POE 2 Online Trading system user story

I work as a business analyst and decided to offer my services for free.

Feel free to make adjustments as necessary, as I don't have insight into your existing system.

### **Acceptance Criteria for Passive Path of Exile 2 Online Trading System**

Feature Overview
This feature implements a simplified online trading system that allows players to buy items directly from the trade website with minimal friction. The system will reuse existing mechanics to reduce development complexity.

---

User Stories

- As a buyer, I want to purchase items directly from the trade website so that I don't have to coordinate with sellers manually.
- As a seller, I want to have my listed items automatically removed from my stash when sold so that I don’t have to manage trades manually.
- As a player, I want to receive errors when conditions for a trade are not met so that I can understand why my transaction failed.

---

Acceptance Criteria

1. Resetting Listings
- All existing item listings are removed from the trading website upon feature launch.
- The new "Buy" button is added to the item listings on the Path of Exile 2 trade website.

2. Trade Validation Checks
When a player clicks the "Buy" button, the following checks must be performed:

Item Availability
- Verify that the listed item is still in the seller’s stash.
- If the item is not found, display an error: "This item is no longer available."

Stash Space
- Verify that the buyer has enough space in their stash for the item.
- If there is not enough space, display an error: "You do not have enough space in your stash for this item."

Currency Check
- Verify that the buyer has the required amount of currency.
- If the buyer lacks sufficient currency, display an error: "You do not have enough currency to purchase this item."

---

3. Transaction Execution
If all checks pass, execute the trade in the following order:

1. Hash and Store Transaction Data
- Generate and store a unique hash of the item being sold.

2. Modify Stashes
- Remove the item from the seller’s stash.
- Remove the specified currency amount from the buyer’s stash.
- Add the currency amount to the seller’s stash.
- Spawn the hashed item in the buyer’s stash.

3. Transaction Completion
- If all steps complete successfully, notify both players that the trade was successful.
- If any step fails after validation, attempt to roll back changes and display an appropriate error.

---

Edge Cases
- If a transaction fails after currency has been removed but before the item transfer, refund the currency to the buyer.
- If an item hash mismatch occurs (e.g., the item was modified before purchase), display an error and prevent the trade.
- If the seller's stash cannot accept the currency due to space limitations, display an error and cancel the transaction.
- If the game server goes down during the transaction, ensure consistency in item and currency states upon reconnection.

---

Non-Functional Requirements
- The transaction process must complete within a reasonable time (~1-3 seconds).
- The system must be secure against duping, ensuring that the same item cannot be sold multiple times.
- Logging should be implemented for debugging and dispute resolution.
- UI should clearly indicate transaction status and errors to the player.
Last bumped on Feb 5, 2025, 2:01:44 PM
I don't work as a business analyst but here are some problems:

As a seller if I want to sell something for 20 divine but accidentally clicked exalts or placed a item in a wrong stash tab, poof item gone.

Bots that can automatically scour for items, buy them up and resell and manipulate the marked. Even players could do this when trading becomes so fast.
Last edited by Tumulten#3988 on Feb 5, 2025, 6:22:32 AM
"
Tumulten#3988 wrote:
As a seller if I want to sell something for 20 divine but accidentally clicked exalts or placed a item in a wrong stash tab, poof item gone.

Sorry, but that's totally on you if you can't be bothered to watch what currency you pick when selling expensive items. However, a 5 minute waiting time until the item goes online in which you could still re-price or retract the offer would probably be reasonable.

"
Tumulten#3988 wrote:
Bots that can automatically scour for items, buy them up and resell and manipulate the marked. Even players could do this when trading
becomes so fast.

I agree that this could be a problem, but there are ways around it:

1. Every item that's put on or bought from the marked costs a gold fee, so every bot account also has to reliably farm gold to even be able to offer and buy items.

2. Fees could increase exponentially with every item an account puts on or buys from the market. The fees will only be reduced over time and therefore become unreasonably high if that account buys/sells many items per hour/day.

3. Apart from that, the amount of items an account can buy or sell per day should generally be limited.

4. Bought items get a price tag that sticks for a certain amount of time (e. g.
one week) or until it has been modified by an exalt, divine, vaal, etc.
As long as an item has a price tag, you can't sell it for more than that, only for less.

5. Bought items cannot be put back on the marked immediately or only for a hefty gold fee.
"
As a seller if I want to sell something for 20 divine but accidentally clicked exalts or placed a item in a wrong stash tab, poof item gone.


