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Add a Pup/Wolf selling/compensation mechanic [14/12/20 - New Community Suggestion Added]

Posted 2020-11-23 00:40:37

I enjoy this idea. The pup market is absolutely flooded right now and there’s no definite estimate on pricing/value because of the obscene amount of pups for sale (which are often not being bought).

Perhaps propose infertile females from other packs that take in these pups? It would be a cute storyline.


Orion
#6210

Posted 2020-11-24 13:09:08

I'm envisioning this as a similar to the gorillas on lioden who will take 1 cub per 24 hours but the Cubs must meet certain criteria in order for you to get the reward. I support the concept. I am absolutely not in favor of increasing any cooldowns on befriended wolves. During early access the first couple of days you had to wait until the next roll over to chase nbw and friend, it was a nightmare. When they changed it to 2 hours there was much rejoicing.


bonibaru
#369

Posted 2020-11-24 14:12:54

coming from lioden, 1 cub per 24hrs wouldnt be near enough. if players are having 5+ pups a day we need a sink thatll take just under that or level to it for pups to start being a comodity


woete (HiatusUntilMuties)
#1076

Posted 2020-11-24 14:50:35

Yeah, the dens are flooded and so are the markets. Something like a Safe Haven on Howrse or Exalting on FR would be ideal, to just get some currency for unwanted pups. Chasing them is more or less useless after you've tried selling them and spent resources keeping them alive. 


CopperSand
#23071

Posted 2020-11-24 15:37:27

Reading through some of the comments in this thread, there seems to be a subset of players who see pups as a commodity so if you have extra that's no big deal it's just another route with which to earn currency. But upon reflecting on how the game is designed - not having rapid age-up options for pups, requiring care and resources dedicated within a pack for each one from birth, den slots at a premium, and so on - pups being treated as something disposable is something I feel like the creators were trying very hard to avoid. Having too many pups is hard on the players who have them, and I don't think that's a bug, it sure feels like a feature of the design. Having a small currency or karma boost would be nice but it should not be so high that it encourages players to continue to overbreed beyond what they and the game can manage to support.


bonibaru
#369

Posted 2020-11-27 20:51:32

I really, really love Lakira’s encounter idea. I’m probably the odd one out on this, but the main thing stopping me from chasing pups isn’t sc, it’s lore. I just want some kind of flavor text indicating my pups went somewhere nice and my wolves didn’t chase them off to die, lmao. And if the encounter occasionally leaves a small reward - some sc, a lucky foot, etc - it will encourage other people to use the feature without turning breeding potato pups in to some kind of major money maker. 


Badger
#10939

Posted 2020-11-27 21:23:03

I like badger's idea. 


APlotLoophole
#20211

Posted 2020-11-29 06:50:30 (edited)

I'm also very much in favor of the encounter idea, with aforementioned rewards (or potential lack thereof), and I'm going to echo what's been said about the market.

Lore, no lore, it's just a matter of fact that new players are probably going to breed a lot of duds (hi, it's me, I'm New Player), or maybe even be stuck with a stud that turned out to be the result of a newbie mistake. In both cases, there's no market for them, and likely never will be even as the game ages, esp when a number of T2s are currently going for really low prices.

Seeing as the bulk of the gameplay's focus is currently on pup breeding, besides, it's not feasible to expect players to just wait around until they have the appropriate space/resources to care for the results of the player's own learning curve. Some won't be as invested in lore as they are in aesthetic, everyone plays the game differently, but the idea presented about there being an offload encounter, or site you can travel to via the crossroads, addresses both types of playstyles without penalizing either.


DogBlud
#24586

Posted 2020-11-29 10:51:00

I agree completely DogBlud. 

At the end of the day, the pups are just artwork on a screen, and some people (like myself) aren't writing swathes of lore about how each one is special. To me, the game is a fun breeding sim with pretty markings and a nice adventure mechanic, so the idea of "you shouldn't breed if you can't sell/care for pups" is elitist and rather asinine. Players shouldn't be penalized for playing the way they want, and the game needs an offload mechanic. 

New players (also like myself, as I've only been here for less than a month) are going to make mistakes, to not know what is 'hot' on the market, and going to have just a lot of pups that won't sell because people want the newest and shiniest puppies. 


CopperSand
#23071

Posted 2020-11-30 03:12:36

Completely support! I haven't played Lioden much so didn't use the services a lot, but there needs to be some sort of pup sink in order to balance out the gameplay. Too many times I've had to chase pups that I think are adorable but aren't merles/tamaskans/inuits, etc, and I'd love for a mechanic that I get some small thing, even if its not SC, for sending them away. It really could help balance out the economy too and make breeding pups more enjoyable. At the moment, breeding pups is a bit of a chore and I hesitate tons before breeding mine.


Ennuiwolf
#17218

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