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6 months ago
Sibel
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So what’s up with pebbles? [Want ur Perspective]

Not sure if this is where this would go, it’s technically a question/discussion thread for the community (at least my intention). But I had an idea for a suggestion, but I wanted to get some input/discussion on the topic to see if it’s even needed first.

When I look at the ms to pebble conversion rate and flea market, at a glance, I get the notion that there are way too many pebbles in the current lorwolf economy and that pebbles are terrible for player to player transactions because they are worthless. (But I’ve also come from a background of other games where they followed the 1:1000 or 1:100 ratio for common vs premium currency rates. So seeing lorwolf’s rates be so high and fluctuate so wildly is strange to me.)

Firstly, I’d like people’s input on this specific situation to better refine my possible future suggestion. I joined lorwolf not too too long after it went public, but I definitely haven’t been keeping up with it till recently. So I’m not 100% sure if there is just terrible pebble inflation going on rn or if the system for pebbles is like this for a reason I’m just unaware of.

Secondly, these questions:

How many pebbles do you have? (Don’t need to put an actual amount, generalizations are fine)

Why do you have that many? (Not how you earned them, but why they haven’t been spent on something yet, or vice versa, what have you been spending all of yours on).


For me I am FLAT BROKE pebbles wise because I’ve been playing catch up on upgrades, items, recipes, etc. with only a whole ~20k pebbles to my name

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6 months ago
Delotha
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Lorwolf has only just recently celebrated its first anniversary, so I'm not too surprised to see that the ratio between site currency and premium currency is still fluctuating. Having mining and cooking expansions being moonstones in the beginning, I think, impacted the ratio in a big way, and there weren't very many things to buy with our pebbles. However, we're seeing more and more pebble items being added to the game. Direwolves, for example, plain patterns, and new recipes and items to buy. I personally went broke on Direwolves and plain patterns on several occasions.

Just the other day, I was looking up the conversion between pebbles and moonstones, and it was 35k to 1ms. Now it looks like it's 27k to 1ms. I do think that as the devs continue to add more items to purchase with pebbles, we're going to see the ratio balance out.

I have a little less than 2 million pebbles, but that's because I'm saving up for a big purchase. Otherwise all those pebbles would have gone straight to Direwolf breed changes.

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6 months ago
Gaia
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While, yeah fluctuations are gonna happen, regardless of how old the game is (that is just basic economics, especially one where new things are introduced from time to time), I have to say that the pebble to moonstone ratio is incredibly unhealthy. There's too many moonstone sinks and not enough pebble sinks. They need to have an inherent value for people to want them. To answer you second question, I have over 70 million pebbles, (and all expansions already purchased) I am truly not trying all that hard, and I spent a couple million on the anniversary items last week. I do think the 'difficulty' of obtaining them is decent, it's just that there is too little reason to spend them. (And quite frankly, too many things to spend your moonstones on)


It has been a theme of feedback ever since the game was in beta, and while some improvements have been made, most of them are too small or released at the same time as a moonstone sink, sort of minimizing the effect of the improvement. (For example, releasing the direwolf breed change for pebbles, but then also releasing 3 new moonstone genes at the same time AND 2 moonstone companions....)


So yeah I think more stuff needs to happen to create a healthier economy

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6 months ago
Reave
The Tenacious
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Pebble worth has always been an issue of there just not being enough perennially-attractive items to spend them on compared to things that demand moonstones; I don't foresee that ever changing with the current turnaround times and the current ms:pebble mole market shop release ratios. :S
This doesn't have to do with the prices of the pebble items, largely, it's just how long players have to accumulate them between exciting things happening.

The ms to pebble demand can't really get better until there is a healthier disparity between things that demand MS and things that demand pebbles. The player economy can't really solve this alone-- most people don't want to spend ms because it is so hard-won from gameplay, but don't want to sell things for pebbles because there is no great need for them. I'm sitting on millions of pebbles but am not even willing to spend ms on my last den slot until push comes to shove, let alone spending any real ms on the flea market. When I finally do, I will have the pebbles to max out the den slots in it several times over without noticing.

Letting people spend pebbles on more than 3-5 bags of the newest seed items at a time might help... What would help more is raising the buying limits for all mole market sections, as well as expanding availability of items & how many different ones are stocked at a time. If the limited rotating stock was meant to boost the player economy, I would say that experiment has not quite worked out in practice. Things like milk are currently only available from the campaign, and it's cool that players can find access to things there-- they shouldn't be removed from campaign. But letting people have access to them in the mole market as well might be a good thing.

There is not really a reason to want them too much at the moment, of course, fishing nets you more stamina per cooking pot slot than anything else & feeding your dogs raw vegetables is more efficient for sustained campaign farming, but if the complex recipes were buffed so they were much more attractive slot-to-ingredient wise (not by changing their stamina, but perhaps by allowing one craft of them to give you multiple of the food items to make crafting them attractive and useful), they could be much more desirable? It would also not annoy people nearly so much to buff under-performing items by having the complex recipes simply give you more of them to justify themselves existing, than to nerf the current simple ones that make the early game bearable & the mid-point less of a chore. :P
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6 months ago
Frostine
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Definitely needs to balance out the other day it was like 12k pebbles to 1MS then went to like 30k the next day it's ridiculous.


