Proposal: Official In-Game Marketplace for Champions (Controlled Trading System)
I’d like to propose an feature idea that could benefit both players and developers: an official, controlled in-game marketplace that allows limited trading of high-tier champions.
The goal is not to create a free-for-all trading economy, but a regulated system that increases player engagement, perceived value of progression, and long-term spending confidence.
Core concept
Introduce an official marketplace where players can buy and sell selected champions under strict rules. This would transform duplicate pulls and roster progression into tradable value, while keeping the game balanced and fair.
Suggested rules for balance
1. Only 7★ champions are tradable.
2. Champions must be unawakened to be listed.
3. Sales use in-game currency (Units), not direct real-money transfers.
4. A marketplace fee (e.g., 20%) goes to the developer on every transaction.
5. Weekly trade limits per account to prevent abuse.
6. Progression requirements (e.g., Paragon/Valiant+) to access the marketplace.
7. Purchased champions become temporarily bound (e.g., 30-day lock) before resale.
Benefits for players
- Reduces frustration from bad RNG by allowing resale of unwanted pulls
- Increases the perceived value of roster progression
- Encourages long-term investment in the game
- Creates a more dynamic and interactive player economy
Benefits for developers
- Increased spending confidence: players are more willing to invest if assets retain trade value
- New recurring revenue stream through marketplace fees
- Higher engagement and retention among endgame players
- Stronger in-game economy centered on official channels instead of unofficial markets
Risk management
A regulated system with limits, fees, and eligibility requirements would help control bot farming, inflation, and pay-to-win concerns. The marketplace should enhance progression, not replace it.
Conclusion
A controlled marketplace could modernize the in-game economy by giving digital collections real liquidity while preserving competitive balance. With the right safeguards, it could increase both player satisfaction and developer revenue.
I’d be interested to hear feedback from the community and the developers on whether a system like this could fit the long-term vision of the game.