Set a limit to energy trade (buy/sell) on market

Players with over 1000 hours of gameplay, that already have everything that they want, just have a lot of crowns (dont need to be that much, around 2m its a fine number, farming 30k each day for 9,5 weeks you get that, what about years without new content farming) or ofc you can get 20k energy for 50 obamas, sell it and get the 2m crowns.
With that 2m corwns you can buy the cheaper energy at the moment, that will be like 20k energy +/-, then sell the 20k energy with the cheaper price at the moment, but now, it will be more profitable to sell energy, after all, you just buy 20k energy with the cheaper price, after you are done selling the 20k energy you will be with more than 2m crowns.
If you do that right now, you will buy 20200 energy with 2m crowns and get 2.2m crowns selling it, its a +10%, but i already get +27% profit from doing that, with my poor wallet with 0.1m crowns.
That is how the energy price is so high, players with huge amount of crowns/energy are profiting with the energy trade systen, and dont even tell me that 1000+ offers to sell/buy energy at the same price its just a coincidence... I dont look in to it, but i can gess that Auction House is in the same shape...
A good solution its to set a limit of energy trade on market, to buy or to sell, like 5x to 10x each day.

That's not a good solution. It's not even a solution. Let's be clear on the whole "players control the market" myths. They don't. Grey Havens introduce Slime Keys, a new popular crown sink? Prices drop as far as 8k cr per 100ce. Grey Havens introduce Supply Depot flash sales? CE price rises to 14k cr per 100ce.
Dum dum wants to "reduce the gap" between buy and sell offers? Price rises by 100-200cr for a couple hours.
Rich boi wants to win that string of highly priced auctions? Price drop by 500-600cr for a couple hours.
Now I've been around here for a while and the only meaningful control players have on the market is as a community, not as individuals. There's of course the occasional idiot who will claim he "saved the market" or is "trying to prevent people from profiting on the market" but let's be clear on that matter: they're just claims, and repeating them over the months and years doesn't make them any more valid. I'm amazed at how some people still think there is worthwhile profit to be made with that tiny gap separating buy and sell offers. You'd make faster profit reselling materials. The market is competitive and they reflect at a point in time the interest of the community into one currency or the other, and that can only be influenced by the decisions Grey Havens make, be it through events, promotions, featured auctions or else.

Hippo you are wrong players do control the market we vote on it and then the prices magically change its perfect

Whose turn is it to press the big red magic button setting the price?

I'm actually supportive of a similar notion - that is, 10 buy offers at a time, 10 sell offers at a time, per knight. The market is scary and hopeless when there's walls of energy up at x100 or x1000 per level, on both buy and sell, because one person with too much time and money is attempting to squeeze a small profit out of the market.
While the same outcome is still doable with alts, if you're willing to make that many accounts and send them crowns/energy to make your walls, and do that frequently enough to keep walls up when people do break through them, then you really do deserve to make those walls. As it is it's too easy for one person to have an outright heavy influence on the market (despite complete control being difficult).
It's bad to limit energy purchasing per day, but limiting the number of offers you can make at a time is okay. If you're online and watching the market, you can put up 10 buy and sell offers and actually make the same wall as of right now, however you can't just do the whole "create and forget" thing that you can currently do right now - you have to actively participate in the market. Market becomes a small metagame in itself, and therefore is more fun for everyone involved.

Hippo, i am not only telling you that players control the energy price, i am proving it.
+10% crowns can be a small profit only if you have a small wallet, imagine that you have 4.5m crowns (a single US$99,95 pack) +10% means 0.45m, in numbers it will be 450.000 crowns, +10% its the standard profit, but some times it increasses, during weekends it get bigger, +20% you can find every weekend i gess, that increasses the profit to 900.000 crowns, that is little?
Also, this math its for a single time transaction, you post it, and leave it there, the most recent big bid i saw was 12xx bids, let say 1200, at that time i gess market had 100 energy for 10.600 crowns, 1200x10600 its awesome 12.7m crowns, that cames from a single player, and he was selling at 10.600 crowns, meaning that he got that energy with 20% less crowns of it (its the way it works, you buy all the cheapest and sell for the new cheaper price), that is a 2.5m profit, in number to a better picture it was 2.500.000 crowns, that increasses the energy price from 8480 to 10600, with a SINGLE PERSON doing it.
I can easily see around 10 people doing that, one or two times per week, and the only thing they need to do, is get a single US$49,95 pack, the only thing that need to keep in mind its the amount of players buying energy, or it will take too long to sell all the energy, but rest assured, some one will buy it, even with 15k cr price.
I keep the idea, limit the energy trade on market per day, and everything is fixed.
Players do control the market because OOO allows them to do so its as simple as that and doesn't require any debate.the whole purpose on why OOO allows players to do so is because they want to give the freedom to players to merchandise however they want.
That does not mean that players have full control of it tho,OOO can so easily manipulate the market by using Flash sales to raise ce or decrease ce like it was shown recently in the Slime box key event which occurred recently.
The community can also affect the ce sellers by only accepting cr for trades leading to the sellers to trade their cem with cr to buy,resulting in ce costs reducing(well for this one there needs to be an high demand of ce sellers wanting to buy in cr )
So the pyramid is like
1. OOO controlling both cr and ce when needed or whenever they want
2. Community high demand can easily affect the ce and cr prices of sellers
3. Ce Sellers they can easily be manipulated by the 2 above if a certain demand is high
So the system is pretty fair in my opinion just the community doesnt know their value and how to strategically manipulate ce an cr themselves.

