Auction house will destroy economy until you add this option
I will like to add to this, they need a cap on Div asking prices.
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This is essentially soulbinding. Soul bound items have been a thing in MMOs since forever and they're imo a terrible fix for this problem
As someone who studied economics irl, a good chunk of the fun of the game for me comes from the market, even more now after asynchronous trade was implemented Let me tell you a few reasons on why soulbound items are bad in my opinion, despite being an easy (brute force) fix In a micro (player level) you lose liquidity. Losing liquidity = worse trade for everyone. Soulbinding an item removes it permanently from the tradable pool. Fewer tradable units = tinner market depth. Thin markets make prices jumpy and create wide spreads between buyer and seller prices, which hurts both casual players and price sensitive traders. This is basic supply/demand, if you reduce supply (in the market) you will change the equilibrium, but not in a neat, predictable way Players who get high value soulbound items keep monopoly power over that gear (good for them personally), but the rest of the playerbase wouldn't be able to access those items through trade, driving inequality in attainable power and playstyles Thin markets are easier for bigger groups to corner. With async insta buy (first comes first serve) and soulbinding, I think the tactics used before async trade become even more of a problem because before the item pool was larger and you ha da wider pool of items to base your prices on. After soulbinding, bots would be sniping anything even remotely underpriced while selling other items higher, same with groups that do this in a cartel like way. We go back to the price fixing problem we had before asynchronous trade, but now in a much worse way for the market In a macro level (whole game) you would also have a number of problems. First, lower velocity of items (fewer trade per unity) = less natural sinks and more fragile currencies Overall transaction volhme falls and revenue sinks may shrink, which paradoxicaly might force the devs to create artificial sinks, which hurts the players and the game. Right now you can move all those resources like ex and nothing goes to waste (it just works), the price are starting to balance, but imo it's hard to believe we wouldn't go to pre 0.3 bad currency values with soulbinding There are many more reasons I probably could think like a possible risk of massive inflation/deflation curves, but yea... I believe the market can be tuned in ways with certain rules to keep it healthy, but soulbinding in my opinion is definitely not it |
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They've also talked extensively over the years about why they make everything tradable and are extremely resistant to soulbound style items. I've actually been playing PoE2 more casually recently due to lack of time, but usually I'm a player that plays crafting and trading markets. Making items unable to be resold would kill the game for me long term.
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wtf
this makes no sense whatsoever - you haven't even described a problem. Unless you think anyone a) knows about your charity service b) anyone actually cares what you think about what you think about the usage of an item after you fail to price it right. What is more if you *really do care* you can list on the website and when someone buys an item you can do research and ask them to fill in your questionnaire to judge if they meet your stringent requirements. most 'flippers' are likley buying underpriced items - probably mine in order to make them good. I love them because they buy all the shit i dump into tabs at 10div and then gradually reduce the price - or i just underprice because i cba and want a few ex quickly because i can flip that on currency exchange whilst i map. I don't care if they are listed again because they will be at a lower liquidity than i listed them at. This is *how an economy works* THAT IS GREAT FOR ANYONE WHO IS NOT TRYING TO BUY ITEMS FOR LESS THAN THEIR TRUE VALUE the worse situation for an economy is when items i want to sell will not sell. Последняя редакция: MrTortoise3#2382. Время: 6 сент. 2025 г., 11:13:49
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"Bro here literally demanding for a Real Money Auction House. [/quote] You have better solution? Leave this TRADE and you will see how will impact this game in future. I am sure that GGG has problems with TRADE (never ending hyperinflation, Scam, third part websites) Personally I would close it and forget about it, or create smart payment with account bound . |
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No I don't think so. Not the OP but I was able to read past the language barrier. There should be no direct player to player trade. I would add to that there should be some amount of friction as well to keep (RMT) sellers from being able to positively identify their item to an (RMT) buyer. Also, traded item should be worth 0 gold to a vendor. After the 0 gold part is implemented they may want to revisit having quad merchant tabs.
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" That was one of the things that destroyed D3 |
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" Economy does not work like that, just because there is not much bubblegum currency in the pool, it does not mean things will become cheaper - the flipper and price fixing will just adopt the currency pool so. The currency pool change will only affect crafters (to most extent) " Your idea only makes sense when the market and people play fair, but they do not actually. You can check the prices of items and how much you need to craft them. The profit margin is out of this world because there is no force to balance it out. There needs to be a soulbound system unless you have an alternative for it. It all boils down to how much currency it takes to craft vs how much you are selling for. I don't want bots buying my stuff because of my low margin. I want people to use my items and get some currency back so I can craft more; it will not make fewer items in the pool, as most people craft like that. Hardcore profit crafting, flippers, and mirror shops destroy the economy in the long term. " No? You would just not buy them and buy the one u want to resell, that's why I suggest it as an option for ethical players, so I can constantly provide items for casual players for much less and get enough to craft more gear with an ethical profit margin, so I can provide even more gear. There will still be a market for people who want to drain other players by flipping and overpricing gear, but I don't want to be standard. Последняя редакция: MkDdZZzAfZ#6959. Время: 6 сент. 2025 г., 12:02:19
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" I don't understand what you're saying at all? You're saying the seller can have the option to mark an item to be untradeable after they sell it? If so, why would anyone ever click a button that reduces the number of potential buyers for an item? Some people playing white knight against flippers is about it. Otherwise there's no incentive to reduce the value of an item you're trying to sell by making it untradeable in the future. The fact that my gear holds value and I can sell it to try a different build if I want is a fairly important aspect of this game. So I would never but anything marked as unable to resell if I ever had the option. |
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Or a lockdown...
72H for t1 And yeah, we are seeing how this game is full of botters and RMT that makes building your character impossible! |
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