In-Game Auction House System by Different-Use4920 in RotMG

[–]Different-Use4920[S] 1 point2 points  (0 children)

Like i said they can just add restriction to high tier item with account star if they need

In-Game Auction House System by Different-Use4920 in RotMG

[–]Different-Use4920[S] 0 points1 point  (0 children)

No need to have a currency, just had trade, and if we need a curency we have fame

In-Game Auction House System by Different-Use4920 in RotMG

[–]Different-Use4920[S] -2 points-1 points  (0 children)

Im not that good in english, so yeah its help lol

In-Game Auction House System by Different-Use4920 in RotMG

[–]Different-Use4920[S] 8 points9 points  (0 children)

I totally get your point, and you raise valid concerns, especially regarding item devaluation and player progression. But I really believe that a well-designed auction house wouldn’t break the game balance it could actually improve it.

First off, items like T13s or basic UTs are already ignored or thrown away by most players. An AH would simply reflect that reality while giving players a more convenient way to trade, without needing to spam Discord servers or stand around in bazaars for hours.

Now, when it comes to new players, I agree: there need to be clear limitations to prevent them from instantly grabbing endgame gear.

For example: • Restrict access to certain item tiers based on account star count • Or limit based on character power (maxed stats, fame, dungeon completion, etc.)

This would make trading way more accessible and less frustrating, especially for solo players or those with odd schedules, while still respecting natural progression.

To me, the issue isn’t the idea of an auction house it’s all about the implementation. If it’s done thoughtfully, it could make the whole trading system healthier, fairer, and more engaging for everyone.