First of all...I just want to take the incredibly small amount of time and effort it takes, to give proper thanks to the entire GameZ staff, and for the fact that they actually made this site and servers available to the whole world. Next I would like to address the fundamental problems that occur, when the entire Market economic aspects of a server, are left to the players on the server; Mainly it is not in any One player's interest, to think about anyone else but themselves, because humans aren't taught to do that in general. So the problem remains, how to make a thriving economy, keep players happy about the Market, while still making all facets of the game available, namely Party-Looting (formerly known as Special-Deals but since there are no more special-deals a new name is needed). You see at the moment, the Central Market is in shambles. The prices of ALL items, but the ones deemed by mainstream to be useful, are at their absolute lowest, with a very small increase now and then, but nothing that makes any sense at all. This is entirely because players just want to sell their items, and having to queue for an item to sell, would mean having patience and foresight. Foresight to see that if you just place the item just under the top, then the next player will do the same and so on, until all you will be able to get for that item, is a mere 5% of the original worth. This is an impossible barrier to circumvent, mainly because of human-behavior, so in order to make GamezBD a truly Special and custom-content server, I suggest that we just make some changes to how the Central Market works. Fully aware that it might not be something that can be tweaked, but it just might be something that @Carl and @Kolka can figure out how to do It is safe to say that "Supply and Demand" is NOT something that we can use as a basis for the future economic model, because on our servers the supply will ALWAYS be so much greater than the actual demand. So I propose something else; "Return on Investment & Return on Sales A store that sells pianos undoubtedly makes a higher percentage profit on each sale than a supermarket makes selling bread. But a piano sits in the store for a much longer timewaiting to be sold than a loaf of bread does. Bread would go stale waiting for as long as a piano to be sold." (http://www.altfeldinc.com/pdfs/BASICECONOMICS.pdf) Like I tried to make a case for, in another thread about the Market, it is mainly about what sells and how long it takes for the sales to go through. So if we could only make a small function, based on time elapsed on the Market, and how many units have been sold in X amount of time, then that would be a really useful model for this new economic foundation. High increases in price for the amount of items that are preordered, and how long time they have to wait in order to get them. High decreases price for items that are readily available, and sold rarely. Something in between for items that are available, and sold in large quantities over short periods of time. Set Minimum prices for ALL items at a maximum of 50% (x0,5) of the original value. Set Maximum prices for ALL items at a maximum of 5000% (x50) of the original value. Make time a factor in how prices are set, I would suggest a daily check. Make preorders a factor in how prices are set. Make ALL crafted items, food, alchemy, ANY and ALL crafted items, reflect the ACTUAL value of its components. Meaning that the price is set after all components are added and a bonus due to perceived worth is added. This will GREATLY increase the party experience on our servers, as it will improove (how it sounds not how it is spelled) the income of Party-Looting, and will therefore encourage players to cooperate as well as play together in parties. I know that there are "haters" out there that will immediately try to "veto" my suggestion in their social circles, Just because I am the one suggesting this, but to the more intelligent and mature players out there, I Can understand the initial shock of the item prices just greatly increasing, as well as the fact that it will then seem as if, without doing Party-Looting, you will be left behind income-wise in comparison to other players. But I can assure you that Black Desert Online is not a competition, and that there will always be players without anything else to do, that will be able to get much further along in the game than you. The fact that the item prices will now Sky Rocket, due to the new incredibly high maximum price, and relatively large minimum prices, is NOT going to affect the entirety of the game, as many will undoubtedly claim it will. You see, if the price of 1 item that you want to buy is now at X, then you will gain Y amount of silver when you do Party-Looting and drop that item, but under the current conditions the amount of silver you gain for that item, means that you will have to drop 10 or more of those items in order to buy the same item once. IF the prices ALL rise, which they won't because it only affects the items that have loads of preorders and the ones that are sold a lot, then that same item you want to buy 1 of is now worth x20 of what it is now, BUT you only have to drop the same amount in order to buy it. So while the price numbers rise, it doesn't affect how much you have to grind in Party-Looting mode to get what you want. All in All, what happens is that more silver is generated through the Central Market, and Party-Looting. This also means that ALL the life-skills are now a very viable form of income, and that players are incentivized to party up for a much better silver income.