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Intro
As a developer and player since the earliest versions of LE, I would like to suggest a new implementation for the Bazaar mechanic that I believe would greatly improve mid/endgame play (especially compared to other games). As an ARPG player since D2, I know that in a season‑style game, players love marketing, trading, and buying/selling items. In many ARPG/MMORPGs, player retention is strongly tied to how easy and fast it is to check item prices (without needing to move your character to a specific location). This convenience significantly changes the gameplay loop, making it more competitive and more fun.
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Main (Not Technically)
Since the new Season 3 update is coming and we can now automatically filter our items by using “Shift + Right Click” (thanks EHG team!!
), I would like to suggest an easy extension of this current feature that can make the mid/endgame much more enjoyable.
The core idea is to allow all users (who are designated merchant Bazaar users) to open the Bazaar UI and select the merchant category (weapons, body armour, etc.) while playing on a map (without needing to travel directly to the Bazaar location). After pressing a hotkey, a confirmation box would appear asking the user if they want to spend [XYZ Merchant Tokens] to open the Bazaar with the possibility of using [Shift + Right Click] on items in their inventory (I will explain in the [Technically] section why tokens should be required for this interaction).
LE is a game that drops a lot of items (especially at 300+ corruption; even with a strong loot filter). Many of these items are good, but they quickly fill the inventory while mapping. With this implementation (opening the Bazaar from a single button), you make the process more accessible for new, old, casual, and dedicated players.
With this, as a player, you can genuinely feel that you’re building your own empire: stacking gold, becoming a multi‑millionaire, and focusing on efficient target farming for your strategy. The game already has its own mechanics, but this would allow players to diversify their farming approaches and prevent endgame from collapsing into only one popular target farm (e.g., just “Red Rings”).
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Main (Technically)
Last Epoch is an easy game compared to other ARPGs on the market (though it becomes more demanding as you scale into endgame 300+ corruption). Based on other games—and my personal experience—Last Epoch is one of the most complete, enjoyable, and easy-to-understand experiences. With the new possibility of automatically filtering items for Bazaar searches, the game becomes even more enjoyable for every type of player.
If you consider implementing this new suggestion, here are some points that I think you should strongly consider. I will split them into two topics (Pros and Cons):
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Pros
From a market perspective, it’s a game changer. Last Epoch would be the only ARPG (without relying on external tools) that enables players to quickly search for target item prices automatically—right after the item drops.
With this implementation, endgame is no longer: fill inventory → go to Bazaar → sell item by item. Players would already have their tokens; if they can sell faster, progression becomes smoother, more precise, and more competitive. This creates continual new target-farming strategies, even as new uniques are added. Players could price-check what just dropped and decide to sell it immediately instead of tossing it into a stash and forgetting about it.
It also helps with market health: if a player drops many items but cannot sell them because their inventory is full, or they don’t want to interrupt corruption progression to travel to the Bazaar, the market supply flow slows down. With this feature, players remain engaged with each drop and actively evaluate value in real time. That attention to item evaluation enhances the feeling of exploration and intentional play. -
Cons
The game is already considered easy for many players. The only real con I can see is that by making selling (not buying) more convenient, you indirectly accelerate progression for casual players who play mostly in the first two weeks of a season and then leave. That is why I suggest a confirmation dialog asking whether the user wants to spend [XYZ Merchant Tokens] to open the marketplace remotely. Since tokens act as a throttle against bots or potential exploits, this approach can solve multiple problems:
Not everyone will open the Bazaar UI constantly: the player must decide if it’s worth spending tokens, especially if they need them for future listings.
Market inflation: Early in a season, many items are priced so high that casual players cannot buy or test them for their builds (this matches my experience too). With more items entering the market—and Merchant Token costs discouraging spam (helping prevent exploits, bots, etc.)—this problem should become less frequent, because players can list items they just dropped more fluidly (but still at a cost).
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Final Notes
For everyone reading this suggestion: I am not a community spokesperson. Everything in this text comes exclusively from my own experiences and from people who love playing this game with me. I am not claiming that what I said is the ultimate truth or that I am completely correct on every point. It is only MY point of view and something I would love to see become real in Season 3 (or maybe Season 3.5?
).
Thanks EHG Team for this amazing project! I am really enjoying all the patch notes and I can’t wait to play. I wish everyone all the best!!
Hi, has anyone from the EGH team at least read anything?
It’s very likely they did, but they rarely post on the forums.
Oh Thanks!
I tried playing the game last week, and trade is already dead. Please EHG, consider implementing a price checker function (not restricted only to Bazaar NPCs), similar to what other action RPGs external tools already provide. Also, if some API is already available for this, as a developer I can start an open-source project on GitHub to achieve this goal if necessary.
First, let me explain my concept architecture for a good external tool without needing to worry about API consumption, rate limiting, DoS, etc.
- The first thing I need is a global Bazaar API key (with search filtering). With this, it would be possible to search the entire Bazaar quickly without having to go through NPC by NPC (which, for me, is the most boring and terrible design I have ever experienced in a game. You guys have the best and most fun Action RPG in the world, so why is it still not centralized into a single button? What’s the point?).
- With the API key, it’s important to have a web server that will host a new filtered API version (the logic for this can be defined by you, the EHG team). This filtered version must prevent API overuse by limiting repeated requests from the same user account ID. It should also be set up with Cloudfront, Azure, or Cloudflare (Anti-DDoS + Load Balancing) to prevent bots or consecutive attacks on the filtered endpoint.
- Once this is configured, the only thing I need to create a solid price checker tool is an option like “CTRL + ALT + C” (or something similar). This would allow copying an entire item into JSON format that can then be pasted elsewhere—exactly as another specific game does, and which works perfectly for item copy-paste and build making.
Finally, if EHG has any interest in a project like this, please contact me. In my free time, I can easily code a complete and free tool like this.
Please, don’t let trade remain the way it is. It’s one of the most enjoyable and fun parts of the game.
Thematics/immersion/world building, not everything is a programming problem to be overcome & minimised.