If it helps,here’s how I see it:
Get money is a task. It’s not always a fun task. but if you sort out how to do it well, it becomes minimal and enables you to spend the majority of the time doing whatever the heck you want.
If I spent 6 hours whacking at a tree in a week, and that brings me half a million coins - I’ve enabled tens to hundreds of hours (depends on your playstyle) of doing whatever I like with no worries about coins.
What this means long term is I can set up shop stands selling the output of my favorite activities at prices i feel are appropriate, and let them sit there until people come buy them. And that happens.
I have a shop that sells poles, beams, signs,etc … for instance. Because I like to mine and craft. Sometimes it sells nothing for three weeks, tbh - in large part because I don’t need to constantly monitor prices and try to be the cheapest, undercutting myself to get a few coins flowing.
But when someone sees it and they’re wanting to do something for their build, they buy a ton of stuff. because high turnover, low margin shops are typically not well stocked. So instead of selling a couple items here and there, I sell out of hundreds of items at once.
To be fair I enjoy a wide range of activities, and once you pull yourself over the hump so that you’re not needing more coin on a per-session basis, the whole thing becomes a lot simpler.
Sorry I’m not trying to be one of those people that just says “get more coin” like it solves everything about needing coin but, there are real life parallels in any system that emulates a society and in this case “get a day job” may be the answer to funding your desire to “party all weekend”, so to speak.
If getting coin is the obstacle to having fun, you can tackle it or not I guess. Personally I don’t enjoy the survival aspects of the game (having to eat all the time specifically) but i take it in stride as it’s outweighed by the parts of the game that I do enjoy.
To address the topic of the thread a little, if the simple idea of “put oort everywhere so we can mine it” needs to be balanced out by implementing entire new game mechanics to make it harder to get, it seems like maybe it’s not the best idea.
IDK why a standard “don’t put in more than you want to circulate” would be unacceptable balancing for this.