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fight GC prices rise

Posted 2021-09-17 11:26:15 (edited)
I was trying to buy food about 1 game-year (or 2-3 game-seasons) ago, and there were very few trades for it. When I checked again not too long ago I felt like all the food had come back, but at the current prices. Dunno what happened.
The weird thing is that most regular (non-money) trades, that allow both SC and GC buyouts, haven't followed the GC price hike quite as much, and are stuck at 1GC for 100-200 SC (which is one reason I don't think this evolution is quite natural)

Fal - semi hiatus
#43456

Posted 2021-09-17 11:28:31
Right now, the food is high because it's winter. It's hard to hunt, so people have probably been hoarding it the best they could specifically to sell at a high price this season.

Chirp
#2670

Posted 2021-09-18 02:47:23 (edited)
Yeah but it started way before winter. Like a week ago or more, and one week ago it was still summer.
Before, 3-4sc was the normal price, 5-8 was super high and winter-only, and 1-2 was cheap. Now, 1-2 is inexistent, 3-4 is super cheap, 5-8 is normal, and 10 is kinda expensive and more frequent in winter. Last week most of the trades were at about 8sc per use, with quite a few even at 10sc, and the rare 3sc one didn't last long.

Edit: just checked the TC: all trades are at 10sc per use (one even labelled "cheap"), except for the rotting carcasses one, that's 4sc. That's not just winter.

Fal - semi hiatus
#43456

Posted 2021-10-05 18:52:29 (edited)
I don't like the idea of the raccoon having a set price. An in-game option to get free GC takes away a source of income for the Wolvden team. But I absolutely love the idea of limiting the number of trades. There's no need for any user to have an excessive amount of trades.

But if the devs decide to not intervene, there is hope that the price will drop again during Black Friday.

Memer Bear
#8777

Posted 2022-06-13 16:27:40 (edited)
Gonna have to put a big don't support. I will preface saying I sell SC / GC to be fair, but I will give my reasons.

1. Players want quick trades. We provide them

Say you have 1 GC. Maybe you got it through gameplace. Maybe you bought a bunch of GC through the Grove with money. I'm not here to judge how people spend their money. Now. Say you the trade you want to buy is actually in SC. You need to switch your GC to SC. Simple and easy. You have 2 options:

1. Look up the price for GC to SC - using the current example price, you would get about 440 SC for it. List your listing. Wait for it to sell. This could take a while due to multiple factors. You could get undercut. It could be a slow time of day with fewer players. There could just be no buyers.

2. You could just go buy a SC to GC trade. Sure you may be getting a bit less, using the current example price of about 350 SC. But you get your money in seconds. You don't have to worry about it.

We are providing a service to wolvden. Sure. An NPC could also provide this service. This point is just saying that there is a reason people buy from us. Not to mention that stopping GC / SC trades.

2. Stopping all GC / SC Trades would be Unfair to Casual & Free to Play Players

I will not be focusing on why banning GC for SC / SC for GC trades is unfair for flippers / sellers. Because that would seem kind of self centered. Most people would go "of course slothie will say that, they're a seller themself!"

I want to instead focus on casual players. Players that don't sell currency on a daily basis, but may sell / buy a piece of currency here or there to help them achieve a goal. Referring to point one, there are some players that may have 1 GC, and want to sell it for the highest SC rate possible. Or not be able to buy GC and have to trade their SC for the lowest rate possible.

By removing their right to trade and bargain on the free market, you are furthering the divide amount the casual players who can't play all the time, as well as the players who can't buy a ton of currency and need to trade their SC for every GC, looking and waiting for the best price to buy as they watch the market.

3. No 1 - 3 Players are Controlling the Market

This is a point that comes from years of pet experience on many games, and someone who's been here from Wolvden from day 1. There are not specific people that "influence the price of SC/GC". That would require one person these people to buy an insanely large percentage of currency in the game, which is impossible. It isn't an infinite item (like applicators from an event). It's an item that is constantly coming into circulation, being bought and earned each day.

The day of a currency flipper is like this. You wake up, you check the prices, you try your best to undercut the lowest price. In fact, this works in everyone else's favor because the more currency flippers there are, the less profit there is on each "flip" and the less profitable it is. I promise you no one is purposely pushing up the price of SC.

According to my records, when I played the game in the first few months, the price to Buy a GC was 115 SC each and the selling price was 135 SC each. We were making 20 SC each. That's what really matters. The price in between them. The difference now is about 90 SC, which happened while I was away from the game. This seems fair with all the new SC activities introduced since I left - fishing, slots, enclave, better quests, and more members overall.

I'm just trying to explain when the price of buying / selling a GC goes up, it's due to changes in the game. The demand will either favor an SC or GC and according to that, the price will adjust. If GC is in demand, more people will be buying and they will cost more SC. If SC is in demand, more people will be spending GC trying to get them and the price will go down. Each Development Update changes this dramatically and it's the risk of investing in an alpha game.

Also gonna Reply to Each of Your Solutions Quick and Why They Might or Wont Work
  1. Limit Trades up at Anytime - It won't work. This has been proposed early alpha when this was also a "problem". I think the thread was deleted. But if the number is too small, it will be limiting to other players (say 10 or less), since many items are long term sales. Any bigger any currency flippers can just use their slots to flip currency.

  2. Limit what Users can Buy - Not fair to casual players. Also People can still Sell. Which is also not fair to the more hardcore players that make a lot of trades, even non currency ones.

  3. Make trade categories and just limit Money Ones - Trades aren't really categorized at all. This seems like hell to code for the developers, and would become an even bigger issue for mixed trades. Currency flippers could just add like 1 large rock and then it becomes a mixed trade.

  4. Remove Money Trades - Already touched above why this unfair for casual & free to play players

  5. A Currency Trading NPC - Might Work. I know other games have these. I personally feel these limit a game's economy. Especially in a game where people are free to set their own prices on raffles, trades, etc

  6. More SC Sinks - In support. I'm sure these ARE coming, as the team is always coming out with more things.

  7. More Gene Check - Not sure I understand this suggestion, sorry

  8. Reusable Templates - Maybe? A lot of browsers will save your inputs on fields already, or there is copy/paste. Part of flipping GC is taking the time to do it. Time is money afterall


Slothie
#2938

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