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fight GC prices rise

Posted 2021-09-07 16:05:20
I'm not sure new SC gains scale the same for everyone: some of the quests seem super hard to do as a beginner (like, how do you do the 2 trophies one when your lead is lv 4?), while I don't remember having any particular trouble with quests when I was starting out.

Fal - semi hiatus
#43456

Posted 2021-09-07 16:10:32
I think it's a bug if you get a trophy quest when your lead is under level 10, and I would bug report. For me, the quests have been easy as long as I spend enough time doing them, and there are already suggestions to get rid of that 2 trophy quest. As it stands, I find it very easy to complete my daily quests which means 300SC is achievable in a day. Back when we had the old quests, some of the quests like the hunting or kill ones were still difficult to complete in a day especially for new palyers.

Breezy [Hiatus]
#4307

Posted 2021-09-07 16:39:50
I would argue the new quest system did add quite a bit of SC into the economy. Without selling to the racoon, I earn about 200-300 SC from quests daily, up from an average of 100-150. That's about double.

That's a fair point. Personally, I make most of my sc from food sales, which hasn't changed at all. But that's just money changing hands between players. In terms of sc being generated out of nowhere by the game, the new quests have boosted it quite a bit.

I guess it must be tough for the devs. People complain "It's too hard to earn sc!" so they respond by beefing up quests, and then people complain "gc prices are too high!" which is really the flip side of the same coin.

(But I still am kinda annoyed on a personal level because, as I mentioned, I make most of my income from the tc, so this change amounts to a significant loss of gc income for me.)

Lionel
#34199

Posted 2021-09-07 18:24:33 (edited)
I believe the market should be left alone. If people want more ways to make SC - quests, selling to the raccoon, fishing, selling to other players, studding their wolves, etc - there's just going to be a rise in the cost of GC. I think it's unfair to set a market price for GC sales, especially because the peoole buying GC from wolvden are the ones financially supporting the website and allowing free-to-play players to exist. Why should they be penalized by a set market? FTP players have more ways to make more SC now than ever before. It stands to reason that the value of SC drops because of it.

Azzy
#2727

Posted 2021-09-08 07:36:34 (edited)
Writing out a response for each suggested point-

put limitations on trades (limit number of trades or puchases per player or per RO, remove money trades, etc.)

I don't think this would help at all. The main tool that we have currently for fighting GC inflation is users creating cheaper trades, and if they could only make a limited number of trades daily you'd still have the higher price users buy them out, then just put them back up the next day. There's no cap to how much currency can be put in a trade either, so they can just put more in across less trades.

Stopping currency trades altogether is a terrible idea. Selling items or wolves for GC isn't something that everyone can do, especially if not a lot of the userbase wants to part with their GC in the first place because it would be more difficult to distribte.

have a raccoon-like character exchanging SC for GC, at a fixed price, in unlimited quantity (so we know GC prices will never ever rise higher than that)

I sort of support this? I do think there should be a daily cap however. That way users can still sell GC on the TC with slightly higher prices for those who need it right now, but you can get the GC you need if you are patient. Maybe a cap of 1 or 3 a day would be good? It'd be incredibly difficult to balance out, so it might not be worth risking flipping the entire economy n its head.

have more SC sinks for established players (limited-time or biome-specific things buyable with SC, or raise SC prices for already-available raccoon wares, for example)

As a player with a decent amount of SC, I can say items already cost a lot haha. It's a pain trying to buy decor or backgrounds from the raccoon, but I think we're at a good equalibrium now where you can save up for a few days to a week to buy stuff with the new quests

Embers
#3501

Posted 2021-09-08 11:47:11
Currency flipper (the one who puts up both SC and GC for sale) point of view: there's a group of players who spend SC to buy GC and there's a group of players vice versa. Both of these groups buy out my trades and I have them registered in notifications and user logs. They have me registered in user logs. I get a profit depending on the price difference between both of my sales. Even though I gain information from both of these groups, both of these groups don't have information about each other, otherwise they could set a more favorable price between each other. The transaction can't take place between them if neither of them set up any trades.

There are very few players setting up currency trades. Comparing to buying out an existing trade, setting it up takes a little more steps, includes more typing, looks more complex, takes time until somewolf accepts and there's the risk of not being accepted, accumulating with more trades set, being repetitive and tedious in the long run.

Another reason why there are so few players setting up trades is because some of the other players consider immoral to profit off somewolf's unawareness. It means there's a belief that only one side of sale is deemed legit and the other side is either lowball or overprice. Or at least trading both ways at once is considered undue in principle.

And as only the few players are left with currency flipping, this is the most profitable way of income and long-term, as the supply comes by itself. Most studs and art are low profit, and along with asset sale are short-term, which means you earn currency, you may want to convert to the other one and be done with it. So most of the time, one side of sales is filled with currency flippers trading. Without them, players would be sometimes unable to buy certain currency.

If adjustments are needed regarding balancing currency flipping to other ways of income, I think trading QoL has to be improved, to convince more players to trade so the price difference can be minimized. Currently, it's still possible to minimize the difference if more players were interested in marketing.

Dżanek
#24018

Posted 2021-09-08 11:57:17
I like the update where they added more SC sinks (slots) along with pure income (fishing) and GC sink (custom decors), giving more complexity to currency prices. The last update just increased SC income which made it simpler to predict the future price.

Dżanek
#24018

Posted 2021-09-16 14:34:28 (edited)
@Lionel: you were saying food prices didn't go up: I feel like now they did, with a lot of 8 or 10 per use trades. Amusement seems stable though, weirdly (it already was at 10sc per use, and stayed so)

@Dżanek Oops, I had forgotten to edit the first post to include your idea. Doing that now.

Fal - semi hiatus
#43456

Posted 2021-09-16 14:37:14
I agreee that, is hard somes times buy , Who is the person as selled the as 600 ??? I dont know...this is unfair :/ and yes, i think the raccon need be unlimited to u sell for he...i wanted the fix price of is 150-300 dont pass for that

🌹Jujuba🌹
#48057

Posted 2021-09-17 09:15:30
@Fal Yeah, I've noticed the food market seems unusually hot lately, even for winter. (I've continued to sell at my usual 2-4 sc/use but everything sells fast.) I guess if prices of things go up, then people's real income doesn't change much even if the exchange rate is higher on paper.

Lionel
#34199

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