GM_Trent
You would essentially be betting that your team can accomplish something the MMO industry has never convincingly demonstrated at scale: meaningfully contain RMT in a persistent online world while deliberately preserving the very freedoms that make RMT easiest to conduct. And already are going the wrong direction thinking it can be solved through simple moderation.
It is one of the hardest economic and enforcement problems in the entire genre.
RMT has survived companies with vastly larger budgets, larger engineering teams, dedicated fraud departments, sophisticated telemetry, automated detection, behavioural analysis, payment investigations, mass-ban systems and decades of accumulated experience.
They did not fail because they lacked determination.
They failed to eliminate it because RMT is not fundamentally a moderation problem.
It is an economic incentive problem.
The concern becomes much more serious when you look at how power actually works in Monsters & Memories. This is not a game where most of your character strength is safely contained inside your level, talent tree, or some other progression system that cannot be transferred between players.
Now combine that with the fact that Monsters & Memories is built around contested, non-instanced content. Players are competing for the same camps, the same named enemies, the same rare spawns, and ultimately the same desirable drops. That scarcity is intentional. It is part of the old-school MMO experience the game is trying to recreate. But scarcity also creates value, and when that scarcity is attached directly to character power, the incentive for RMT becomes extremely obvious.
It's already taking root in EA, and will only grow more now that we are going into no wipe live servers.