I can only agree on that statement with the person that replied above on the market issue, which is none in my own opinon. Not sure if a person who even not got it, that not human players but market bots placed the sell orders of 100k to 200k quatities inside the market at this time, should come up with suggestions, but I repect the effort of bringing up something the thread starter thought was some good changes.
Sadly I can see the lack of knowledge that person has related to the DU market, because if a real player would place a lot of different sell orders for different items or ore, that mostly dosn`t say the person would mass produce all that stuff on it`s own, but most likely sells stuff as trader for his/her corporation, or in other cases bought stuff cheaper out of the market in smaller quantities and put these items back up for sale, which is the way most markets in the real world work aswell.
Actually the DU ingame economy driven by players works only in one direction, player who are running only a small scale industry, go to the market, check the lowest prices, create a selling order that undercuts the lowest price by 1-5 quanta each piece and case closed, bigger/richer traders wait for specific price to hit rock bottom low and buy all stuff out of the market for cheap, same old same old, like in all games who provided a player to player market structure. In Dual Universe that issue works even easier, because the seller of an item can always hide behind an anonymous order and has not to fear any substantial disadvantages, like getting ganked in the future or being in the focus of other traders and getting their industry structure wiped of the map, later on in the development, at time territory warfare will be implemented, only to mention a few possiblities for making the profession of traders harder during gameplay .
My only improvement suggestion related to the DU ingame market, is plain and simple and should be easy to implement, after the time the market bots got removed by NQ.
Every order handled in the market needs to be flagged with a player ingame name, so people are able to decide, if they want to buy stuff, from the player xyz, which could be FoE or not, even items or ressources which found their way into the market in a kinda cheezy way, would be possible to identify that way and could be dealed with. Only anonymously placed orders will be a hugh possibility that the player driven market will fail, or only work into one direction, like I already stated above. small traders undercut themself for a fast few bucks, and laughing their asses of deep pocket traders, buying the stuff for cheap later on the week and if they`re smart enough, creating shortages of important items for even bigger profites without any visible risk of being exposed.
Player name information included in every market order are an easy and possible implemented must have for the long term success of any player driven markets in online games.