I mean, they have it already, don’t they?
Put the pieces of trading together.
The basic premise is:
‘A trading system without limitations causes near instant acquisition of items and far too fast progression’
That’s what devs are working with, baselined from the PoE dev team, and they’re right with that! 100%.
So, there need to be some form of limitations to hinter fluidity or access of the market.
You can choose which side to take. If you have knowledge about economy though you’ll always choose a form of access, never the fluidity too badly.
If you do that you skew the supply/demand control mechanisms of a healthy marketplace.
Minimal influence is fluidity is fine as the fallout of that isn’t too visible, too large and it’s a disaster.
LE does that sadly (Access restrictions through the rank-based buying limitation). Unhinges the ability for demand to access the supply.
So obviously the wrong way to do it. It needs to be at any time the same type of hindrance for every type of item.
Or at least close to it or pricing items becomes nigh impossible.
So what did LE do? Hinder access, so far so good, right? PoE did that as well with simply not making any automation, hence causing it all to become frustrating. Also hindrance of access.
Does that form of hindrance feel good though?
Nah, never does.
So the method of denied access is meaningful
So we already have:
-It needs to be a type of restriction.
-The type of access restriction decides the quality of the mechanic.
So, now LE did the massively right thing:
They implemented a mechanic limiting general access to the function in a time-based manner
Boom! The whole issue is solved. It’s the same solution as PoE has, causing their market to function… but nonetheless having it automated! you can’t get it wrong from there after all.
But no… the useless further complications beyond that skew the whole economy massively.
So what would be a functional system you ask, as after all we have the whole thing ‘solved’ already ‘Kulze’ says?
Well, it’s actually surprisingly easy by then.
We have the usage limiter, that’s favor. It’s there. The method of usage for it isn’t well done simply.
First of all: Listing itself never is allowed to be time limited. Hence Favor cost for that? Big nono. A cost or ‘tax’ instead? Absolutely! Never allowed to be extremely high. Supply/demand chain would be interrupted.
Buying items:
Here is where it becomes interesting. The buyer side needs to be heavily influenced by any limiting factors, never the seller’s side (too much). The first absolute grand masterstroke of LE was removal of reselling. This is huge. This is a game-changer by itself not to allow it.
Well done LE, kudos. Solving a several decade long issue, even if it’s only possible in a game realistically.
But now they fucked up. Access denied despite funds.
A viably system would’ve for example been to adjust the favor cost entirely on the item price. The higher the price, the higher the favor cost.
Also one option would’ve been to enforce a minimum favor price designed after a hidden ‘power level’ in the background. Meaning a system automatically demanding 'This item with this acquisition rarity realistically will be gained at the stage of xyz after putting the drop-chances in perspective.
All comes down to that, drop-chance in the game.
After simulating how many items of a sort will drop for 1 million players in 100 hours (for example) after killing 5000 mobs of a single type per hour… you get a overall drop-rate for every non-boss item. This means each unique from common to extremely rare, LP included. Every affix in every way.
The only hard thing to do beyond that is decisions for the boss drops.
Success rate and availability.
For dungeons it’s easy, access is key drop rate. Succes rate is a simple multiplier.
For generic bosses it’s a multiplier through mobs per hours, which simulates progression through monoliths. Also with a multiplier for the success rate attached.
You now have your hidden ‘power level’ which demands minimum favor cost for every item possible in the game.
This is the best limiter you can ever have!
Now if you want to use it as a masterstroke 2.0 you’ll also make this mechanic be a gold-sink to counteract inflation and hinder RMT greatly on top of that!
Add massive taxation at long ranks of the mechanic and reduce it by aligning to the faction. Allowing access freely though for everyone.
Here the ranks can come in play.
You have just solved it.
All the mechanics individually are existing for the system.
The hidden seemingly arbitrary number which is ‘power level’ causes to give a simplistic feeling of how good an item is and does aid pricing competency rather then hinder, demand/supply adjust accordingly.
Flooding of the market is no problem ever since it can’t fall below a point, making too early acquisition and hence progress-skipping impossible.
Market access isn’t hindered, you always can access it, you’re solely hindered by your personal funds, never by access.
The whole system stays automated.
Pricing can be freely chosen, even if it costs ‘0’ gold then you won’t have the ‘funds’ (favor’) available to buy it nonetheless without active time-investment into the game.