fight GC prices rise
Posted 2021-09-07 16:05:20
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Fal - semi hiatus #43456 |
Posted 2021-09-07 16:10:32
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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)
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Azzy #2727 |
Posted 2021-09-08 07:36:34 (edited)
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
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
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Dżanek #24018 |
Posted 2021-09-16 14:34:28 (edited)
@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
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🌹Jujuba🌹 (HIATUS) #48057 |
Posted 2021-09-17 09:15:30
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Lionel #34199 |