Hello. Since me and my friends still love what you have given us with this game, akd we are ready for a new season. We have to warcry our only main concern/issue and that is the current trading system. It feels absolutely Horrible. It’s so bad that we dont even feel we are playing together. We are past monoliths, and we still couodbst share a single item among friends. We even did echoes together increased our oevel with 10 and agsin still can’t trade with esch other.
The system needs to have a new way of thinking. Either let us choose some people we are allowed to trsde with from the beginning or make it guild based or increase the drop rate so we atleast get the option every 15 min. I dont know your dream or purpose with this system so I cannot recommend what else to do.
Love out
If the item dropped while you were in the same zone then you can gift it to the other person, but they removed the P2P trade in 1.2 as it was being used for RMT (to the surprise of nobody).
As Llama said, if you’re playing together and are in the same zone, you can gift them the items without needing resonances.
Resonances are only needed to gift items that drop when that player isn’t around at the time.
Thx for the sharring the developer post. I agree it is unfortunate with RMT. However resonance is not dropping for us when neeeded. It is too many hours behind. We are ot playing together every hour, since Work/life balance. It would be fun if I could give my friends a 'welcome home from work item." The party play is not alwasys fun in this game. It switchess on and off depending on current gear drop and level. It can ending up feeling so bad, because of the difference in movement speed. Then it feels more enjoyable to do echoes alone and team up later. But in that time we cannot share gear. I wish the system will be changed or optimized for family reunions kind of playstyle. Cheers
To add more. We are now farming different echoes because of targeting different unique boss drops. On our way we find items the other can use. Now we can’t trade it. It again feels bad, and I could might aswell just do a single player SSF
I play with some friends and have the same problem. The fact that we can’t trade without ressonance, which is hard to drop, and playing together the same map is awkward. One friend is starting later and we have some items that he could use to blast the campaign and we dont have a way to give him.
So here are some suggstions:
- The first I think that might already asked many times is a guild system and guild stash like PoE.
- Second one might be a evolution of ressonance system. When you play with your friends, you could acumulate time, or ressonance points, or whatever you call. Once you reach certain point, you can freely gift that friend without need of ressonance drops. And furthermore, you can carry this points to a new season, so at the beggining of the new season you can gift your friends without have to build up ressonace points again.
A guild stash like PoE won’t happen (not without some severe limitations) because that would simply be used to bypass the bazzar and RMT.
This I agree with. Although how long it would require to get is up for debate, but I’m sure they could come up with some number that would make this possible while still making it impracticable for RMT.
You guys need to stop being selfish and farm WITH your friends… that’s how you get the resonance to gift items. You all do one boss, then do a different one, and so on… And you’re not really supposed to be gifting random crap… you save those resonance for good items that need, not just some crap that they might be able to use.
I’m with Rasalom on the core point: the Resonance system is built around cooperative, real-time play, not post-session trading or gift-giving. That’s a design choice aimed at keeping gear acquisition meaningful and social, while protecting the long-term economy from turning into a secondary market of item flipping and gold farming.
But we also need to talk about why this system exists in the first place, especially in light of what we’ve already seen in other ARPGs—and even in Last Epoch itself to some extent.
Let’s take the Merchant’s Guild as a cautionary tale. On paper, it’s a cool concept: prove your commitment to fair trading, unlock the ability to engage in limited market interactions, and gain access to a curated economy. In reality, though, what happened?
- Gold exploits emerged almost immediately. Dupes, macros, or manipulated loot filters allowed certain players to farm obscene amounts of gold.
- As a result, desirable items in the Bazaar began being listed at near-max gold values, pricing out legitimate players who hadn’t resorted to those exploits.
- This created a two-class economy: those who cheated (or no-lifed grind loops) and could afford the Bazaar/Merchant’s Guild, and those who didn’t, who were effectively excluded from a core part of the game’s trade ecosystem.
So when EHG says they want to keep trading limited and controlled—they’re not being overprotective, they’re responding to very real behavior patterns in online economies. Even with systems in place like favor or trade caps, gold inflation and botting distort the game for everyone else. If gifting or trading were fully open again, we’d see those same market problems creep into co-op play: exploits would let one person gear out an entire guild, and the endgame would quickly become less about loot and more about who you know—or what scripts you run.
Now, does that mean the current system is perfect? Definitely not. People with real friendships, family-style playgroups, or irregular schedules feel the sting of Resonance restrictions most sharply. And that’s something EHG should—and I believe will—continue iterating on.
Ideas like:
- Earning persistent trust points with friends based on time played together
- Allowing you to nominate “inner circle” friends with expanded trade rules
- Carrying Resonance forward between seasons for recurring friend groups
…all offer creative middle grounds that protect the economy without punishing the people who just want to play the game with their buddies.
But until we see gold exploits and trading abuse fully under control, I think we’re always going to see some version of this limited system. And the more we recognize the why behind that, the more productive our feedback becomes.
I’m not sure I understand you here. How is a loot filter an exploit?