(edited by Strill.2591)
The Invisible Hand Is Broken
1. Efficiencies are identical for all market participants
Normally, market participants have varying specialties. With the current crafting system, however, all participants are effectively identical in their specialty because they all rely on universally available crafting mechanics. That means that where in real life a market participant could force another out of the market through more efficient production or higher quality, market participants here have no way of improving their output, differentiating themselves from one another, or improving efficiency to afford higher offers. This means that raising one’s prices is not going to deter competitors because their profit margins are identical to yours, and anything you can afford, they can afford as well.
That’s unsolvable in GW2.
In EvE, that is solved by trade skills, refinement skills and production skills. Not quality, but craft base cost, production time and tax reduction.
2. Buy Orders are Time Consuming
Placing tens or hundreds of buy orders is very time consuming. For high-volume traders, maintaining buy orders is the primary limiting factor. Simply refreshing one’s buy orders over and over again is the most reliable way to increase one’s rate of filled buy orders, and not increasing one’s offered price as it would be in a real-world economy.
Very true, moving to a First in First out system would fix most if not all of the problems on the TP currently. I believe ANET is working on this.