Hey Xialthia!! I think I understand the issues here.
We will take a look at prices for buying/selling items and how they relate to crafting so we can find a better balance.
As for items having a 75% price drop when selling vs buying, this is to help keep he market a bit more balanced when it comes to rarer items. A lot of folks (especially our longer time players!!) have a hoard of moon gems and it has made some rarer items not so rare anymore. So we made a choice to lower the sale price to adjust for this. We are trying to find an equalized balance between the average amount of moon gems and new players coming in so that prices are fair and just!
Awesome. Most of the community is fantastic, but all it takes is one stinker to dissuade someone new. So I like to watch out for loopholes, thus my dragon talon example.
As for helping rebalance some hoards, I know retired things like dragon's blood can be swapped for premium currency. So why not extend it to the more "premium" items as a shop? Like the items sold during seasonal sales but only as a turn in. It'll give new players use for items they may not need for a long time and an incentive for old players to decrease any item saturation. Oldies get the benefit of pampering their favorite imports and maybe even get ahold of what is normally a $/Staff credit purchase, and newbies shrugging about what to do with all these breeding items when they aren't needing them right now get some preferred loot.
It is certainly not an issue of how many items you have in your hoard - it is simply rebalancing the currency and cost of items we are trying to do while giving items a use so players are incentive to craft items!
At the end of the day trade among players is based on supply and demand. We don't step in unless something is being scammed. So if someone is wanting to trade 4 dragon talons for a background, thats their choice to make that price. Here's a peak at some of the changes that have been in the plan for reworking how items in souls are obtained as it has been a bit of multi stage processes to adjust.
Stage one was recategorizing all of our items into rarity based tiers. So every item has a rarity attached and a price attached via that rarity with a few that are adjusted outside of it such as eggs or DB vials. Additionally in stage 1 we set up items to sell for a LOT less than they used to because we wanted to tone down the amount of currency circulating in the market so that your hoard of gems were useful instead of sitting on a pile of them and saying "but what do I do with them?" This has a second part of course.
Stage 2 is crafting. We introduced the new crafting system + the updated recipes to make use of a lot of items that simply weren't being used. We are currently here with this finished staged but I know not every recipe is in its best place in terms of cost and/or ingredients.
Stage 3 is where we are moving next, which is to remove a lot of the items you can craft from being purchased or limiting them heavily in the shops by amount per time frame/per user purchased. You can see some of this already reflected. With these items removed from being heavily purchased, you are now encouraged to craft them with the items you get from activities - including the free ones and games like scouting and dungeons. We will also introduce bundle chests to the shops where you can get materials to craft items VS just outright buying the item. So we might have an animal product based pack that can give you a variety of bones, feathers, pelts, etc and maybe one that is based on gems, etc.
Lastly, we are updating the current chests you get from level up so you get more materials vs items. Again to encourage crafting. You can choose to sell the items you craft, but in the end without inflating these crafted items beyond the rarity thresholds we put in place it would be more lucrative for you to sell the ingredients. It will always be more lucrative to sell ingredients for an item you don't need at the time because they amount you need to craft the item will be more than the item gives. If that makes sense. Additionally, the value of an item, say a large item kit, is worth more than a few gems, some leather, and feathers.
We can look at adjusting the price of a crafted item to be a bit higher, but we won't be going too much higher since the idea is you are getting a lot of worth out of this item in terms of game play mechanics vs out of just selling it instead of selling its many ingredients.
I understand completely about the exchanges and I think I can say that also for the steps! It's standard that items of resale value outweigh their product in value. I was mostly pointing out the gap in the finished product since some were made with rarer items but finished being worth an uncommon, if that makes sense. I know we're not supposed to look at it from a minmax money grind perspective, it was just confusing to me (personally) that the shop's most expensive items are the backgrounds and nothing we craft really even came close. I'm fully of the opinion that rarer items should be a mg loss in crafting because their usefulness is of more value.
Essentially my logic was: oh this recipe wants 10000 mg I've got lots of good materials maybe I can craft them to be worth a lil more! (As in commons to uncommons or commons to common where it might have been noticeable). Oop, never mind. I'm now a fish salesman. Fresh eel! Caught this morning from farmer Jensen's ditches xD