Good point. Should add a confirmation window when setting the price for an item in the tab.

"
Bots that can automatically scour for items, buy them up and resell and manipulate the marked. Even players could do this when trading
becomes so fast.


Interesting point. On the other hand in the current system bots put up a bunch of items for a way lower price from the market to try and trick new players into putting up the item for cheaper than it actually is. Which is also bad and IS ALREADY happening. Instant buy feature would prevent this. And regarding your point we will have to see if the market will correct for this, supply and demand decides the price. I am against any kind of transaction restrictions personally.
"
topsen_#5879 wrote:
I work as a business analyst and decided to offer my services for free.

Feel free to make adjustments as necessary, as I don't have insight into your existing system.

### **Acceptance Criteria for Passive Path of Exile 2 Online Trading System**

Feature Overview
This feature implements a simplified online trading system that allows players to buy items directly from the trade website with minimal friction. . .




I stopped reading there. . .



. . .because it aint gonna happin' cappin'



"
C4Guy#0918 wrote:
"
Tumulten#3988 wrote:
As a seller if I want to sell something for 20 divine but accidentally clicked exalts or placed a item in a wrong stash tab, poof item gone.

Sorry, but that's totally on you if you can't be bothered to watch what currency you pick when selling expensive items. However, a 5 minute waiting time until the item goes online in which you could still re-price or retract the offer would probably be reasonable.


Sorry, but there are too many things that can go wrong easily.

To easy to accidentally putting items in wrong tab (even accidentally putting items you don't even plan to sell in a public tab), there is also players that have tabs with set price on all items but then have some items there that they set another price on (Items could be sold before you had time to set fixed price).

There is also the problem of not knowing a items value, at least now you know you miss priced it because of the incoming spam, if the item just disappears you wont know about it and you might not learn value of items.

And other small easy to make mistakes such as typing a number wrong..

"
topsen_#5879 wrote:

On the other hand in the current system bots put up a bunch of items for a way lower price from the market to try and trick new players into putting up the item for cheaper than it actually is.


Agree that this is a problem with the current system, but at least you get a warning when you get flooded with whispers, tho new players might not know this :(
Last edited by Tumulten#3988 on Feb 5, 2025, 8:26:27 AM
If I have a brick of gold that I think is worth $15 and I don't bother to look up the price of gold, that's on me. If the "buy now" button is implemented you won't see pages of items listed for a lower price to scam users into devaluing their assets. So when they go look online they will clearly see what the values of what they hold are.

Also, it's true people might make a mistake and pick the wrong currency. That's why there is a checkmark affirming your choice. And if you hit the checkmark anyway you'll learn to stop doing that when you sell the item and realize you could have gotten more.

Additionally, pulling from the wrong tab is a software error. If that happens then GGG would need to fix that bug. Each item has its own ID, which is how when someone whispers you and you go look at your sale tab you see a purple ring around the item in question when grouped with the buyer.
"
topsen_#5879 wrote:
I work as a business analyst and decided to offer my services for free.

Feel free to make adjustments as necessary, as I don't have insight into your existing system.

### **Acceptance Criteria for Passive Path of Exile 2 Online Trading System**

Feature Overview
This feature implements a simplified online trading system that allows players to buy items directly from the trade website with minimal friction. The system will reuse existing mechanics to reduce development complexity.

---

User Stories

- As a buyer, I want to purchase items directly from the trade website so that I don't have to coordinate with sellers manually.
- As a seller, I want to have my listed items automatically removed from my stash when sold so that I don’t have to manage trades manually.
- As a player, I want to receive errors when conditions for a trade are not met so that I can understand why my transaction failed.

---

Acceptance Criteria

1. Resetting Listings
- All existing item listings are removed from the trading website upon feature launch.
- The new "Buy" button is added to the item listings on the Path of Exile 2 trade website.

2. Trade Validation Checks
When a player clicks the "Buy" button, the following checks must be performed:

Item Availability
- Verify that the listed item is still in the seller’s stash.
- If the item is not found, display an error: "This item is no longer available."

Stash Space
- Verify that the buyer has enough space in their stash for the item.
- If there is not enough space, display an error: "You do not have enough space in your stash for this item."

Currency Check
- Verify that the buyer has the required amount of currency.
- If the buyer lacks sufficient currency, display an error: "You do not have enough currency to purchase this item."

