Just wanted to say, I'm proud of the new ideas coming forth from this and am willing to help as needed. I'm usually around War Hold or Tree, so feel free to find me and we'll talk, or just PM me if you find something specific you'd like me to help with. I've a small bit of funds myself (proceeds from the auction and related award) and wouldn't mind putting that back into the economy, however, I'm suffering from not being able to come up with any specific creative ideas at the moment.
A related, or possibly not, idea I had thought of was enabling certain players who have very defined roles, to produce goods on demand in exchange for coin/items, and the goods provide a temporary stat/skill/vit/vp bonus which expires within a certain amount of time, and the good disappears from that person's inventory...
Example..
Player A is a baker... Player B buys a muffin from Player A for a single silver, and Player A recieves the muffin and as a bonus, a temporary increase of 5k vitality. After an hour, the temporary effect wears off, and the muffin disappears from Player B's inventory.
As an extention of this, Player A must buy Flour from Player C to make the muffins (suggested quantity of 1-1, just as with the muffin), and Player C must buy wheat from Player D, Player D must buy farming/gardening stuffs from another player to even create wheat... and so on and so on...
Granted, it's a rough idea, and needs some work, but it could be specialized for so many of the different needs of MD, such as clothing, Weapons (as kragel already does), food, drink and other things, as well as adding an incentive for people to want to sell or buy goods by adding the temporary bonuses.
*edit.... What this idea actually entails is a constant supply and demand... kind of my own way of looking at helping overcome some of the already present hording of coin/items