When buying an item; there is a window that u can click that will show you the average,highest, lowest price of that item that has been sold for the last month.
When buying an item; there is a window that u can click that will show you the average,highest, lowest price of that item that has been sold for the last month.
Solve or complicate? I can literally list a cerella egg for 999m and buy it myself
Thats why there is a lowest, average, highest price.
This suggestion actually might be helpful. Taking the lowest (sold for) value of an item and the average as well as highest would mean that players know that in the long term maybe 1 week or 1 month after an item releases into the game, they would definitely be able to assess if they would want to buy a item or not based sellers subjective pricing. If the prices remain too high, people buying will simply decide to wait till it drops.
For example an artifact is looted by a player from a chest. He sells for 500mill. A week later another guy loots and sell for 300m. Both of those transactions and everything within that week should be recorded and shown within a window that players can open in the auction. Adding the dates of the transaction as (last sold: dd//mm//yyyy) might help eliminate price manipulation.
Adding the dates of the lowest, average and highest recorded transaction value of an item would also mean that players can account for in-game inflation and logically come to a conclusion on prices.
A cooldown period for relisting items after withdrawal, such as 24–48 hours, can also help reduce price manipulation. If a player lists and withdraws an item only to relist it within a short period, they would incur double the auction listing fee till 50% or more after which their auction goes on cooldown. This rule would apply across all accounts or characters linked to the same player, using IP tracking to prevent circumvention.
Players would find it harder to flood the auction or undercut players this way, they will also be cautious with their pricing since listing abnormally high prices would mean they will indefinitely be undercut and their item would not be sold and they would not be able to take it down and re-list it either.
See this thread (link).
-ALS
The link provided shows some issues indeed, but the overall benefit is greater than the cost of implementing this:
As of right now players who are in the game for quite a while like my self and many others already know the prices of items very well. So regardless of this system being implemented or it is unlikely if it will impact us old players.
However, this system will really help new players looking to buy gear to upgrade and max a toon. Here are some solutions to some of the issues which might arise:
Flagging and Alerts for Suspicious Transactions: Add an auto-flagging system to warn players when a listing significantly deviates from average prices (e.g., 200% higher). Example: "This listing is much higher than the average price. Proceed with caution."
Short-Term Community Testing : Launch a 2–4 week beta test to gather community feedback. Monitor for abuse patterns, such as repeated trades via alt accounts, and refine the system before full release.
Transaction Metadata for Transparency: Time from listing to purchase (e.g., sold within 5 minutes).
Number of times an item has been sold in the past X days.
This helps players spot manipulation, like items quickly bought and relisted at inflated prices.
If the the person who lists an item has his name publicly shown, then perhaps showing who purchased it as well is perfectly fine yes? It's an in-game item after all and there is nothing private about a seller in-game selling and a buyer in-game buying. If this is the case then flag items which are bought in the auction by the same IP address characters (So players might proceed with caution) knowing there is a possibility of a price manipulation.
On second thoughts maybe this might be not realistic. If you like being constantly undercut then its fine I guess. I was just looking out for players in general. Where if they badly need to sell an item and get undercut it would negatively impact them. So perhaps a restriction per player on undercutting would prevent players from constantly and infinitely undercutting each other.
For example you list an blood arti clean for 500mill, another guy 2 seconds later puts it for 499m. And then you take yours down to undercut him and so on and on until one of you had enough loosing out on auc fee and stops. So perhaps a system where the undercutting stops after 3 attempts totaling auc fee of 50% would prevent this unwanted scenario.
But on the other hand I get what you're saying, undercutting keeps the realistic touch in the game. So yeah upto devs and players feedback I guess.
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