Your maths are wrong, you're not taking account of the market fee of 2%. You're not even considering the time it takes to for an offer to be bought on the market, nor the fact that the market is competitive by nature and so you will likely have the offers you posted there bested within 5 minutes by another player. The standard gap is not 10%, it's much closer to 2-5%. You're not right and you don't know better. You failed to take in consideration the basic mechanics of the market. You see this as some sort of magic linear guaranteed profit. The higher the gap between buy and sell offers is, the more reluctant players will be to sell their CE using the "buy CR" option.
I'm gonna write you the same maths I've written to the last conspiracy theorist I've seen on forums.
Let's assume your ideal scenario with a net profit (taxes deduced) per 100ce of 500cr, and a player active for 10 hours a day. Let's assume also that he has no competition throughout the day and that he will make a sale every minute. This will land him in these conditions 10*60*300cr in profit which amounts to 180k cr, with an initial investment of 60k CE.
Now let's do the same maths for profit made on a vanaduke run. The average time and payout for a run is 9000cr/15 minutes. Let's assume a player can fit 3 runs an hour because he's got some extra loading times and whatnots. In 10 hours he will gain 9000cr*3*10 which is 270k cr, with an initial investment of 0cr and 0ce. In this case scenario I am not accounting for the extra profits made via Almirian tokens.
In your dream scenario I've deliberately given conditions that cannot even be reproduced, which are:
- No other player will compete on your offers
- The value of CE remains constant through the day
Additionally, for every 60k CE you would hypothetically profit on this way, you would have to spend an equal but likely higher amount of time earning it back by having players buy the crowns you've previously earnt selling your CE. In reality you won't be limited by the amount of CE you have, you will be limited by the amount of CE you can sell AND the amount of CE you can buy back, and these things take patience and attention.
Now let's look at how this all really works. You post your "profitable" offers on market. Depending on the time of the day and activity of players, you will either not find any buyer, be bested by another seller or sell your CE until bested by another seller. This applies similarly when selling your CR. You would not only need to be on constant watch of the market, you'd also have to ensure that by competing with other players you're not reducing the gap between CR and CE offers, since that would result in reducing your profit on each transaction.
There are genuine ways to profit well on market but they're only achievable during times of great instability, and they're not executed over a day's time as you seem to be assuming. A good recent example is with the introduction of Slime keys, that caused the prices to drop over the first weekend as low as 8.5k cr. I've bought around 100k ce at 8.5k cr per 100ce during that weekend, which effectively means if I sold that energy back now that I would have profited 25% on my investment, over the course of around 2 weeks. It seems like a great scenario for an easy event based profit but I didn't sell that energy on the market and here's why: I can use it better. Items have and will always be the absolute best way to profit in this game. You can head over to my bazaar thread and make yourself an idea of how I operate my investments, as I have a long history of doing that. I'd recommend you check other long running merchant threads there (such as Darkarkangel who actually keeps an accurate record of his sales, it's a great read), perhaps you'll realise then that profit on market is in fact puny compared to what a knowledgeable player can do with the right investments.
Of course you can also just ignore all of that and join the club of players that complain quarterly about the market and get promptly ignored by staff who knows that the market is in fact fully functional and in no need of any changes to its mechanics. Everyone likes a good conspiracy theory when it's well written.

