The Case against a Trade Economy

This goes for any RNG based loot system and we are in agreement that neither of us want the core gameplay loop shortened. I just don’t agree that because you’ve added a new mechanic such as player trading that it inherently will shorten it. Yes, Player B may have what Player A wants and Player B may have spent less time attaining said item(s) but what about the item(s) in return that Player B wants that Player A had to go after not to mention the time Player A already spent trying to get said item(s), if any? This is a bi-directional effort and trust me, I do understand the impact of twinking and low level character acquisition of high level gear.

Agreed on the crafting piece but I don’t necessarily agree that it’s “motivating far beyond what it would be, if Trade were…” and I purposely left off this last piece because no one said “major” factor but I’ll say ANY factor.

I 'm sure you’ve read it but the dev blog post clearly states it as “THE ECONOMY” and “Player economy”, despite your definition.