When I heard about it first I automagically (like human brain has a tendency to do) assumed that my prayers to the Machine God for an ideal MMO trading has been answered and Firefall will have a player marketplace and not an auction house of other MMOs (although the name is fairly misleading tbh). What I assumed: Rates will be fixed by special formulae, which means that the less of the specific type of item there is on the market, the more it will cost and vice versa. Players will NOT be able to define their own price for this (this is the most important). There will be a price floor and ceiling beyond which the price can't go no matter how many/few of that item are on sale. What this system solves that plagues other MMOs: Chance exploiting: someone can get very very rich easily by being very very lucky to have something that other person, who grinds very very much, wants very very much. Limited userbase. This is tough to explain, refer to my post down below for an example. Even now, in Closed Beta, with limited number of players, there is a huge difference between how much stuff each individual player owns. The resources in the game are limited, and how much someone owns depends on how much they play and how lucky they are. Some veteran players usually set some huge price that nobody is able to cope with on items which don't cost as much and sell them to other players like this, which have a ton of excess resources, leaving majority of the crowd out. I have seen this in Global Agenda, Diablo III, my old friend complained about it happening in EvE all the time back when he still played it. Luck determines your wealth. This is a huge potential problem for Firefall exclusively. No other game has this dynamic resource system. So when I log in and suddenly there is this purple regenic spawning in very high quality that I grab a hold of, and it doesn't spawn with this quality for a month afterwards. I then can suddenly sell it at a hugely inflated price since majority of playerbase will obviously not be playing on that specific day (just like any day, playerbase of a F2P game is not on/off). Domination of the market: This is a problem in real world as much as it is in MMOs and other games with trading. I didn't play a whole lot of games with trading, but the biggest problem I saw this create was in TF2. When I could still tolerate that gamebreaking trading mechanic and played the game, I noticed that you could not get ahold of any specific items for your own: this is because there were a number of players which had been lucky or grindy enough that they had so many hats that they pretty much set the rates. I was told on multiple occasions to wait for specific players to join the servers and was told that I should have a certain amount of metal ready! I just wanted to exchange hats! It's a game and I was not in the shop! That seemed ridiculous and people would actually wait for these people to join and as soon as they did everyone rushed to trade with them forget about the game itself. It was very annoying to see and I eventually quit the game. With how long Closed Beta has been going I can see it as a big problem. Even considering the 0.6 wipe we still had a lot of time to get resources. We, the minority, will be the ones selling and will will be able to set the price, which will be biased. Just look at Diamond trade. The Diamond Cartel has existed for over 60 years and these jewels cost a HUGE amount. WAY greater than what they are worth, just because a set of firms illegally coordinate the price, thus forming a monopoly on the market. I could go on about economics all day long, it's a fascinating science to me but the fact of the matter is: as much as it sounds cool to me to welcome a bunch of open beta newcomers with my "All you Crystite are belong to us!" message, I have seen this in Global Agenda and TF2 and it was a very VERY bad impression. I left TF2 because of it and GA because well... it was boring, too much MMO, too little Shooter. It doesn't break an MMO like it does something like TF2, but when I learned that costs will be fully player-controlled, however Peer2Peer trading is disabled to prevent scams and exploits, I just kinda scratched my head: Sure, it's the "Bill's hat for an Unusual" type of exploit/scam. So what's to stop me from setting the same type of deal on the marketplace? Some lucky noob is gonna buy it anyway. As far as P2P goes I think we should have it the following form: Normally P2P is available only between friends Army P2P is controlled by army lead. Some players may be able to trade P2P while others may not. Long-term (30+ days) army members should be able to trade between each other automagically. Alliance trading should be done only by Commanders and only between army/alliance pools. The pool itself may then be distributed between members as the army Commander desires. Really all i am trying to do here is suggest a way for Firefall to avoid the common auction house issues and actually HAVE a Warehouse-type of trading. A controlled exchange environment, made dynamic by players, but ultimately existing for one goal: normalize distribution between players. OTHER MMOs don't do this. They have this bad auction house trading systems which serve as endgame marketplace. They are tedious to sift through to find the best price and annoying for most players to use for anything other than common consumable items (like Antenna). Red5 and people on this community are putting WAY too much faith into this system for it to suffer from these problems. I am telling you: completely free prices are a not a way to go. You could view it as "casualisation" of trading, but it really is just a smart way to control economy so the system benefits everyone and normalizes everything, as oppose to adding another layer of complexity to the game that will only benefit a minor group of players, who enjoy spreadsheets more than gameplay.