Trying to choke the market to death a player at a time won't work because you can just log on with another account to work around it.
Not to mention pulling random numbers from the air risks breaking functionality, if you want to trade 5* gear who wants to wait 4 days for the energy to become available.
Soaring crown to energy costs is representative of how willing people are to put money into the game, which is to say much less willing to do so as time goes on. If the future looks bleak then nobody wants to throw money down a hole that could collapse at any moment.

Limiting energy per-day is a bad idea, but limiting how many offers at once is still an idea I'm a fan of.
When people complain about the energy market, there's really two parts to it - the prices are too high, or there's no variation in the market.
If the offers are something like x100 on one spot, sure, that can be bought up, but it's gonna make people disgusted with it. If the market is changing even a little bit it feels more like a market, less like a shop... Therefore people are more likely to throw money into it.
Limiting per-day would prevent people who need energy/crowns quick and fast from using the market for what it's intended for. Limiting per-knight simply discourages market manipulation by making it harder to do. I do not think it should be impossible to make +100 walls, I simply think it should be annoying to do, take a long time to set up, etc. Making things you don't want inconvenient instead of impossible is the best solution, because most people will do what's convenient.

The only thing I can foresee happening with this solution Fangel is people will stop using the market and instead trade via chat which will make prices even more unstable. The market is a great framework that enables all players to consult the prices and know the prices at all time; by limiting how much can be traded at once per player we limit the ability of users to trade their cr/ce and therefore force them to trade out of bands, which removes all taxation from trades and only gives room for abuse.
I'll try and detail why exactly this would happen. The "major" problem with the market as you seem to describe it is the prices. Since the prices are driven by the community and are competitive in nature, the more players participate in the market, the more competitive it gets, hence the cheaper it gets. Ideally what you would want is for players to be more involved with the tool so that more competitiveness is generated. By reducing the amount of offers that can be put at once, you achieve none of that.
Here is however a suggestion that could do what you're looking for. As of right now it is possible for players to list any offer at any amount, higher or lower than the current best offer. What I think would help is two-fold and goes like this:
- to not allow players to create a listing that is equal or worse than the current best offer.
- to enforce a minimum gap between each competing offers of 3cr
This creates ideal conditions for the gap between buy and sell offers to reduce further, therefore avoiding these pesky imaginary market profiteers we hear so much about and drives a much harsher competition on the prices which forces actors of the market to constantly better their offers.
Naturally there would be functional caveats to this as real time competition would make it hard for players to put their offers up (since they would constantly be beaten to it by someone else) but this can easily be fixed by offering controls to list offers at the current highest allowed price.

See the high prices are what people complain about, but personally, it's the walls of offers I'm against.
Potentially you could have players only able to list offers, oh I don't know, 30 offers in total at a time. Once an offer is completed, they can list another one.
Then limit it so that you cannot have more than 5 or 10 of the same priced offer at once, and add a small fee of like, 25 crowns onto every offer listed that is refunded upon offer completion like the AH. Additionally (or alternatively), make listings expire after a week or so.
Biggest problem with the market is when it stop moving. It can move up, or down, and I'll still be okay with it. It's when I see buy and sell walls at x1000 each, then another wall at x100 under it that I get discouraged. Making it difficult to make the walls is what I want - it also makes you more personally involved with the market.

No no no, entirely disagreeing. See the market walls aren't just numbers, they're literal walls. They keep everything within boundaries and they're necessary to avoid prices shifting too rapidly. Under your setup it would only take say one Mixmaster auction to make the "buy CR" offers fall all the way to 0. Players don't want to constantly have to be relisting offers, more will list them and either go off or run some clockworks. The very purpose of the wall is to not be broken and to encourage competitive offers. A wall of x999 offers of 10'000cr for 100ce will likely maintain the CE price under that for some amount of time; reciprocally of course the same can be said of "buy CR" offers but if for some reason selling CR would become more expensive than buying CE, that would be the wall owner's liability and loss anyway.
I guess I don't understand what you find discouraging about a wall when you can just build your own right in front of it. Hell if you're not holding on to that much just a few bricks will do.

