I confess ignorance about the nasty possibilities of "trading in-game items between players." But, apparently, they can be nasty: (Click the arrow on that second quote to see specific problems.) I come from a world where "trading" used to mean "sitting down with a fellow CCG player and trading cards." With electronic "items," I'm aware that any "trading" is a joke: it's absurd to compare a physical card to an arbitrary mark in a database. But when I came to online games, I saw plenty of economies running with trading systems anyway, and folks seemed to enjoy them just fine. A CCG is missing out on something if it doesn't let you trade with friends. So if standard trading systems CAN crash and burn, what should Card Hunter do about trading to avoid that? Suggestions? TOTALLY NAIVE SUGGESTION WARNING: I have no idea how this stuff works and I'm making a naive suggestion. What if "a trade" were defined by strict limits? What if Blue Manchu coded trading to mean, say, "a one-to-one exchange only, where each item is the same rarity"? That way, a new account could not possibly be flooded with farmed Legendaries: it would have to earn at least one Legendary in order to trade for a new one. Further, it would give Legendary Treasure some meaning: "Oh, nice, I just got something I can trade to a collector for what I REALLY want!" No? Yes? Maybe? Stop being so naive?