---

3. Transaction Execution
If all checks pass, execute the trade in the following order:

1. Hash and Store Transaction Data
- Generate and store a unique hash of the item being sold.

2. Modify Stashes
- Remove the item from the seller’s stash.
- Remove the specified currency amount from the buyer’s stash.
- Add the currency amount to the seller’s stash.
- Spawn the hashed item in the buyer’s stash.

3. Transaction Completion
- If all steps complete successfully, notify both players that the trade was successful.
- If any step fails after validation, attempt to roll back changes and display an appropriate error.

---

Edge Cases
- If a transaction fails after currency has been removed but before the item transfer, refund the currency to the buyer.
- If an item hash mismatch occurs (e.g., the item was modified before purchase), display an error and prevent the trade.
- If the seller's stash cannot accept the currency due to space limitations, display an error and cancel the transaction.
- If the game server goes down during the transaction, ensure consistency in item and currency states upon reconnection.

---

Non-Functional Requirements
- The transaction process must complete within a reasonable time (~1-3 seconds).
- The system must be secure against duping, ensuring that the same item cannot be sold multiple times.
- Logging should be implemented for debugging and dispute resolution.
- UI should clearly indicate transaction status and errors to the player.


The developers Jonathan and Hrishi in the video below: https://youtu.be/RskRFwgoQ5g?si=srdyAc4O-6OhZT7q

Acknowledged the need for an auction house with instant buyouts and a proper search function.

They aren't against trade but want to control it with gold as a limiting factor, preventing excessive flipping while keeping it accessible.

The devs are designing a system where trade exists but doesn’t overpower loot drops or crafting.

Instead of removing or limiting trade, they're integrating it in a way that maintains balance.

You can check these timestamps for verification:

1:56:27 – Discussion on auction house and trade improvements.
1:57:20 – How gold will act as a limiting factor for trading.
1:58:51 – Auction house plans and restrictions to balance trade.


The RMT's raise the price's so it forces the player base to buy currency from their websites. It's a classic tactic.

They are part of the Taiwanese Gaming Mafia / Union and each person runs 5,000 bots each. They operate in all main MMO's:
https://www.youtube.com/watch?v=XnauN2pkDBQ


Here’s a list of games with auction houses that prove Path of Exile 2 has no excuse:

EverQuest (1999)
Ragnarok Online (2002)
Final Fantasy XI (2002)
EVE Online (2003)
World of Warcraft (2004)
Final Fantasy XIV (2010)
ArcheAge (2013)
The Elder Scrolls Online (2014)
Black Desert Online (2016)
Albion Online (2017)

These games span decades and offer player-driven trading systems that are accessible and functional.

Meanwhile, Path of Exile relies on outdated trade methods that force players to use third-party tools.

How is this acceptable in 2025?

If developers could figure this out over 20 years ago, there’s no reason PoE 2 can’t have an auction house.

This isn’t about “philosophy”, it’s about refusing to modernize because they cater to the RMT's that dominate the current trade system and market.

Grinding Gear Games, take note—this is long overdue.

Why Do People Oppose Auction Houses? Follow the Money...


the people most vocally against auction houses in games like Path of Exile often have something to gain from manipulating and exploiting the current system.

The trading process allows for:

1. Price Manipulation: Without a transparent, centralized system, scammers can inflate or deflate prices through market collusion. They prey on inexperienced players who don’t know the fair value of items.

2. Exploiting Frustration: Many players don’t have time for endless trade whispers or haggling. This frustration is exploited by individuals who lowball desperate sellers and resell items for massive profit margins.

3. Gatekeeping New Players / Casuals: The complexity of manual trading acts as a barrier, keeping less experienced players from participating in the economy. This ensures that veterans or "market sharks" maintain their dominance.

4. Third-Party Tools and RMT (Real Money Trading): Some of these individuals rely on third-party tools or even real-money trading. A proper auction house would cut into their shady operations by making trading transparent and accessible to everyone.

An auction house can mitigate these opportunities for exploitation.

Transparent pricing and convenient access level the playing field, benefiting the majority while eliminating the advantages scammers and cheats currently enjoy.

Anyone fighting against that probably has something to lose on the black market.

How the Auction House might function:

1. 30-Item Sell Limit per 15 Minute Cooldown

Why It Works:

Reduces market manipulation by limiting the sheer volume of items bots can flood into the Auction House (AH).
Forces players to prioritize meaningful listings, which could lead to better-quality trades overall.
It’s a bot deterrent as they rely on scaling volume to generate profit.

