Yes, this is a very mandatory aspect, but it doesn’t fully solve the issue, it’s a fantastic start though.
I haven’t even gone into taxation, just the circumstances without actual gold circulation happening even.
The current state of the market is that when I pay 100k for a single item another person suddenly has… 100k. So they can buy their item.
The only limitation is online time there, so if we have for example 2 people which through sheer dumb luck got several great drops which the other one needs then it usually goes that the first players 100k item is bought, then the other’s 100k item… so they’re gone. 100k sold quick… next one is 105k, getting 5k is quick, hence it sells quick again since basically all funds are already acquired.
This way gold circulates without reduction and steadily increases the prices until the cap is hit over time.
The removal of favor cost for re-pricing was something I immediately talked about when the system came out.
Also about a premium currency to avoid hitting the cap early on and avoid other mechanics to become basically useless for a MG player.
Same as the taxation since it actually creates a sink without allowing the circulation of gold through buying/selling to gradually rise the ‘floor price’ of items.
Those are the major ones, there’s more though.
Limitation on listings so long-term players don’t flood the market with both high-value and low-value items, leaving room for upstarts to actually create a profit and not pool it solely at the top.
Favor costs solely for sales to avoid mistaken ‘0’ cost listings.
Rep gain being the full 4 upon acquiring favor for MG to avoid misconceptions and it leading to market flooding.
Scaling favor prices with buying prices (floor price + increase as the price increases)
Minimum prices to ensure effort needs to be put into item acquisition.
Rank rework to instead adjust taxation, access shouldn’t be hindered by rank but rather by character progress. (level or content).
Overall there’s a lot to be done still, some are up to be contended, others are a mandatory aspect for it to function in the first place.
Some of those are mild problems… others leading to a infallible outcome over time, which affect Legacy. And no, people also play Legacy so the market for them is as important… actually more important since they got to deal with it long-term and not for a few months.