I want the market to be moving and fluid. If I wanted to purchase energy I would go to a store - which we have, in the purchase tab. If I want energy, I want to see a moving market where prices can shift. It might be 100 crowns less now - oh I'll buy some because it's low! Oh it's 300 crowns more now? Oh I can sell some for more right now!
When a wall exists it makes energy prices exactly the same. You talk about "competitiveness", but when you say that all I hear are "the walls are being moved". If you make a wall at 9000 crowns per 100 energy, me making a wall at 9100 crowns per 100 energy isn't a "moving and fluid market", it's a personal shop.
I guess what I'm saying is when we have, say, 800 players online, that's 800 players who can potentially use the market. If the prices are moving, more players will be likely to use the market since it can change in the morning and the evening. When there's no movement (ie, a wall) then what's the point of buying or selling energy? It's going to be like that tomorrow... Or the next day... Or heck, get more expensive than that and then another wall will show up at a more expensive value.
The people who want lower prices will always want lower prices. However, walls prevent prices from lowering - they will only rise. An absence of walls does not mean prices won't rise or fall, simply that they will be more fluid. The lack of hope prevents people from using the market - nothing is changing, why should I bother? Same mentality that players have been using to leave the game forever.
Let's say we limit how many offers at one price one knight can set, and add a second high limit on the total number of listing they can make. For example, let's say 10 offers per price, 100 offers total. When the price is incremental, the market still moves, even if one player is doing all the listing. It feels more like something you can jump into and be a part of instead of "player X owns the energy market, i guess i'll wait for someone to buy through their wall".

Walls work both ways. The same way you feel they lock strong movement of prices downwards, they will block strong movements of prices downwards. And I'm sure by experience you will know as much as I do that the market is usually in one of two states:
- Dormant where very little trades actually occur
- Bonkers especially in times of noteworthy auctions/flash sales where hundreds of trades occur in 2-3 minutes.
Lowering the prices isn't as easy as reducing the amount of walls. The prices shown on market are an overall appreciation of the actual value or CR/CE at a given point in time. I'm feeling very confident saying simply judging from the bulldozer effect of events such as the Slime casino lockboxes or flash sales. Why would the prices change under normal circumstances if there's nothing that causes (and not justify) them to? What I'm trying to say is this: the market is strongly linked to the game's happenings. In ordinary times, picture yourself the market as flatlining. There is no sign of activity, everything stays linear because the players are under normal playing circumstances. In times of events however, you get a pulse [of activity] that will depending on the nature of the event cause prices to move up or down. That's when walls truly go down.
If you're wanting prices to move permanently, no market change is going to achieve that in a way that will suit you; to achieve that you need this market pulse line to be constantly on the move, fed by regular events.
Lemme put this another way just to make sure this is clear. When nothing happens, which we can equate to there being no event, the game is stable and predictable. When an event occurs, it stops being that. I'm trying here to draw the parallel between the states the game itself can be in and the states the market can go in. Obviously I'm not taking account of smaller player generated events such as auction that may affect the market for a few hours, see here that I'm talking general trends, which is really what we're wanting to look at anyway.
I'm sure you've observed the behaviours I'm describing here; like a couple weeks ago for instance when the hype for Slime keys was at it's peak (and CE prices on a strong downwards trend). Or whenever that last flash sales went on that caused CE to rise to like 15k cr.
Just to take you on your points because I've sort of gone on a tangent here, if limits on listing offers were to be implemented, limits on taking offers should be implemented as well. Otherwise you'd just create an awkward unbalanced situation where the market will eventually run out of offers because the limit on supply is overcome by demand. I don't believe this solves anything, I'd say everything would remain the exact same with the inconvenience of small scale trades via market. Again saying this based on the above about game activity and the correlation with market prices.
TL;DR
Prices have no reason to move unless an event prompts for a change in the balance of values between CR and CE. An event is any number of thing but more often than not it will come from the game itself, i.e. Grey Havens; by nature it's unpredictable contrary to the game not having any on-going event, putting it in a predictable state. Market is in minority speculation and majority supply/demand. The supply/demand is affected by said events. Falafel.

I didn't mean for offers to ever be a one-way train. When I mentioned limiting buy offers, I thought I mentioned sell would be the same. My initial intentions were 10 buy and 10 sell per knight at a time. This method only really hurts creation of walls.
But I do agree that if we put harsh limits like only 20 offers at a time (10 buy, 10 sell), then the people who have massive amounts of energy won't be able to sell them at a reasonable pace. Hence, limiting the overall amount to about 100 (to prevent 1000's of offers) but making prices be limited to 10 per makes the market, by nature, affected. Even if it's just 1 crown increments it feels more alive this way, rather than a single person in control, regardless of what's actually going on behind the scenes.
How I view it is the people who need energy most are players who don't have much money and want to buy orbs. These people will see walls of buy offers and feel discouraged from continuing the game. Energy prices that change, however, gives them hope that one day the prices will lower in their favor, so it doesn't feel as evil.
I know it's basic supply/demand, however human psyche is very easily altered so by making it appeal to the psyche you're making players want to stick around longer, get invested in the market, etc.