Additional Suggestions:

Tiered Listing Limits: Base the cap on the item’s rarity or value. For instance, players could list only 5 unique items at a time but have no cap for common/rare items.

Cooldown for Adjusting Listings:
Include a short cooldown (e.g., 5 minutes) before players can re-list items they’ve just delisted to prevent price manipulation.

2. 15-Minute Cooldown After 30 Purchases

Why It Works:

Slows down automated buying, a tactic bots use to snipe underpriced items for flipping.
A cooldown across the entire account ensures bots can’t bypass restrictions by cycling through characters.
Additional Suggestions:

Exempt Crafting and Currency Items:
Allow unrestricted trades of lower-value items to avoid inconveniencing regular players who are purchasing crafting or consumables in bulk.
Cooldown Scaling: Increase cooldown duration after repeated cooldown triggers (e.g., after three 15-minute cooldowns, the next one lasts 30 minutes).

3. Account-Wide Cooldowns
Why It Works:

Prevents bots from bypassing limits by creating multiple characters on the same account.
Makes botting less efficient by introducing downtime across the board.

Additional Suggestions:

Introduce progressive penalties for accounts that consistently hit cooldowns, such as further reduced purchase/sell caps or temporary bans.

Consider grace periods for legitimate players with high activity but no suspicious behavior patterns.

4. Tier System for Items

Why It Works:

Limits apply only to higher-tier items (rare, unique, etc.), ensuring that restrictions target the most valuable trades where bots tend to operate.
Leaves low-tier gear trading unaffected, making the system less frustrating for average players.

Additional Suggestions:

Include dynamic pricing thresholds (e.g., only enforce restrictions on trades above a certain currency value).
Offer a premium trade option (e.g., pay extra currency for reduced cooldowns for critical purchases).


This approach is well thought out and tackles several key problems bots create in online marketplaces. Here's a detailed breakdown of your proposal and why it's effective:

5. Dynamic Limits Based on League State

Why It Works:

Accommodates the natural trading spikes during the early and late phases of a league, improving player experience.
Bots typically focus more heavily on the start of leagues, so stricter rules during that phase make sense.

Additional Suggestions:

Monitor trading trends to dynamically adjust the number of items a player can list or the cooldown duration.
Scale limits per league participation milestones, e.g., more relaxed restrictions for players in late-game stages.



6. Dynamic Taxation on Flipping

Why It Works:

Deters bots from profiting through rapid item flipping, a core strategy they use to manipulate the market.
Encourages thoughtful trading by penalizing unnecessary resale attempts.

Additional Suggestions:

Introduce graduated taxes: Lower taxes for items held for longer durations and higher taxes for rapid re-listings.
Tax could also scale based on item demand or value, discouraging manipulation of high-demand items.
Use a tax rebate system for items that don’t sell after being listed for a long time to avoid penalizing legitimate players stuck with unwanted gear.

7. Cooldown Notifications & Transparency

Why It Works:

Improves player acceptance by explaining why restrictions exist and how they help maintain a healthy economy.
Reduces player frustration, as they can adapt to limitations when they’re clearly communicated.

Additional Suggestions:

Add a counter system showing how many listings/purchases a player has remaining before triggering a cooldown.
Provide tips or guides to help players optimize their trading activity under the system.
I don't remember GGG saying they'll add an auction house, only that they'd never do it.

What has been said is that insta buyout and search are needed, but there's the decade old question on how to do it.
"
"
topsen_#5879 wrote:
I work as a business analyst and decided to offer my services for free.

Feel free to make adjustments as necessary, as I don't have insight into your existing system.

### **Acceptance Criteria for Passive Path of Exile 2 Online Trading System**

Feature Overview
This feature implements a simplified online trading system that allows players to buy items directly from the trade website with minimal friction. The system will reuse existing mechanics to reduce development complexity.

---

User Stories

- As a buyer, I want to purchase items directly from the trade website so that I don't have to coordinate with sellers manually.
- As a seller, I want to have my listed items automatically removed from my stash when sold so that I don’t have to manage trades manually.
- As a player, I want to receive errors when conditions for a trade are not met so that I can understand why my transaction failed.

