Clearly, this is a game about efficient allocation of game resources and use of some real-life resources in some instances ($ and time). What about a currency exchange with an "exchange rate" penal...
I think it was less an accident and more of a decision that people regretted later and then complained about. Like people had 500 carbantis and thought it was fine to sell some not realizing that next week they would try to gear somebody that required 500 alone.