Trading

Trading will be a part of the dynamic economy in Escape from Tarkov, including rag fairs, auctions, and even the possibility to become a trader.

Dealers

 * The pillars of commerce in the ruined, beleaguered Norvinsk. Each dealer specializes in a particular category of goods, be they military gear, weapons, or meds. While their prices are typically steep, you get what you pay for - and more importantly, you can build reputation with each dealer through Quests, to reduce the commission they receive (additional markup you pay on sales and purchases), receive better offers in general, and so on.
 * Dealers also offer additional services, such as repairs and insurance (allowing you to recover your gear in case of death during a raid).

Barter
All traders in Escape from Tarkov (With the exception of Fence) Offer items for Barter as opposed to buying the items with money alone. These trades often allow the player to obtain higher level gear at lower loyalty levels, or to trade a number of cheap items for a more valuable item to be used or sold at a profit. Most of these valuable trades are heavily limited per trader reset and often disappear (out of stock), so be sure to check in after reset for your favorite trades!

Each available trade is listed on the individual items pages involved and all available trades are summarised on the barter trades page. an example trade in tarkov would be:

This trade is with Peacekeeper at LL1, you may exchange 10 of your Bars A-2607 for 1 MP5

Flea Market
The Flea Market is a complete collection of all player and AI trader offered exchange deals. The system works on an offer basis, allowing each merchant to set up complex deals for others to take part in.



User Interface
The market is accessible in the "Trading" menu via a tab situated at the top of the screen. Upon entering the Flea Market, the player is presented with a list of all available deals, set up by in-game merchant AI or players alike.

The market screen is also separated into 3 major sections: The "Browse" screen which is the main view described above, the "Wish List" screen (abbreviated "W-List") which shows all items the player wishes for (added with a right click to any item) and the "My Offers" screen which shows the players' current exchange deals.

The offer list can be filtered via the left-hand category list and search bar, each category also featuring subcategories (e.g Weapons > SMGs). Each category inherits its child subcategories' items. All of the market's tabs can be filtered using this feature.

At the top right of the screen, the player can choose the appearance of the list (currently not available), view his balance, reputation and a button which allows them to add an offer.



Offers
Offers are exchange deals established by players or AI merchants, these have one player switch items with another (or an AI trader). The system doesn't limit the players much, few guidelines being set, thus:
 * All items can be exchanged, including currency, with the exception of secure containers, however, secure containers can still be asked for as a price for an item, if they've been examined.
 * Usually unstackable items will stack within a single trade offer.
 * You cannot offer multiple items, but can ask for a maximum of 3.
 * The same item cannot be asked for and offered at the same time unless said item has a consumable resource.
 * You can only ask for examined items.

After achieving PMC level 5, the player can start adding their own offers on the market, offering any item they own in their stash (other than secure containers) for exchange with any item they have in their Handbook (examined items). Before creating an offer, a player must consider the following:
 * Upon offer creation, a calculated tax in Roubles (see formula below) is deducted from the players' balance.
 * The offer can be prioritized by checking the "Prioritize offer" checkbox to be shown above non-prioritized offers, bypassing filters partially, at an increased tax.
 * The "Require for all items in offer" checkbox can be checked to apply a total price for all stacked items instead of a per-item price.
 * The player can only create a limited amount of offers, affected by their merchant reputation.
 * If an item does not sell, the players' reputation is decreased.
 * The remaining time for an offer to be sold can be extended by clicking on the small up arrow next to the time remaining on the offer.

After an offer has been fulfilled, all proceeds will be mailed to the player via the in-game merchant "Ragman".

Reputation
Each player has a reputation value which affects their number of offers and the view other players have upon their offers.


 * Reputation is gained upon successfully completing deals, every ₽100,000 gained from deals incrementing the players' reputation.
 * Reputation is lost whenever an offer is not fulfilled, removals included.

Offer slots are increased upon reaching a certain reputation value and decreased upon dropping below it. All offer slot increase thresholds can be seen in the following table:

Tax
The fee you'll have to pay to post an offer on Flea Market is calculated using the following formula: VO × 0.025 × 4log10(VO / VR) + VR × 0.025 × B × 4log10(VR / VO) Where:


 * is the total value you're offering. i.e. base price of the item times the amount.
 * is the total value you're requiring. i.e. base price of each requirement times their amount.
 * is either  when "Require for all items in offer" is checked, or the amount of items you're offering when it's not checked.

Note that although the `0.025` multiplier could've been simplified they're actually two different tax constants -- one for the offer, one for the requirements -- which happens to be the same at the moment.

Auctions

 * Has yet to be implemented

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