🏚️ 💰 WE NEED AUCTION HOUSE NOT TRADES!!!

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Drizzt#9501 wrote:

I don't agree. Eve Online has a pretty decent economy. The things that have actual value are priced accordingly, and the things that are not really of value are also priced accordingly... Any attempts to manipulate markets, be it virtual or in the real world, always fail...


lol.
age and treachery will triumph over youth and skill!
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Babonzo#0016 wrote:
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It works.


No, it doesn't work.

Spam whispering and being ignored or losing items or seeing the buyer go offline or wasting 30 minutes or two hours doesn't mean "it works".

There are two solutions: Auction House or true and complete crafting.


Agreed! I lean towards a complete and thorough crafting system but I'd settle for a insta buy out option as well. either would be MILES better than this.
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morbo#1824 wrote:
Just a small, but important point (maybe others have already made it);

If GGG made trading even more efficient & easy, then looting & crafting will have to be made even shittier than they are now. To keep constant the amount of time the players invest into gearing up & progression.


Just so you know what comes with an 'auction house'.


CAN looting and crafting be any shittier than now??? lmao
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Seyfzone#9724 wrote:
Currently: You add item in paid stash in order for these items to appear in Trade website. Player go to trade website, look for items and then send an automatic whisper from the trade website site to the vendor of the item. If player is online you receive an invitation from the vendor, then the buyer needs to teleport to the vendor and then vendor starts trading

Like WTF???? Why we need all that 🤬🤬? The whole process is unbelievably painful in all ways. To say that some of GGG team come from Blizzard Diablo franchise and doing the opposite of what was working in Diablo auction house before. But okay.

Expectation: We need a working auction house IN GAME not an antique Trade website. If I want to sell an item I expect buyers in game to purchase my items already without engaging me in whisper message and then to teleport to me to later start trading.

Stop this madness already and put some resources to build a proper Auction House in Game that works on all platforms. It’s 2025 dam it. We are not in 2000 anymore. Listen to your players and make this happen already 😤



The RMT's raise the price's so it forces the player base to buy currency from their websites. It's a classic tactic.

They are part of the Taiwanese Gaming Mafia / Union and each person runs 5,000 bots each. They operate in all main MMO's:
https://www.youtube.com/watch?v=XnauN2pkDBQ

Here’s a list of games with auction houses that prove Path of Exile 2 has no excuse:

EverQuest (1999)
Ragnarok Online (2002)
Final Fantasy XI (2002)
EVE Online (2003)
World of Warcraft (2004)
Final Fantasy XIV (2010)
ArcheAge (2013)
The Elder Scrolls Online (2014)
Black Desert Online (2016)
Albion Online (2017)

These games span decades and offer player-driven trading systems that are accessible and functional.

Meanwhile, Path of Exile relies on outdated trade methods that force players to use third-party tools.

How is this acceptable in 2025?

If developers could figure this out over 20 years ago, there’s no reason PoE 2 can’t have an auction house.

This isn’t about “philosophy”, it’s about refusing to modernize because they cater to the RMT's that dominate the current trade system and market.

Grinding Gear Games, take note—this is long overdue.

Why Do People Oppose Auction Houses? Follow the Money...


the people most vocally against auction houses in games like Path of Exile often have something to gain from manipulating and exploiting the current system.

The trading process allows for:

1. Price Manipulation: Without a transparent, centralized system, scammers can inflate or deflate prices through market collusion. They prey on inexperienced players who don’t know the fair value of items.

2. Exploiting Frustration: Many players don’t have time for endless trade whispers or haggling. This frustration is exploited by individuals who lowball desperate sellers and resell items for massive profit margins.

3. Gatekeeping New Players / Casuals: The complexity of manual trading acts as a barrier, keeping less experienced players from participating in the economy. This ensures that veterans or "market sharks" maintain their dominance.

4. Third-Party Tools and RMT (Real Money Trading): Some of these individuals rely on third-party tools or even real-money trading. A proper auction house would cut into their shady operations by making trading transparent and accessible to everyone.

An auction house can mitigate these opportunities for exploitation.

