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Wolvden Market + Add Taxes maybe??

Wolvden Market + Add Taxes maybe??
Posted 2024-04-29 07:47:43
Im not really sure to put this under development or help, because technically im asking for other users to consider the idea of making a guide.

But the Wolvden market in my opinion is very.. messy. Prices for things aren't very well established. Ive checked some pricing guides out there, but i really think someone needs to make a full fledged one.

Some things are heavily overpriced, or even UNDERPRICED for that matter. Tlll wolves are supposedly worth a lot, but its not common to find someone selling a bunch of them for like 15-100 sc at max, and of course people are going to pay a cheaper price than the real price. There isnt a real "value" for things, persay— its just kind of whatever the buyer sets it. I hope that makes sense??

The only thing ive really hashed out is that the exhange rate for 1 GC is at LEAST 400-500 each. If you look in the trading center, the prices rarely dip or increase that range. The problem is, that its sort of a community issue rather than on the developers (im sure they could establish things to assist it, though) and it would take a lot of power to singlehandedly fix the market. But we need a huge guide for everyone to somewhat reference. Its really hard for new players (or people on hiatus, like me) to find out what exactly is worth what. Its easy to scam yourself into overpaying, or even pricing your own stuff too low.

I think all of this stuff contributes to people not valuing items or wolves on here enough. 

I also think wolvden should consider adding taxes to trades. (I know.. i know.) But many games have implemented tax systems to curb inflation rates on items and prevent gold sinking. Usually taxes wont go anywhere in games, but itd be cool if tax money could also go towards huge official raffles.

Feel free to add on to this thread +ideas or developments that could possibly be implemented to assist this

spheenx
#89182

Posted 2024-04-30 13:09:49 (edited)
Not supporting or opposing, just adding some thoughts.

To directly address what you're asking for: An automatic price tracker (track an average of what items were sold a what price) could help if the devs wanted to make one. However, that would not work well for the current 'trade' system and would be much easier to implement with a 'shop' system. And even then, price trackers don't tell the whole story and still wouldn't account for rapid prices fluctuations (for example, if a new random mutation was released, wolf meat would skyrocket in value overnight, but the price tracker would take some time to update). There would still be some knowledge needed. These also have the problem of causing everyone to price items lower and lower to undercut each other.

To address the overall status of the market:
The Wolvden economy is bad because more and more methods to obtain SC have been implemented with little to use it on. When the game first came out 100 SC was enough for 1-2 GC; now users complain about getting ~100SC as a reward for playing a short game of Code Breaker. (The low price of GC was not just because of the scarcity of SC, there was a surplus of GC when the game opened, but I digress). GC costs real money so its value is higher--as SC becomes more common, the GC exchange rate inflates proportionally.

Items are being devalued because the supply is easier and easier to get (especially food and toys). IE; the multiple hunting parties update.
Wolves are being devalued because there isn't much to breed for (there's not really any random mutations for adult wolves to look for, no real combo bases, TIII have become rather common and there's a surplus of applicators, etc).

To improve the market, more item and SC (&, to a lesser extent, GC) 'sinks' through additional gameplay features, events, and elements, could be added. Users may complain about not being able to participate or afford items, as in the August event, but users 'losing' (spending) items and currency is required if the game's "economy" is going to ever improve. (I'm sure there are suggestions that could be molded for the purpose of acting as 'sinks').

One method I've seen used in other games to prevent items becoming worthless is converting (almost any) item into a currency that can be used at a shop with rare and some very expensive rewards (for example, in the game I'm thinking of, you'd have to covert 5000-10000+ items into the special currency to afford the most expensive rewards). It ends up creating a 'price floor' for every item in game and subsequently increases the value of the currency used to buy the items. May not work in Wolvden because toys and food are vital, but also incredibly cheap, and it would require balancing.
Another problem is, in Wolvden, what would be an item worth 10k+ other items? A MoD? A special pose? Something else?

--
'Taxes' are probably not the way to go because it doesn't address the core issue, especially if they just go into the raffle, but I don't know. 'Taxes' are usually just a (rather low-effort) gold sink in other games.

Users could keep a price guide updated in the forums, but, that has the same problems as an 'official' price tracker while also potentially giving the poster responsibility for posting 'false' information if the prices changes quickly or they aren't around to update it. Also, it's a lot of work to maintain. Which might be a reason why one doesn't seem to exist at present (but users will answer if asked about pricing).

Miso 🥣
#1101

Posted 2024-04-30 14:02:41
thank you for adding onto it ^^

spheenx
#89182

Posted 2024-09-01 07:54:44
Facts. I see 2 main reasons for this situation:
- I put almost zero effort into getting toys and food (all is easily found for free in explore) so these items are worthless
- getting mire wolves and keeping them alive is wayyyyy too easy, so they're mostly worthless
Solutions? I have a few:
- less free stuff found in explore
- deleting wolves from the game should be easy (not chasing or selling, just deleting ➡️ keeping the number of wolves smaller➡️making each of them more valuable)
- maybe more illnesses, lethal accidents etc. Especially while breeding
- less applicators, changers etc. Why struggle to breed a wolf with specific markings if you can just use the applicator?
- less befriended wolves. I find at least 3 per hour, all of them are low quality.

IceGiant🇵🇱
#144912

Posted 2024-10-09 12:53:29
You have a good point! But i feel like adding taxes suddendly would make things go crazy! I have played one game where was taxes and it worked out super well, but because there has always been taxes. Also suddendly adding taxes could make a huge like change to value of items and some people could be very confused and accidentally sell something valuable for cheap

Aurinko
#141665

Posted 2024-10-11 09:49:49
Disagree. The price of something in this game is based on what a person values an item or wolf to be. For example…. I find any wolf with lunar markings to be worthless. They are too easy to get, too common, and only blow money on one if I am forced to submit something to the enclave via a snake or mouse quest. If it is worth ten gold to you- then that is what you price it at. I don't think a guide is necessary.
Quiet Voices
#1558

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