We won't agree too much on those stuffs but that wouldn't be a debate otherwise. I'd say there's a clear flaw with energy, we're just not on the same page when it comes to what the flaw actually is. My main concern with changing the market mechanics now is the effects are hard to foresee and it's risky.
But moving on from that one essential thing that needs to get done right now is making rarities bought from Supply Depot bound. There's about 30 pages of em on Auction House at any time, it's the biggest pisstake ever and players are actually buying into that not knowing they're available at SD.

Yes, there is a clear flaw with energy, and I agree that there's probably not a single best way to fix it.
Most players are pretty convinced that energy prices are completely dependent on players.
Personally, I agree to this case. Energy doesn't go above 11k most of the time because players refuse to buy it from market at that point
At the same time, it almost never drops to 7 or 8k because it is a vital part of the game economy.
However, we do need a limit to how much people can affect currency prices.
When a player has too much money to care about, that's dangerous.
There's a lot of people out there who would lose small amounts of money just to have power.
In this game, it's probably the energy prices. There's clear walls on both sides of the buying and selling, and it's absolutely clear that it's done by a person who has lots of money with nothing to do with it.
There might even be motives behind their actions to act as support to bash on GH, the playerbase, or even the energy mechanics.
I think Fangel has the best idea at this point right now, where the amount a player can list is limited.
Will it cause a hassle to people who legitimately want to sell energy? Yes. Then again, people can do that manually via trade and advertisement.
Can it still be exploited by making lots of alts? Yes. Who the heck would do that, though? Probably some people, but it'd definitely cause less inconvenience.

I give a look at AH after reading Hippos bazzar thread, and i saw the same pattern there...
A small number of players is buying things cheap and selling it for the new cheap, and Hippo was right, +20% from market its nothing against the profit from AH, i fell sorry for those who got scamed at selling and at buying there. More sorry for those who are buying things from supply depot with a way more high price...
I was thinking small about that 1200 wall, its allmost umbelivable that you had 850m crowns to buy 100k energy... When you start buying it what is the energy price? And after you get all that energy, what was the price then?
I dont know why, i didint expected to find here the people that actualy was doing that with energy market, silly me, i didint track AH over the months, by i did it with energy market, i cant be the first/only one to do that, i found some posts here about that, people had the same idea than be, over and over again, the best topic was this (from 05/05/2015):
http://forums.spiralknights.com/en/node/109621
But have more old topics, not that well arranged, or made by people that look in to it, but have a lot of topics from people that sense that, even without knowing why.
After all that, i cant see another solution that do not limit the trade amound from that rich players with ultra-big-wallets like hippo with 850m in a single buy, for some AH sale or something. The main point its to prevent the big-wallets to buy cheaper energy, just to sell it expensive, instead of using it for craft or spark or things that make that energy never return to market again.
I just think in another cool solution, bound energy, you buy it from Purchase unbound, but if you trade it, it will be bound with that person, and impossible to trade again, i gess with that, people dont need to be limited in energy trade.

Gif, 100k ce a couple weeks ago didn't cost 850m cr, it cost 8.5m. Take the time to do the maths right. The worse part in all that is you're worried I'm using to resell it which I've already said I don't, and you're suggesting it should be used for crafting which is exactly what I do. ( and been doing since the introduction of orbs).
As far as how I got 100k ce from the market over the weekend, it was pretty simple. A bunch of players were doing mass slime box openings and needed a lot of crowns for that. Because they didn't have the patience to sell their CE using the "sell CE" option of the market, they instead bought cr there. Just had to leave a few hundred offers there and that's ixt. Someone had already taken a huge stab at the "buy cr" offers likely due to a mass unboxing. At that time the drop in price was completely justified since there was an extraordinary demand for crowns from the playerbase, and there's absolutely nothing wrong in me or anyone else selling crowns to those in need.
I've always done things transparently and market fiddling has never been my thing for all the reasons above. It's puny, it doesn't have the impact people make it out to have. Walls can always be circumvented. Is there a wall on the "buy CR" offers? Does it impede prices going down? Not if the actual shift in values between cr and ce is such that ce holders will resort instead to sell their CE via "sell CE" offers. In which case competition there will drop the prices lower than under "buy cr" offers causing whoever walls that side of things to make a neat loss on his money. Perhaps the reason why we don't witness this often is simply because the walls are smaller nowadays and there's no real reason for prices to shift, as I explained above.

