State of the Game – Endgame, Trading, and Crafting (Merchants Guild)

It is how RMT could and probably is still happening. Eliminate the ability for the RMT sites to function by obfuscating the item and the price. I list something I want to realize value for you see something the “Fence” has slightly ruined a point here or there(or improved :slight_smile: ) and both side are happy. The gifting between friends is improved in a way like you describe where you initially can help each other at low level, and then you rank up over time to where by the time you are both playing in empowered for a couple hundred corruption you are getting a few resonance everytime you play together. I think the key to that is finding what level and type of friction activity is both acceptable to the player and completely not feasible for the RMT bots.

Ah, you’re talking about how ‘Fence’ in Tarkov worked with the player based re-selling there?

Yeah, that was kinda obfuscated and a bit of a disaster, didn’t quite work as the devs intended it, obviously so with their setup. But the core idea was nice at least. With another framework possibly functional.

In a ARPG like LE though the difference as you progress is sometimes only a few percentiles of the rolls since nothing beyond is realistically possible to acquire at the moment, especially with the low engagement in MG at the ongoing time. So changing values willy-nilly against RMT would rather ruin proper pricing options - which are already utterly disastrous - even further. Unlike Tarkov we got a player-driven economy, not one which is enforcing values of items onto the player and those have to be accepted. That’s a core difference here.

As for RMT? Would make no difference as that happens through the acquisition of Gold currently, not acquisition of items. Name is obfuscated anyway… but if you change the value of a perfectly rolled idol to a non-perfectly rolled one then that would massively suck for the individual trying to sell it, so that cannot be done. And RMT sellers? Well… they can simply say ‘at your own risk’ anyway and the wrong person gets it, even opens up the option for them to spam those exact items into the market and pay themselves this way. ‘Oops, got to the wrong person, well… not our fault, it’s the system!’ and people paying them 5 times for the same thing before it reaches them.
That could actually lead to more prevalence of RMT as they can milk those individuals willing to risk their account several times rather then once.

Measures to reduce RMT also once more aren’t allowed to come at a severe cost for the common user. The chance to ruin a perfectly rolled item through this system is such a case, especially in a game which focuses specifically on roll-ranges and high RNG and hence inherently causing good rolls to become valuable.