Auction house will destroy economy until you add this option
" I get what you mean, nobody likes seeing bots or 0.01c flippers eating every underpriced item before a real player even sees it. That frustration is real. But I don’t think soulbinding fixes that problem, it just shifts it somewhere worse Crafting margins being “out of this world” is actually a signal that the market isn’t yet in equilibrium. In any economy (virtual or real), temporary high margins attract more sellers until profits normalize. If you cut tradability with soulbind, you kill that correction mechanism, margins don’t shrink, they just vanish into private pockets because items never reenter the market. That’s not balance, that’s just market collapse The real issue imo isn’t “too much trading”, it’s who is trading (bots, cartels, hyperfast flippers). That can be dealt with better market design rules. I'm not too sure myself on some rules, but maybe something along those lines: Cooldowns on reselling (item can’t be relisted for X hours) which would kill rapid sniping profit but still lets players trade normally and maybe progressive fees (progrssively higher tax for buying items consecutively in a certain timeframe, lower or the current tax for longer) I also completely agree with mirror shops destroying the economy long term, and I thought the new sanctification would solve this by adding a layer above mirror (assuming those sanctified items would not be mirrorable), but I'm not too sure how the situation is now with it since I didn't bother to pay attention. Was having too much fun with the market honestly Последняя редакция: iHiems#0168. Время: 6 сент. 2025 г., 12:42:16
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I'm having fun too. An alternative to the mirror would be to put a limit on the item. One-time use for example. When game will become much bigger on release it will get much worse, this is still EA and we are not on full big economy.
I'm sorry, but cooldown and higher taxes would only make this more organised. An optional soulbound would fix the problem, and people would balance prices around it. So, soulbound items would become in equilibrium because they would show "true" value. If there is someone who has better solution of course drop it here |
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Flippers don't destroy the economy. They're simply buying items people are unknowingly under-pricing and selling them for what they're actually worth.
I only play PoE 1 and I sell my stuff for cheap all the time, knowing they will likely sell the item back for higher value. Why? Because I'm more concerned with securing the value of the item before it deprecates with time. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
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" "cooldowns and fees just make it organized" They’re supposed to. Good market design channels behavior instead of nuking it. If you make speed and volume costly, you reduce the ROI of sniping without hurting a normal player who lists a ring once a day. Of course, there can be other mechanism, not necessarily those specific ones "it will be worse at release when the economy is bigger" Bigger economies are usually more resilient because liquidity and participant diversity go up. Yes, bot counts rise, but the ability of any one group to steer prices goes down when there are 10x more human participants and the right friction at high frequency |
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I’ve seen my share of bad takes, but OP really outdid themselves here.
He's seriously suggesting: "Make trades bind on purchase to save the economy." Let’s pause. The proposal to destroy trading in order to fix trading is the kind of reasoning you’d expect from someone who thinks burning down a house is the best way to renovate the kitchen. Usually I can brush off these doomsday-tier arguments, but this one is so backwards it almost feels intentional like OP is either role-playing as a Blizzard executive or actively speedrunning the worst idea possible challenge. The premise isn’t just flawed, it’s self-defeating. You don’t "save" a system by destroying it. Not only this is a stage 4 cancer idea that deprive players that enjoy the economy, but it empowers bots radicaly more. Each time a player spend currency on an item, they lose 100% of trade value. You literally give bots all the power they need since they farm in groups for large amount of hours and these bots are not farming to raise their power, only to get your currency. This would inflate the cost of trading astronomically since items will be permanently removed from the trade pool. I'm not even mad, I know people like that exist in real life, even if it's hard to accept. Последняя редакция: Oinkaments#6390. Время: 6 сент. 2025 г., 13:47:16
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" the thing which destroyed D3 where developers by putting idiotic damage multiplayer in the sets (like 1000, 1500%) |
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I could see this working a different way where you have the option as the seller to lock the purchase price onto the item so that if you go to re-sell it you can only sell it for what you paid for it. To me that would make the most sense. It would obviously need to be clearly marked as such in the market so that people know what they are getting. I'm not entirely sure this is the best approach though, I feel like there are likely better ways to deal with flipping and inflation.
Последняя редакция: rawdmon#8799. Время: 6 сент. 2025 г., 14:14:56
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" In what way would this benefit the seller and why would they ever choose that option? |
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" The OP said that as the crafter / seller they want to be able to prevent flipping of their items so that people are buying them to use them and not flip them. That's the benefit. Is this the best way to go about it? That's debatable. Последняя редакция: rawdmon#8799. Время: 6 сент. 2025 г., 14:16:19
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Seems self defeating to me to limit your audience when trying to sell something. I agree with guy above, destroying trade to fix trade is a bit silly imo.
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