I've read a few posts regarding the marketplace and trading of this game, and combining that information with my experiences I have the following suggestions for the current systems in place: Note: I've decided to list the issues first (by number), then provide suggestions afterwards (relating them by number). Marketplace: Issues: 1. The pre-order system is rich player biased, it favors those who bid the highest, not those who bid first, which goes against the whole "pre-order" logic. 2. There is no free hand of the market, because items have artificial price limits despite their high demand, as noticeable from being constantly out of stock and high sales numbers.Aside: Before I go into the suggestions, I think the tax is well implemented because it limits market manipulation by the rich (something I have done in other games after I became rich to keep growing my wealth). But the pre-order system and the lack of a free market favors the rich, so the unbalance remains.Suggestions: 1. Split the pre-orders 80/20, so that 80% of the time the item goes to the next person in line, and 20% of the time it goes to the highest bidder, this way bidding high still gives the player a better chance for an item that is in high demand. The percentage can be decided based on collected data and not this suggested one. 2. Allow item prices to rise as long as they keep selling out, so demand and supply rule market prices, rather than arbitrary price limits, because there is no way 'Standardized Timber Square' is worth 24,255 to players who are clearly bidding far higher to acquire it. This way every item's price will stabilize to its actual value to players. Notes: (1) Delay the rise and fall to daily/weekly increments/decrements to prevent a bubble/crash. (2) Have an absolute minimum price for each item to prevent crashes during cases of market flooding, can use the in-place minimums for convenience. (3) No need to worry about maximums because a high value item will draw more people to selling that item. Player-to-Player Trading: Issues: 1. There is no complete player-to-player trade. Not having this is completely non-immersive, example, "Hey, I got this item that's perfect for you, now let me put it on the market so you have 1/n chance of acquiring it due to its demand." Where 'n' refers to the number of players wanting that item, and watching the marketplace like hawks.Suggestions: 1. I understand the reason behind this was to prevent gold sellers, and to make players earn their keep, but my solution can keep both in check and still allow trading. Simply make trades a private marketplace transaction. Trades are one-way (the initiator puts up item, the other can only put up silver for that items value), and treat it just like the market, including the 35% tax. It can't be abused because the items and silver have to be traded at marketplace prices and trading can be restricted to cities to allow the use of warehouse to warehouse trades (for large quantities of silver), or just allow gold ingots. Items don't have to be bound to players because nothing is traded for free, everything is earned, and socializing, joining guilds, running with parties, etc. has a legitimate benefit. Of course I'd like to know other players' opinions, so just post your thoughts below.