Transparent pricing and convenient access level the playing field, benefiting the majority while eliminating the advantages scammers and cheats currently enjoy.

Anyone fighting against that probably has something to lose on the black market.

How the Auction House might function:

1. 30-Item Sell Limit per 15 Minute Cooldown

Why It Works:

Reduces market manipulation by limiting the sheer volume of items bots can flood into the Auction House (AH).
Forces players to prioritize meaningful listings, which could lead to better-quality trades overall.
It’s a bot deterrent as they rely on scaling volume to generate profit.

Additional Suggestions:

Tiered Listing Limits: Base the cap on the item’s rarity or value. For instance, players could list only 5 unique items at a time but have no cap for common/rare items.

Cooldown for Adjusting Listings:
Include a short cooldown (e.g., 5 minutes) before players can re-list items they’ve just delisted to prevent price manipulation.

2. 15-Minute Cooldown After 30 Purchases

Why It Works:

Slows down automated buying, a tactic bots use to snipe underpriced items for flipping.
A cooldown across the entire account ensures bots can’t bypass restrictions by cycling through characters.
Additional Suggestions:

Exempt Crafting and Currency Items:
Allow unrestricted trades of lower-value items to avoid inconveniencing regular players who are purchasing crafting or consumables in bulk.
Cooldown Scaling: Increase cooldown duration after repeated cooldown triggers (e.g., after three 15-minute cooldowns, the next one lasts 30 minutes).

3. Account-Wide Cooldowns
Why It Works:

Prevents bots from bypassing limits by creating multiple characters on the same account.
Makes botting less efficient by introducing downtime across the board.

Additional Suggestions:

Introduce progressive penalties for accounts that consistently hit cooldowns, such as further reduced purchase/sell caps or temporary bans.

Consider grace periods for legitimate players with high activity but no suspicious behavior patterns.

4. Tier System for Items

Why It Works:

Limits apply only to higher-tier items (rare, unique, etc.), ensuring that restrictions target the most valuable trades where bots tend to operate.
Leaves low-tier gear trading unaffected, making the system less frustrating for average players.

Additional Suggestions:

Include dynamic pricing thresholds (e.g., only enforce restrictions on trades above a certain currency value).
Offer a premium trade option (e.g., pay extra currency for reduced cooldowns for critical purchases).


This approach is well thought out and tackles several key problems bots create in online marketplaces. Here's a detailed breakdown of your proposal and why it's effective:

5. Dynamic Limits Based on League State

Why It Works:

Accommodates the natural trading spikes during the early and late phases of a league, improving player experience.
Bots typically focus more heavily on the start of leagues, so stricter rules during that phase make sense.

Additional Suggestions:

Monitor trading trends to dynamically adjust the number of items a player can list or the cooldown duration.
Scale limits per league participation milestones, e.g., more relaxed restrictions for players in late-game stages.



6. Dynamic Taxation on Flipping

Why It Works:

Deters bots from profiting through rapid item flipping, a core strategy they use to manipulate the market.
Encourages thoughtful trading by penalizing unnecessary resale attempts.

Additional Suggestions:

Introduce graduated taxes: Lower taxes for items held for longer durations and higher taxes for rapid re-listings.
Tax could also scale based on item demand or value, discouraging manipulation of high-demand items.
Use a tax rebate system for items that don’t sell after being listed for a long time to avoid penalizing legitimate players stuck with unwanted gear.

7. Cooldown Notifications & Transparency

Why It Works:

Improves player acceptance by explaining why restrictions exist and how they help maintain a healthy economy.
Reduces player frustration, as they can adapt to limitations when they’re clearly communicated.

Additional Suggestions:

Add a counter system showing how many listings/purchases a player has remaining before triggering a cooldown.
Provide tips or guides to help players optimize their trading activity under the system.


AGREED!! I vote to promote this person to head up GGG as there is a strong understanding of things in this post that those at GGG currently don't seem to possess.
Definitely need an in-game market like in POE1 instead of the trade site.