Nevermind that.
What about my new idea? make energy be bound to the character that buy it on Supply Depot Market, that was not the person that buy it on Supply Depot Purchase (to let it clear, purchase with real money).
This way, no energy will be back at Supply Depot Market, and all sell prices there will came from people that actualy buy energy from Grey Havens, like so, all buy prices will came from people that are not willing to buy energy from Grey Havens at that time.
What do you people think?

I think it will make trading between players more difficult. Truth is most of the energy circulating is used in trades from player to player; obviously lots of it is getting sinked on Supply Depot/Unbinding Fees so making big ass trades will be very constraining. Additionally by making energy bound to players you're basically locking part of the pool of energy available across players which in effect reduces supply, and with lower supply come higher prices. Part of what makes the market work I guess is that a lot of the energy circulating isn't getting destroyed, it just moves from player to player. Let's put it that way:
If I buy item A for 25k ce from Player A, those 25k ce will still potentially be available to be listed on market or to be traded with players. But then if Player A spends all 25k CE on Supply Depot items, 25k ce have been destroyed and therefore cannot be put back on market, which creates a reduction of supply of 25k ce. Binding the energy to the player is essentially like destroying it, because it then means the only way to spend it is via the Energy sinks available in the game (Supply Depot, Vyse, etc).

That returning energy do not provide true supply, today it provides only a increassed price for the suppliers profit more, that is the reason for the today energy price, that by the way, i just profit +/- 14k crowns trading energy (during my normal runs that took +/- 3 hours), buying it for 9400 and selling it by 10300, i did that until some one post a wall for 9500 to buy and 9900 to sell with 500x each, i gess a profit of 202 crowns per trade its good for he, after all, that x1000 its 0.2m crowns.
The amount of people buying energy (with real money) will not diminish if you make they bound after the first trade, so, the TRUE supply will not goes down, it indead will reset the market prices, to what it suppose to be, and with the currient player base, it will match earlier prices from years ago, all that need to happens its turn each 100 crowns for 1 energy and make it character bound, announce it 2 weeks earlier, and see the market get fixed.
The sinks its the point of the entire martek thing, it suppose to work in a way for those with large amount of energy, get more crowns, and those with more crowns, get energy, just to sink that over and over again, during the game play.
Also, i cant see any good reason that trading in energy its better than trading in crowns, why that 25k energy, cant be 2,5m crowns? To be honest, crowns its the actual game currience, energy its the premiun one.
What do you think?

You're making a good point here. I don't think it's the solution but the thinking behind it is good.

Now, how i contact the Grey Havens staff, so they can arcknowledge this idea?

you're gonna make a lot of rich peeps mad. xD

Allowing energy to sell once is still bad, depending on implementation. You will basically take a HUGE amount of energy out of the market, driving circulation WAY down without necessarily changing demand. Granted, re-sellers will not want energy anymore, so the demand will drop too. Sill, I anticipate that this would be an incredibly foolhardy change because these re-sellers aren't able to cram a backup of energy into the market when the price goes up. It's kinda strange, but, by trying to make a profit, they help circulate more energy when the market's supply drops.
And for the record, some said that players do control the market. Others say that Grey Havens controls it...
Both do! It's up to players how much they sink IRL money in buying energy. Grey Havens, on the other hand, can choose to sell promos with or without energy. If they sell with energy, then the energy market dips. If they sell without, it rises. They can also manipulate it by doing a Birdsong co. giveaway or by holding a Flash Sale. It doesn't matter if the energy economy consists of 3 or 3,000 players; this is how it works.

If the prices goes up, people will buy energy to sell it, because its profitable enough for they, if not, energy will get expencive, that line, some years ago, when i start playing spiral knights was around 5000 crowns, when the energy get that price, a lot of people (and me...) buy energy with real money to sell it, but if it drops to 4000 crowns, we stop buying (after all we was after the good profit) that is the way market suppose to be.
Yes, players controls the market with walls, also gray havens "controls" (more like influentiate it) with sales, the bad thing here is players controling the market in a real bad way, because gray havens have the duty to make the game health by doing that "control", if people stop buying energy with real money, they do flash sales with energy, if people stop delving the clockworks, they do flash sales with crowns.

Petater, it came to my knowledge that you are one of the big profiters of energy market, responsable of at least one of thats so called 1000x walls, so, what you think about energy being bound after the first trade?

MFW when I see these kind of arguments over "players controlling the energy market".
No really, it's getting about as stale as saying this game is dead by now.
Welcome to SK! :D