Hmm. so it looks like I came to this discussion a bit late. Sorry. I happen to study Economics. Reducing the fungible nature of your currency (in this case, in-game gold) by reducing its purchasing power is what sparks riots in countries like Cuba and Egypt. Removing a commodity would be like when the US could no longer trade oil with OPEC. Remember when that happened during the 80's? How'd that turn out?
A level 30 cap on the auction house would not hurt the economy as much as you think; look at the % of items being traded that are exclusive to or more helpful to < level 30 players versus the number of trades of consumable cash shop items (adjusted for fraudulent trades, obviously) and you will see legitimate market activity for consumables outperforms level 1-29 gear and items (apples, waters, bananas, milk) at least 10 to 1. Probably closer to 100 to 1. For a new player before level 30 on a F2P MMO, what makes you or your business partners think consumers are going to contribute to what is ostensibly an untested product? Also, being forced to level up to a point where one can finally use the auction gives a sense of accomplishment, e.g. you are finally no longer a 'noob' in Dragon Saga.
Just by virtue of letting the community at large know the level of the person they are trading with would help immensely; most of the characters with gold (like Yurai) are shrewd, but veteran players like them also understand the importance of preserving this community. e.g., if I have to choose between orange juice made locally or orange juice from China, people buy local way more often. If I know "fakename312" is level 1 and is selling 15 stacks of scrolls will make me report that person. BUT THEN YOU NEED TO FOLLOW UP ON THAT TICKET IN LESS THAN 48 HOURS. Your ticket response times are abysmal; Hire a guy ... crap, hire some interns.
Speaking of developers and moderators doing their job without forcing a community to stagnate, a 72 hour hold on first purchases with a credit card is MORE than fair, and gives ample time to investigate the credit card. Sorry, you guys at Gravity are going to have to do something other than changing end-user conditions to fix this gold seller problem. Or, if you don't want to put those kinds of limits on your credit card purchases, a reduced volume of IM points purchasable in the first 2 weeks with a newly registered credit card is also more than feasible. You will irritate a whole lot fewer people. This plan only inconveniences each new player for about 2 weeks; remember that your current plan to remove consumables from trade upsets 1) veterans who play the game for fun, bring a sense of community to the game, and encourage others to play the game through viral marketing and person-to-person advertising who use in-game gold to continue playing; 2) early-mid level players who purchase IM points for items with real credit cards and sell those items in the game for in-game gold, and 3) new players, who try the game, but cannot get past the 'pay to win' mentality an account-bonded cash-shop system holds. My guess is with a modest 15% increase in cash shop prices, you could offset the additional cost of security for investigating new credit-card purchases and tickets pertaining to inappropriate selling practices. In my assessment, combining additional security protocols with an auction level cap and/or rallying community support to buy from higher level players, gold selling would be significantly reduced.
Plus, if you force a gold seller to play to level 30, they would realize how useless gold already is in the current market. Their strategy of ripping you guys off would seem futile, and they'd go back to gold-selling for World of Warcraft; Blizzard doesn't seem to mind.
