Therefore, it's natural for the buyer to assume there is something wrong with the car, otherwise, why would the seller be willing to depart with it? Initially, the buyer will offer a price that's lower than the sellers asking price and the seller could choose to accept, reject, or re-offer a different price. But if the information asymmetry is high between the two parties, meaning if the buyer does not know much information about the car as the seller, there is a good chance that a deal between both parties will not be reached. However, if the information asymmetry was reduced between both parties, there is a good chance of the car being sold.
For a good crafting economy in any MMO, may it be themepark or sandbox, the items crafters make should have a good indication of its quality. If items are craftable in different qualities then the different levels of quality must be clear. Buyers must know that the item(s) had to have been made with certain quality materials, is of a certain tier if there are any, had high or low chance of production failure rate if there's a chance of failing, and possibly know the skill level of the crafter. The more information known about the items for sale, the market becomes more efficient at performing the price discovery and allows transactions to functions more smoothly.