GGG keeps saying they want to avoid players being able to simply buy the exact gear they need at specific breakpoints in their journey... well, when you have a trade site with filters for every affix, level, and every other conceivable detail, then that is exactly what you get!

The market in POE1 (from a console player POV btw) was almost impossible to search for exacts like that. We just had page after page after page (hundreds sometimes) of items that fit a pretty vague descriptor, like, "Show me Citrine Amulets", and from there, could give some commands like ~ to highlight only the ones with costs, "unique" if we want to highlight uniques, etc.

But, getting so exact like the site? "+strength: 20 min, +attack speed: 5 min, +physical%: 80 min, +physical: 40 min, etc"

Nope. If you wanna find it, go looking through every single item. Hard to just go to the store and get all your new stuff for level X in 10 minutes.

But, it also allows the player to actually PLAY the game while making sales. Right now, we have to leave maps, respond to whispers, etc. The current way is pretty annoying, especially if you have a lot of reasonably priced items up for purchase. I only have a handful, and am constantly pausing my game to discuss and negotiate. I couldn't imagine people who have pages of stuff for sale.

An in-game market allows players to deal with offers once they return from a map. I'm on the fence about a buyout system, though... there are pros and cons for that. But, we definitely need to toss the trade site, and only have an in-game market.
People need to think before crying about nonsense. GGG would just amp up the difficulty if there was a way to intently get gear. Which yea fuck that and that would ruin ssf. Also, gear is sacred to these kinds of games ggg has talked about it MANY times so i don’t think an instant effortless gear obtaining system will be a thing as it shouldn’t be because it’s boring frankly. I’d rather struggle sometimes to gain that effortless boost and not just interact with data and solve all my issues
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Also, gear is sacred to these kinds of games ggg has talked about it MANY times so i don’t think an instant effortless gear obtaining system will be a thing as it shouldn’t be because it’s boring frankly.


That's basically what we have right now, though. Just go to the site, input exactly what mods you want, and for what price range, then you can even sort the list by which of those mods you want to focus on, go through the list, send whispers.

It takes almost no time at all. So, you're arguing FOR an in-game market, not against, since an in-game market (with no trade site) takes forever to FIND the exact things you are looking for.
Based on the discussion, it's less of an Auction House, and more of automated trading, rather than the frustration of seeing things priced artificially low and then bait-and-switch after the fact.

Just my thought.

Premium tabs for trade are fine. Throw your items for sale in there and set a price. An in game search (similar to the site but without the requirement to exit the game) sorts and organizes the public tabs and lists the price. The buyer pays the price listed and the transaction completes without the necessity of direct engagement with multiple people, waiting, sitting though bad sales techniques, etc.

I disagree that this system would necessitate making the drop rate/crafting system worse. If both were improved, it would motivate people to look for drops and crafting more, but would still engage with the marketplace for specific items for their build, instead of going to the market to buy everything they need for their build.

I primarily play SSF (and yes, the drops need to be adjusted for non-trading play within that league) because I don't like engaging with the onerous trade system currently implemented.

Again, just my thought.
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Yeah, so "sacred" that power creep is at an all time high in PoE1 and they were so clueless as to how to actually make a good balanced game that they gutted crafting in PoE2 to basically gambling.
The trade system is absolute trash.

Yes it works but it doesn’t achieve any of their goals. It doesn’t create player engagement no one talks it’s message and get it done as quickly as possible the most you can hope for is a “ty” whisper. Trading is meant to be difficult isn’t really an argument as it’s not particularly difficult it’s just frustrating and annoying completely different things. You have to go out of game and continually whisper people until you get an invite so you can port to them and trade. Every trade has to be double checked because of the number of people trying to scam you. You end up looking for the bot farming accounts because you know they will be there to trade instantly, real players will be busy playing and a lot will ignore or just not notice your whisper if they in a map or they just can’t be bothered especially if it’s an item selling for a few exalt.

I understand what they want to accomplish with the design their goals make sense but it just doesn’t achieve any of those requirements.

At the very least move the search ingame and have items automatically pulled from the stash tab when you buy it. Remove the frustration from trading.

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