeding increase as a result of "simflation". What does it matter if the top 5 earners have $1B in sim$ or $2B? Maybe it impacts the exchange, but these players are usually purchasers of the exchange and the people like me who cannot purchase on the exchange put real money in?
Why do I say that inflation is objectively bad? Because it makes the game 'harder' for any player that isn't already wealthy than it was at the point that any specific earlier player amassed their wealth. This is particularly bad for "new" players. This isn't limited to Novice players. I started in the sim 3 years ago and I'm still considered a new player. I can already see significant inflation in prices from when I started (prices on equivalent broodmares doubling and some average stud fee increases).
(Looking at Novice stats) most Novice players aren't getting any more money out of Trial Park than when I was there and so when they get to Junior Park and broodmare costs have doubled then they can only afford to buy half as many mares to establish their broodmare barns (as I could have), and where average stud fees have increased as well then it becomes harder for them to use stallions that will improve the 'meh' mares available at their budget. You can extrapolate this back to before Trial Park existed or for new players who didn't race at Trial Park. It becomes less likely that 'newer' people will get enough 'money earning' young horses to carry their stable until they can breed up better quality mares and really learn to play the game. This (game) financial instability may not hit them right away. Maybe they can eke out a few seasons. But eventually, if lightning doesn't strike and they don't get an amazing Graded stakes contender, the tiny fees successful players don't notice will overwhelm them and they'll give up and become another name in the dispersal auctions.
What does the difficulty from inflation matter when the sim has a lot of features that make it 'easier' than when specific wealthy players amassed their wealth? Because (a) most of these features have to be paid for (either in sim $ or Game Points) so they're not feasible for struggling new players, (b) they're available to everyone so it doesn't counterbalance the advantage of wealthy players having nigh unlimited sim $ (c) some of them 'harm' new players (such as First Class shipping that killed 'regional' small stakes racing or spending GP for equipment checks where debuting horses with correct equipment have a significant advantage).
Why do we 'care' about new players from a game design perspective (as opposed to basic empathy because we're all human beings)? Because, over time, the game loses long term players: either because they get burned out, or they don't like significant changes to the game, or their lives become too busy, or through sadder reasons like natural causes. If we don't get new players to replace them, at some point it won't have enough players to feel competitive, and this can spiral out of control quickly and kill the game.
For your second question, which seems to be along the lines of "why bother removing some but not all excess sim $ when it already looks broken beyond repair"? My apologies if I misinterpreted this question, as I know a lot of other people did as well. The answer to that is that it's not as bad as it could be - in other words - it could actually be *worse*. And if it got a lot worse, it would also spiral out of control quickly and kill the game.