Make crafted items untradeable and regulate stock market playstyle

Hello.
I got an idea to improve the economy: make items that got effected by any sort of crafting (including merely adding an affix via an exalt) untradeable. Identifying items is still allowed of course and does not count as crafting. If you buy an item, it also becomes untradeable.
This way players wont be able to sell their old gear to others if they find an upgrade. Players also wont be able to find a potentially good item, slam a few exalts onto it and sell it.
-> this would reduce the number of items available on the market, so the market wont be flooded with good items so soon and ok-ish items would have longer some value

Players would not be able to craft to sell anymore or buy to sell at a higher price. Essentially the playstyle of playing stock market simulator 2 would be eliminated, which should benefit all normal players: no more market manipulation through buying and selling and no more exessive demand for crafting materials from crafters who just craft to sell.
Last bumped on Jan 9, 2026, 12:33:07 AM
worst take of the century my boy

1. untradable items = only garbage on trade site
2. market manip would still occur on currency exchange
???
how do normal players benefit here? xD
Last edited by tdonov5#2743 on Jan 7, 2026, 4:48:54 PM
If someone buy cheap to sell high, they just make items more expensive for normal players (no benefit for original seller and a disadvantage for the one buying the now more expensive item).
If someone buys hundreds of crafting materials to sell the crafted items, that drives up the cost of crafting materials for normal players.
You might be right with currency market manipulation still be an issue, so there might be a regulation neccessary, too. E.g. you can only buy 10 of a currency per day, but if you use them the limit resets. So if you just want to buy 100 exalts2 to slam them on items, you can do that cause you use them yourself, but you wont be able to just buy them in large quantities to stockpile them and sell them later at a higher price. And we could change the trading interface in a way that its less clicks and less going to the trader than it is right now.

I think you underestimate how many good, not great, items there are in the game. The market wont be empty with my change, just good items will keep a decent value for longer, which is good for normal players.
Close to perfect items however could become actually scarce in the market, but shouldn‘t the best items be usually acquired by finding or crafting them?
Last edited by Elena#1466 on Jan 7, 2026, 5:06:07 PM
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Elena#1466 wrote:
make items that got effected by any sort of crafting (including merely adding an affix via an exalt) untradeable.

That would change one of the founding principles of the company. Unlikely GGG would make that change, and it might be worth thinking about why it was so important to them.
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trademarket is like competing against 1billion chinese boters just scalping prizes to infinity.
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Elena#1466 wrote:
Hello.
I got an idea to improve the economy: make items that got effected by any sort of crafting (including merely adding an affix via an exalt) untradeable. Identifying items is still allowed of course and does not count as crafting. If you buy an item, it also becomes untradeable.
This way players wont be able to sell their old gear to others if they find an upgrade. Players also wont be able to find a potentially good item, slam a few exalts onto it and sell it.
-> this would reduce the number of items available on the market, so the market wont be flooded with good items so soon and ok-ish items would have longer some value

Players would not be able to craft to sell anymore or buy to sell at a higher price. Essentially the playstyle of playing stock market simulator 2 would be eliminated, which should benefit all normal players: no more market manipulation through buying and selling and no more exessive demand for crafting materials from crafters who just craft to sell.


Agree, only non-crafted items should be able to trade. Then players can't just pay to win through buying uber gear instead of playing the game.

It also gives GGG an incentive to make a better crafting system.
The funny thing is, GGG originally wanted players to find/craft most of their gear. They specifically didn't want trading to be a big thing in the game, which is why there was no in game trading post in the beginning. It was the player base going completely ape shit over the limited trading system that forced them to reconsider.
Last edited by askii#5202 on Jan 8, 2026, 6:01:32 AM
if you want uncrafted or non-gg corrupted uniques you can find them right now at generally much lower price. This will just be forcing everyone to craft I guess?
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askii#5202 wrote:
The funny thing is, GGG originally wanted players to find/craft most of their gear. They specifically didn't want trading to be a big thing in the game, which is why there was no in game trading post in the beginning. It was the player base going completely ape shit over the limited trading system that forced them to reconsider.

Happen to have a source for this? I'm just really curious about more drop GGG lore haha. I've only ever heard the opposite that out was heavily inspired by D2 and the trade economy there, and even on the PoE1 description page it still describes it as a game centered around a player driven economy.
One man's litter is another man's dinner

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