Feedback regarding new async trade + gold aquisition

Regarding async trade: It's really good. Good job GGG.

My issue is to do with gold acquisition and how it interacts with the new async trade. Since the new async trade is very good, most people are using it now. This means if you are in a situation where you need to use the old method, you have less options and it's even worse than before.

This isn't an issue if you have gold, since you can just do the async trade.

If you want to restrict your account to something specific like heist or sanctum, it becomes VERY hard to have enough gold to do menial trades. I know you added some support to both of these modes to earn gold, but let's be honest the only real way of getting gold is by mapping; specifically with high density of magic mobs.

The purpose of having a gold cost for async trading (correct me if I'm wrong) was to make things like botting harder and forcing you to play the game instead of just sitting in your hideout. People that restrict their accounts to a certain type of content are still playing the game.

I just wanted to provide feedback to see if you could look into adding more support for getting gold in other types of content. Doesn't have to be good enough income to support Kingsmarch - just enough gold to trade without too many issues.
Last bumped on Mar 15, 2026, 4:10:45 PM
Yeah I think it works fine once you start mapping, but during campaign it is a roadblock to using it.

I don't see much reason for not having it useable early on. I think it is good overall, but do agree there are some downsides, particularly the ones you have mentioned.

I think it is okay if you need the merchant tab to list items, but should not need it to buy items listed on the trade. Unsure if that is how it works or if if you cant purchase without the tab? Otherwise it splits the market, and from what I see a lot of the trading is getting done with the asynchronous.

An example, I just bought a doppelgänger guise for 35c on the market place, there are 32 on listed instant trade under 50c on the marketplace, 132 listed total. There are only 10 total listed on the in person trade, lowest 80c, others over 100c.

So that is a split in the market. So long as players can access both and are making a decision on spending the gold for the convenience that is fine, but if some players are blocked out from that market, it would be a problem. I'm not completely across how it works currently. It may not be just from the tabs either, as you are mentioning, content choice when it comes to gold farming. I agree that overall it is quite good but there is some things that will need to be improved.
Last edited by Belegur85#5784 on Nov 2, 2025, 8:45:33 PM
There wasn't enough gold before. Now, with the introduction of asynchronous trading, it is simply sorely lacking, the price in gold for the purchase of one map is simply cosmic.
There defiantly is a deficiency of gold drop, we have added new cost with the new trading capability but It is hard to use because of a lack of gold. Early maps don't drop much gold...... Nice but hard to fit in with low drop of gold which makes if sorta annoying.
Yep, gold trading destroyed trading during story completely. i just can't get enough gold to get items i need during league start. once you've done a bunch of maps it's great, but during story is nightmare to get some gear.

before goldtrade i was able from lvl 25 on to trade to people. but since gold arrived, nobody responds to non-gold offers, but the ones with overtuned prices because they know what leveling gear people want, and use the fact that they can't get it. That leaves you with the 2 opportunities to either pay more than usual, or go on without and don't have the expected fun with your build.

Examples
Tabula Price 5-6 C, 2800 Gold
or ~10 C without gold
seven-league steps Price 25 c, ~11k Gold
or 1 Divine without gold.

Sure, it's a huge win to be able to trade without the seller, but the goldrequirements to do so early on is WAY TOO HIGH!!! Even 4 c more for a tabu is in story a huge deal, and to get the 2.8k gold feels like eternity if you have to do it in shit gear, cause you cant get yours.

Needs a fix!
Last edited by Dunkelschelm#2475 on Mar 14, 2026, 4:26:47 AM
I agree that there is a problem with trade at the start of campaign, and that it relates to this. More often than not, im playing in a SSF league. When in trade league, I would like for trade to be readily available, from the start. That's why I'm playing that mode. If no one is interacting with player to player trading, then there is basically no market for it at that point in the game. Then as you point out, it is a limited market because of the gold prices. Then at some point, latter on, the prices become largely irrelevant. So there is a small window, somewhere in the gameplay loop, where players have enough gold and the functionality to trade, but not enough gold that they can just ignore the price all together.

I'm sure there are reasons for it, and it is likely in part to prevent bot flipping, and force players to farm combat. However, if it is at the cost of having a readily available market, that everyone is openly participating in, I'm not sure it is as good as it can be. I'd love to be able to do a bunch of trading on resources I'm finding in the early acts on league start with an instant market. I've done very limited trading in the campaign when playing usually, because it is too much of a time expense when doing face to face trades. Now that they have the functionality, it would be great if people could trade the stuff they are finding during that part of the game, that is likely only going to be useful for a few hours while everyone is levelling, and never used/vendored.

It's also disproportionate with its effect on slower, learning, weaker players, than it is on experienced players. Needing gold to trade is an impasse that was not needed to interact with trade in the past, but now it is. That is more of a hurdle to overcome earlier in the game, where there is less availability of gold. Makes the market less accessible for less advanced players that aren't juicing maps. Basically, trading now incurs a cost that it never did. If not from the gold price, from the inflated prices on the smaller less convenient market.

Ideally, which I think happened very shortly initially, at least for some commodities, prices on the face to face, less convenient trade market, would be lower, as players are not having to front the gold cost. What has happened is that it is too scare a market, so the prices are higher. Particularly when players that have not purchased the ability to use asynchronous, or didn't get it for free, may still need to use face to face trade. They then are being charged a premium. Possibly lowering the gold prices further, would skew the market even more, and actually gold prices need to be increased to encourage players to use "free" market. However, players are so adverse to doing that rather than saving time by paying the gold, that instead they will just skip listing the item at all, unless it is a very high value item, that is worth spending a few minutes trading. So basically, with these constraints, the low end of the market no longer exists. It is still technically there, I have used it during the last few league starts prior to this one, but it is highly disincentivised by the current design. Even if the original function hasn't actually changed and the new function has a price. There is a hurdle to being able to sell something now as well, as gold has a relative value.

What is the purpose of gold price exactly? I know the Dev's are cautious of having a system where there is no cost associated, be it time or otherwise. It's not good for the game if trading becomes OP compared to playing the game. It seems to me with the currency exchange, they have it about right in general, with some adjustment needed on certain currency to gold weightings. With items it does seems too restrict, particularly if gold is also being used for other purposes. Can't say I have all the answers to improve it, but I think it could be improved in how it currently functions, particularly in the aspect of trade being easily available in the early acts.
Last edited by Belegur85#5784 on Mar 15, 2026, 5:05:20 PM

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