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1 year ago
Pebbles/moonstones balancing

Right now the opportunities to use pebbles are pretty limited. Once you've obtained the companions you want to use, there's not much by way of NPCS to spend pebbles on. That's a somewhat minor problem exacerbated by the user tradesmarket. Due to the decreased need for pebbles/increased need for moonstones, players are disincentivized to list anything for pebbles. This further decreases the value of pebbles and increases the value of moonstones. That might sound good for the survival of the site, but right now the going rate for a any wolf on the tradesmarket is at least one USD--wolves with good coloring routinely go for 25-100 USD. That's just too much money for a sustainable playerbase. I really think the only short term solution to this is to stop allowing players to trade moonstones directly. For players who want to spend a little money to avoid some of the grind, this allows them to purchase items for moonstones they can sell for high prices in pebbles. This then allows them to spend the pebbles on things like wolves and craftables.

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1 year ago
Rhulk
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No support for stopping trade between players. That won't achieve anything but aggravating the majority of the player base, and would increase demand for moonstones. It would also increase the dependency on each individual player to buy moonstones directly, whereas free trade between players allows completely f2p players to buy moonstones from the players who spend cash on the site. Without that ability, they would be forced to either grind out the long way or pay for moonstones themselves. That's even more unsustainable!

The way to reduce the imbalance is by decreasing the buying power of moonstones and increasing pebbles' buying power. Currently, very few things outside of the mole market need pebbles, whereas just about everything demands moonstones. Altering existing sinks like profession upgrades to be pebble based, and offering new ways to spend pebbles is what will fix the imbalanced buying power.

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1 year ago
Wanderer
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Pretty much everything Rhulk said. While I am strongly in favor rebalancing moonstone/pebble value, imposing additional restrictions on what can and can't be traded will just make the problem worse. I've been on pet sites where premium currency couldn't be traded, and that meant most F2P players never got to engage with anything that required paid currency.

Absolutely no support for stopping direct moonstone trade, support for more pebble sinks.

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1 year ago
Nekoda
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Gotta agree with the above statements. I don't really have anything I can add that they didn't say already.

We need more sinks, even if it's something as simple as a game that requires pebbles or something to play.

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1 year ago
Ninetales
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Agreed with the above. I understand where this suggestion is coming from, but I don't think it's the right step.

There needs to be a reason to spend Pebbles. Right now there's den space and some Mole Market stuff, but with how easy it is to get Pebbles, you'll just keep swimming in them. Some apparel sets to lessen the reliance on custom apparel would be a nice start, but also allowing occupation upgrades (even if it's just one before being moonstones) would help.

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1 year ago

This suggestion is coming from my perspective as a Dappervolk player; on DV new premium sets are released at the beginning of the month and permanently retired at the end of the month. Players can and do purchase these items for premium currency and sell them to F2P players for a days worth of grinding. Players are unable to trade premium currency directly, and as a result, premium items are the only things you can spend premium currency on. In order for a site like this to remain profitable, premium currency must always be worth more than in site currency. Even with significant increases in the availability of pebbles based items, I just don't see the economy moving from primarily moonstone based to primarily pebbles based without this restriction. I recognize why this seems unfair, but I firmly believe this would make the site significantly more, not less, playable by F2P players.

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1 year ago
Vissyn
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Gotta say no support to that.

The only trade limitation I can see is one limiting out of site trades for like the first month, before it opens to other sites.

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1 year ago
Gaia
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Agreeing with the majority on this thread, no support. Using DV as an example imho is a bad move; there is a reason DV is not popular at all anymore despite their ridiculously succesful kickstarter. Among other things the way they handle premium currency is absolutely horrible. FR would be a much better example, and they have free trade

Pebble sinks, useful and valuable pebble sinks are important. Adding new genes and breeds that are also pebble-bought. Turning existing moonstone expansions into pebble expansions. That's the way to go.

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1 year ago
redwolf
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Yea, I'm with everyone else. Hard no thank you on restricting moonstone trades between players. They've all said everything I could really say about it.

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1 year ago
luke
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Just going to add that the expensive wolf problem is temporary and will solve itself with time! Wolves are very valuable right now because the site is new and IDs are still low, and most people have only had one litter of puppies (if that). As more wolves get born the economy will eventually stabilize, presumably enough that we will have fodder price wolves available all the time and in nice colors

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1 year ago
Pancake
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What Rhulk said is spot on. Especially:

The way to reduce the imbalance is by decreasing the buying power of moonstones and increasing pebbles' buying power. Currently, very few things outside of the mole market need pebbles, whereas just about everything demands moonstones. Altering existing sinks like profession upgrades to be pebble based, and offering new ways to spend pebbles is what will fix the imbalanced buying power.

Pre-launch, users had the ability to purchase profession slot expansions via pebbles at a scaling rate and I believe bringing this back would really help with adding more balance between pebbles and moonstones.

(Edited)
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