---

Acceptance Criteria

1. Resetting Listings
- All existing item listings are removed from the trading website upon feature launch.
- The new "Buy" button is added to the item listings on the Path of Exile 2 trade website.

2. Trade Validation Checks
When a player clicks the "Buy" button, the following checks must be performed:

Item Availability
- Verify that the listed item is still in the seller’s stash.
- If the item is not found, display an error: "This item is no longer available."

Stash Space
- Verify that the buyer has enough space in their stash for the item.
- If there is not enough space, display an error: "You do not have enough space in your stash for this item."

Currency Check
- Verify that the buyer has the required amount of currency.
- If the buyer lacks sufficient currency, display an error: "You do not have enough currency to purchase this item."

---

3. Transaction Execution
If all checks pass, execute the trade in the following order:

1. Hash and Store Transaction Data
- Generate and store a unique hash of the item being sold.

2. Modify Stashes
- Remove the item from the seller’s stash.
- Remove the specified currency amount from the buyer’s stash.
- Add the currency amount to the seller’s stash.
- Spawn the hashed item in the buyer’s stash.

3. Transaction Completion
- If all steps complete successfully, notify both players that the trade was successful.
- If any step fails after validation, attempt to roll back changes and display an appropriate error.

---

Edge Cases
- If a transaction fails after currency has been removed but before the item transfer, refund the currency to the buyer.
- If an item hash mismatch occurs (e.g., the item was modified before purchase), display an error and prevent the trade.
- If the seller's stash cannot accept the currency due to space limitations, display an error and cancel the transaction.
- If the game server goes down during the transaction, ensure consistency in item and currency states upon reconnection.

---

Non-Functional Requirements
- The transaction process must complete within a reasonable time (~1-3 seconds).
- The system must be secure against duping, ensuring that the same item cannot be sold multiple times.
- Logging should be implemented for debugging and dispute resolution.
- UI should clearly indicate transaction status and errors to the player.


The developers Jonathan and Hrishi in the video below: https://youtu.be/RskRFwgoQ5g?si=srdyAc4O-6OhZT7q

Acknowledged the need for an auction house with instant buyouts and a proper search function.

They aren't against trade but want to control it with gold as a limiting factor, preventing excessive flipping while keeping it accessible.

The devs are designing a system where trade exists but doesn’t overpower loot drops or crafting.

Instead of removing or limiting trade, they're integrating it in a way that maintains balance.

You can check these timestamps for verification:

1:56:27 – Discussion on auction house and trade improvements.
1:57:20 – How gold will act as a limiting factor for trading.
1:58:51 – Auction house plans and restrictions to balance trade.


The RMT's raise the price's so it forces the player base to buy currency from their websites. It's a classic tactic.

They are part of the Taiwanese Gaming Mafia / Union and each person runs 5,000 bots each. They operate in all main MMO's:
https://www.youtube.com/watch?v=XnauN2pkDBQ


Here’s a list of games with auction houses that prove Path of Exile 2 has no excuse:

EverQuest (1999)
Ragnarok Online (2002)
Final Fantasy XI (2002)
EVE Online (2003)
World of Warcraft (2004)
Final Fantasy XIV (2010)
ArcheAge (2013)
The Elder Scrolls Online (2014)
Black Desert Online (2016)
Albion Online (2017)

These games span decades and offer player-driven trading systems that are accessible and functional.

Meanwhile, Path of Exile relies on outdated trade methods that force players to use third-party tools.

How is this acceptable in 2025?

If developers could figure this out over 20 years ago, there’s no reason PoE 2 can’t have an auction house.

This isn’t about “philosophy”, it’s about refusing to modernize because they cater to the RMT's that dominate the current trade system and market.

Grinding Gear Games, take note—this is long overdue.

Why Do People Oppose Auction Houses? Follow the Money...


the people most vocally against auction houses in games like Path of Exile often have something to gain from manipulating and exploiting the current system.

The trading process allows for:

1. Price Manipulation: Without a transparent, centralized system, scammers can inflate or deflate prices through market collusion. They prey on inexperienced players who don’t know the fair value of items.

2. Exploiting Frustration: Many players don’t have time for endless trade whispers or haggling. This frustration is exploited by individuals who lowball desperate sellers and resell items for massive profit margins.

3. Gatekeeping New Players / Casuals: The complexity of manual trading acts as a barrier, keeping less experienced players from participating in the economy. This ensures that veterans or "market sharks" maintain their dominance.

