Your economy system seems interesting.
(I apologize if you don't wish to discuss these issues in this thread - just let me know; I'm not sure what kind of feedback you are inviting, if any)
In this sticky on your forums, you say:
In Ur-World each player will start with some currency. The total amount of currency on a server is player count * starting currency. There is no concept of money out of thin air by selling to NPC's because NPC's do not exist in Ur-World. Players will buy/sell goods to meet their needs because a player cannot meet their needs on their own. Players must work together to build this virtual world and make it a success.
Preventing someone from getting multiple accounts to pool their money together to become more powerful is STRICTLY FORBIDDEN as it creates an unfair advantage in game. Methods are being created to prevent this.
In Ur-World you get 1 character per server per account. So make the best out of the character you get. We will add methods for customizing and changing your character so you can spice the character up some over time.
There are several problems with this, and I'm interested with how you plan to deal with them. Economies in MMOs is a topic that appeals to me, though I have no education special in economics.
The problem with blocking multiple accounts:
As you mentioned, players can just create multiple accounts and loot the money from their accounts and pool it on their main account. Putting in underlined, capitalized, bold text "Strictly forbidden" won't actually stop people. You say "methods are being created to prevent this", but I can't think of any method that'd prevent it entirely, so you are opening up yourself a new battlegrounds against cheaters, in addition to the pre-existing battlegrounds of (1) players scamming other players, (2) players hacking their client, (3) players gaining access to your servers, and (4) players exploiting glitches and gameplay flaws.
(1) Impossible to prevent 100%, since humans aren't perfect and can be easily exploited. A simple keylogger does huge damage, but social hacking is very effective too.
(2) Impossible to detect 100%, if using a rootkit.
(3) Hey, it happened to Valve software when they were developing Halflife 2. Are your servers better protected than theirs? Admist the many layers of interacting software systems running on computers, people can find cracks in the defenses. The best security experts all proclaim that security is never a guarantee.
(4) Unless you are the best designer in the world, things can't be perfectly balanced. Unless you are the best programmer in the world, code always has bugs in it.
(X) And now you need to also worry about preventing multiple accounts? How? Emails can be created. IP addresses can (and do) change.
One method is requiring a credit card for a tiny transaction (of between 0.01 and 1.00), and have users type in (after viewing their bank account) how much you randomly withdrew. This increases the frustration of regular users as well, unfortunately, and would keep non-credit card users (teenagers and foreigners) from playing your game without help.
This increases your workload (reducing your time for actually improving the game), whereas cheaters out-number you in manpower, pool their knowledge, and are bound to have one or two people that are more intelligent than you within their masses. Sorry for the pessimism!
Another thing is users like to have multiple characters. Why remove a feature that many many people are used to and love and use? If when growing up I wanted to play the game, and my siblings also wanted to play the game, you would block us from doing so? Only one of us could play? We shared Everquest accounts, Dark Age of Camelot accounts, Shadowbane accounts, Maple Story accounts... each with our own character on the same account. But your method would block families from playing, and also keep hardcore users from starting new characters without completely destroying their hard work on their original characters.
If you are targeting a niche, you might as well go all the way and make it so users start with zero money. Yes, it sounds horrible, but it's the only real solution.
You said, "There is no concept of money [appearing] out of thin air by selling to NPCs". But at the same time, you have money appearing out of thin air whenever a new player is 'born'. I wasn't born with a hundred-dollar bill in my hand, or a gold coin in my mouth - or at least nobody told me if I was.
Also, players hoard money. Like crazy. If "the total amount of currency on a server is player count * starting currency.", that means that the median average of currency per player will be (starting currency / 2), with 10% of the population holding 50% of the wealth and not spending it back into the economy.
Imagine this: A player starts with 100 gold, somehow accumulates 1000 gold, gets bored and logs off and never returns. How will you fix that? Any solution you come up with will actually be a bandaid over the problem instead of resolving the real core issue, unfortunately.
Most vritual world economies use what's called a 'Faucet and sink' economy. A million tiny faucets where money 'magically appears' in the game, and a million tiny sinks where money 'magically disappears' from the game. As the economy fluxuates, the administrators can dynamically open more faucets to combat depression, and open more sinks to combat inflation.
A Working Mud Economy - Shattered Worlds (a mud) used the 'Loads Standard' economic model, similar to what you are talking about.
Removing NPC economy - a recent GameDev.net thread.
Full employment - A nice graph that might give your some inspiration.
What are your plans for all this? How will you actually fix these issues, or will you bandaid them and be fine with half-solutions (which are definitely acceptable choices, and sometimes the right choice)?
Have you put in any heavy thought into this, or is this project more 'for fun', and it doesn't particularly matter of the economy needs to be reset or manually balanced every year or so?