I have a few propositions here, and I'm sure that nobody will like any of them. So, it seems a bit silly that people can trick oblivious players into paying far more than the actual value for an item. Crates, for example, don't exactly have a market average and especially time-limited ones seem a bit silly when sold on the marketplace. I noticed this today, because I sold a shitton of easter eggs for around 600 each, something I did not expect, and it got me thinking...Couldn't there be a sort of limiter in place for this?
My first suggestion would be a price limiter. I.E: You can't market a crate, any crate, for more than 2x its coin shop price. People could still stock up on limited-time crates and sell them later on for profit, but people couldn't put them in for ridiculous amounts.
My second suggestion would be just making crates un-marketable. People could still sell them manually, so trading crates would still be a thing. I don't really like this idea, though; it loses a lot of convenience (But it is an option).
Another choice could be that there is a limit to crates you can put on the market, or, rather, a limit to stack size of -anything-. I.E: You could sell a few items, but trying to list 600 Survive Tickets wouldn't work. -ALTERNATIVELY-, there could be extra market tax on posting excess amounts of items. I.E: More than 10 stacked items would cause the posting price to increase, even if a small amount. This could drain money from the economy.
A fourth very minor fix is that the "Rarity" value of crates could be removed; people may look at a crate that is labelled "Primordial" and instinctively think they're going to get something of equal value, when the case (no pun intended) is far, far from that.
Or, it could be left as it is, and nothing would be changed. I don't like this, because I feel like this system is simply in place to low-key shark new players, oblivious or desperate players. I personally prefer the first suggestion, because people can still get "Profit" from long-term investments, but they couldn't ridiculously rip people off. #4 would be the most passive change.
My first suggestion would be a price limiter. I.E: You can't market a crate, any crate, for more than 2x its coin shop price. People could still stock up on limited-time crates and sell them later on for profit, but people couldn't put them in for ridiculous amounts.
My second suggestion would be just making crates un-marketable. People could still sell them manually, so trading crates would still be a thing. I don't really like this idea, though; it loses a lot of convenience (But it is an option).
Another choice could be that there is a limit to crates you can put on the market, or, rather, a limit to stack size of -anything-. I.E: You could sell a few items, but trying to list 600 Survive Tickets wouldn't work. -ALTERNATIVELY-, there could be extra market tax on posting excess amounts of items. I.E: More than 10 stacked items would cause the posting price to increase, even if a small amount. This could drain money from the economy.
A fourth very minor fix is that the "Rarity" value of crates could be removed; people may look at a crate that is labelled "Primordial" and instinctively think they're going to get something of equal value, when the case (no pun intended) is far, far from that.
Or, it could be left as it is, and nothing would be changed. I don't like this, because I feel like this system is simply in place to low-key shark new players, oblivious or desperate players. I personally prefer the first suggestion, because people can still get "Profit" from long-term investments, but they couldn't ridiculously rip people off. #4 would be the most passive change.