4. Third-Party Tools and RMT (Real Money Trading): Some of these individuals rely on third-party tools or even real-money trading. A proper auction house would cut into their shady operations by making trading transparent and accessible to everyone.

An auction house can mitigate these opportunities for exploitation.

Transparent pricing and convenient access level the playing field, benefiting the majority while eliminating the advantages scammers and cheats currently enjoy.

Anyone fighting against that probably has something to lose on the black market.

How the Auction House might function:

1. 30-Item Sell Limit per 15 Minute Cooldown

Why It Works:

Reduces market manipulation by limiting the sheer volume of items bots can flood into the Auction House (AH).
Forces players to prioritize meaningful listings, which could lead to better-quality trades overall.
It’s a bot deterrent as they rely on scaling volume to generate profit.

Additional Suggestions:

Tiered Listing Limits: Base the cap on the item’s rarity or value. For instance, players could list only 5 unique items at a time but have no cap for common/rare items.

Cooldown for Adjusting Listings:
Include a short cooldown (e.g., 5 minutes) before players can re-list items they’ve just delisted to prevent price manipulation.

2. 15-Minute Cooldown After 30 Purchases

Why It Works:

Slows down automated buying, a tactic bots use to snipe underpriced items for flipping.
A cooldown across the entire account ensures bots can’t bypass restrictions by cycling through characters.
Additional Suggestions:

Exempt Crafting and Currency Items:
Allow unrestricted trades of lower-value items to avoid inconveniencing regular players who are purchasing crafting or consumables in bulk.
Cooldown Scaling: Increase cooldown duration after repeated cooldown triggers (e.g., after three 15-minute cooldowns, the next one lasts 30 minutes).

3. Account-Wide Cooldowns
Why It Works:

Prevents bots from bypassing limits by creating multiple characters on the same account.
Makes botting less efficient by introducing downtime across the board.

Additional Suggestions:

Introduce progressive penalties for accounts that consistently hit cooldowns, such as further reduced purchase/sell caps or temporary bans.

Consider grace periods for legitimate players with high activity but no suspicious behavior patterns.

4. Tier System for Items

Why It Works:

Limits apply only to higher-tier items (rare, unique, etc.), ensuring that restrictions target the most valuable trades where bots tend to operate.
Leaves low-tier gear trading unaffected, making the system less frustrating for average players.

Additional Suggestions:

Include dynamic pricing thresholds (e.g., only enforce restrictions on trades above a certain currency value).
Offer a premium trade option (e.g., pay extra currency for reduced cooldowns for critical purchases).


This approach is well thought out and tackles several key problems bots create in online marketplaces. Here's a detailed breakdown of your proposal and why it's effective:

5. Dynamic Limits Based on League State

Why It Works:

Accommodates the natural trading spikes during the early and late phases of a league, improving player experience.
Bots typically focus more heavily on the start of leagues, so stricter rules during that phase make sense.

Additional Suggestions:

Monitor trading trends to dynamically adjust the number of items a player can list or the cooldown duration.
Scale limits per league participation milestones, e.g., more relaxed restrictions for players in late-game stages.



6. Dynamic Taxation on Flipping

Why It Works:

Deters bots from profiting through rapid item flipping, a core strategy they use to manipulate the market.
Encourages thoughtful trading by penalizing unnecessary resale attempts.

Additional Suggestions:

Introduce graduated taxes: Lower taxes for items held for longer durations and higher taxes for rapid re-listings.
Tax could also scale based on item demand or value, discouraging manipulation of high-demand items.
Use a tax rebate system for items that don’t sell after being listed for a long time to avoid penalizing legitimate players stuck with unwanted gear.

7. Cooldown Notifications & Transparency

Why It Works:

Improves player acceptance by explaining why restrictions exist and how they help maintain a healthy economy.
Reduces player frustration, as they can adapt to limitations when they’re clearly communicated.

Additional Suggestions:

Add a counter system showing how many listings/purchases a player has remaining before triggering a cooldown.
Provide tips or guides to help players optimize their trading activity under the system.



Thanks for the additional information. I do agree that an auction house exists as a thing in online games for decades now and there's no excuse for implementing it.

My suggestion was minimal friction to implement said feature. Additional things like cooldowns and limitations can be imposed in future iterations after analyzing user behavior. We are in early access for a reason.

Report Forum Post

Report Account:

Report Type

Additional Info