Also I had 1M in pebbles but after Den expansions, companions in the MM as well as crafting recipes I didn't have gone down to 300k

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Sale Den 1, Sale Den 2

All wolves 1MS or 10kp

Released at level 10 for KB


6 months ago
0x0
The Tailor
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(Edited)
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6 months ago
0x0
The Tailor
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Our perspective comes from someone who has never played these game before lorwolf( so please done think we're speaking from any sort of authority on the subject ) and while it may be inconvenient we're finding the fluctuations to make the game feel more fun and alive? we spent our first month here watching the market to get a feel for the ebb and flow of it.

for pebbles we could've hit 1ml a couple times now but we find a consistent amt to spend on and stay comfortably around 150K - the recent addition of direwolves being pebbles ( and also a moderately viable breed to pair with those that cost moonstones to be v welcome! ) (( an increase of apparel amount at mm tho - the dream - we are staring longingly at all the contacts )) we could see the item cap for ms items staying the same/ slight increase to as to not devalue them a ton - but thats going offtopic

The player above mentioned selling: we tend to only sell things ( on the FM ) for pebbles as we find people are more willing to part ways with them and we're not going to fight 15+ other people for a slice of the MS pie in a crowded economy / participate in a race to the bottom trying to undercut


As a more active than casual player that hasnt started trying to sell CA; things like a single ms gene change or heaven forbid a Volmyr breed change scroll feel unobtainable with out a brain numbing amount of grinding over months ((speaking from experience with leopard)) ( thats with the help the 5$ a mth subscription! ) Tldr: videogame economics 📉📈 :> Edit: sorry that it posted twice!


(Edited)
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Always buying Citrine Gems | Silk | Leaf Piles

6 months ago
Vissyn
The Nimble
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It is also wise to look at the sellers of the pebbles and MS as well. There's some individuals with listings of both, selling the MS for more pebbles, but listing a higher amount of pebbles for less MS, and that's also what's causing some issues as well.

Edit- not sure if that read well, but I'll put numbers here. Some folk will list one MS for 50k, but will list 5k pebbles for one moonstone, which is an issue.
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-Very ADHD with scattered thoughts
6 months ago
AsteriaDust
The Calm
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Every time there is an update with new releases, the economy fluctuates wildly. The greatest fluctuation you are going to see at any given time is when you look at people selling moonstones for pebbles or pebbles for moonstones as well as shards for pebbles. I take into account how much other things sell for like food, materials, apparel. The least you can sell anything for in MS is for 1 MS, so what is it selling for on average in pebbles? I use this as my marker and the few times it did balance out for a period of time over the last year it was a ratio of 20k pebbles to 1 MS (or 2000 pebbles a shard).

I don't think we will see it stay balanced any time soon because the game is only one year old and so many things are going to be added to it and there is always that big rush to get everything new right away. Right now I think the biggest MS sink is custom apparel and the biggest pebble sink is the 15M totems that currently don't have a use in the game but likely will in the future.

I've banked 19M pebbles. I'm saving for those totems.
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6 months ago
Bloodguile
The Devoted
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I have about 17 million pebbles.

The pebble market is a bit complicated but I will attempt to explain. There are two sides of the market, listing pebbles for sale (effectively buying moonstones) or listing moonstones for sale (selling moonstones).



The main problem with the market is arbitrage, which is effectively free profit. This is when you play both sides of the market, buying cheap (putting up low pebble listings) and selling high (putting up expensive moonstone listings). For example, if you sell a moonstone for 35kp then turn around and list only 25kp for one ms, you end up with a 20kp profit for free. In the real world, many market participants quickly take advantage of this pricing gap and competition force the gap closed. So why aren't the buy and sell prices of moonstones equalizing on the LW market?*

The answer is that there are so few people participating in the market. As we can see from this thread, people are hoarding pebbles in the millions. If they were more regularly seeking to convert their pebbles into moonstones by listing pebbles for sale, competitive forces would slowly increase the amount of pebbles per listing, pushing up the price of moonstones from this side of the market.

However, if someone does empty their large pebble stash into the market, increasing the PB:MS ratio, people complain about an effective rise in the cost of moonstones. They get upset if they just bought pebbles, because if they had just waited they could have received more pebbles for the same amount of moonstones. Or they say it's just another sign that the game is dying and that the economy is in shambles. The person listing their pebbles will likely receive hate on the discord or be vilified on other websites. So, what would you do if that was you? Leave the market, remove your pebble listings, let the pebble listings fall (fewer pebbles for same amount of MS), and allow the buy/sell gap of MS to stay wide.



Of course, the alternative way to close the buy/sell gap is to reduce the price of MS on the side of the moonstone listings. But since MS are more limited and cost real-world money to quickly add more to the economy, MS holders are likely hesitant to actively push the price of MS down from this side. So in my view the most reasonable way to course-correct is to raise the price of MS by adding more market participants until we hit equilibrium (which my personal guess is that this is currently around 35kp per MS, but this could still change over time to a lower equilibrium price if LW continues adding new pebble sinks).

*Caveat: I don't expect the buy/sell price to fully equalize. Selling pebbles to earn moonstones takes patience, so there is a convenience factor to just being able to buy the moonstones directly. But I don't think the differential for this convenience factor should be nearly as big as the buy/sell gap we're currently seeing.
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6 months ago
Veradana
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Since I'm a free to play player, I'm a little hard pressed to spend my hard-earned moonstones on just anything, but it's really easy to earn pebbles just by playing with Nana. There ends up being way more pebbles in the system compared to moonstones, and I don't think many items are worth spending moonstones on in the Flee Market, so moonstones don't travel between users very much. A lot of moonstones are also stuck in the Custom Apparel scene, since every time you want to release a few more of an item, it costs 100 moonstones.
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