So, i've been looking into this plugin on my dev server a little more, here's how it works:
The plugin itself uses a hyperbolic curve money system (As items stock increase, the prices of the items tend toward 0, so they get cheaper, and vice versa) however, when the plugin is first implemented, there is no stock for any of the items. So to avoid numbers being super complicated and so they don't become infinitely expensive, the plugin needs a certain amount of items in stock, before the prices start to work with the hyperbolic curve
E.g: Start price for stone maybe be about $25 per block (which is ridiculous) and there needs to be maybe 500 stone blocks in the stock before the prices start to adjust correctly (they will then drop down to about $1 per block, and decreasing as they go along)
My plan was to implement Hyperconomy into the current PvP map, everyone can then sell there items and become super rich (hooray!) You can all do what you please with your new money, each make some towns and start wars, whatever.
When the new PvP map rolls around, hopefully by then all the economy statistics (prices and stock) will all be well balanced. That way, everyones slack-earned money will be removed, we can all start with a clean slate, whilst both testing this new plugin, and finishing off this PvP in the best way I could possibly imagine (by fucking shit up naturally)
Everybody wins! (I hope)
I will install the hyperconomy within the next week, just so that everyone can let out there complaints, concerns and general banter in the mean time.
(I also plan to put in the chest shop plugin, so that players can get used to it, shortly after I test it out on my server, if you have any questions, or want to get to know these plugins more, either let me know and I can give you a quick tour on my dev server, or just google them, like normal people)
-Here's a link to someone elses explanation:
http://www.youtube.com/watch?v=P9zYD9bs4QQCheers.