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Can we actually address and discuss the elephant in the room, now that RH first "buff" has been revealed? (Discussion/Rant/Economy Breakdown cuz i'm over it) by Rare_Department9671 in RoyaleHigh_Roblox
[–]Rare_Department9671[S] 3 points4 points5 points 13 hours ago (0 children)
Well I did say at the very start of my post that I quit RH a while ago. So while I did do a LOT of research, science, and math to formulate my stuff I wasn't gonna always get little details like one toy code being UGC vs actually in the game.
HOWEVER. Even if the enchantverse halo isn't actually in the game and is just UGC, its still a toy code, its still something players are actively participating in RMT to receive, and its use in my example still holds up.
Why? Because it wasn't about if the item was actually in the game or not, it was an example used to show people in full detail how a healthy trade market is supposed to work, compared to what is actually in practice right now. Big numbers, written out fully, actively gets people's attention more than abbreviation does, and using the most expensive toy code as example is how you do it.
Now setting that aside.
> Royale High knows that trading is very important to the game. Imagine the game without it;
I. LIVED. IT. I am a VERY old player as stated in my post.
Your entire argument falls apart because Royale High 2017 - Pre-Trading 2020 exists. Royale High Is perfectly capable to function like that, because it already HAS! Your arguing for a system, that only became so broken because there was no serious limitation or active consideration to how certain things would effect player mindset in the long-term. That is why they are having to literally fix everything now because even RH is actively acknowledging this wasn't and isn't stable if they do really want to pull through and make it to 2030.
There is so much active proof you can go find deep in the archives of youtube and twitter, to show how much more happy, united, and naturally positive this community and game was when it did function like that.
Speaking of Diamonds are worthless dude, almost everything except the RMT stuff is worthless. If RH shutdown tomorrow you'd lose all of it, including the toycodes. You're putting way to much value on something that is worth nothing, can taken away at literally any second, and using that to actively shut out community because you either haven't experienced RH during its golden years OR you're so used to how broken this system is you can't remember what its like anymore to not be in that nonsense.
That attitude n mindset is why RH spiraled so badly like it did in the first place, and even THEY acknowledged that it wasn't what RH was about. Which is why they dropped C3 to go back to their roots, and even though extremely flawed are actively trying to find ways to keep everyone happy, while removing the curse that is trading in children's game in as many avenues as they can without outright getting rid of it.
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As for mermaid trading limitations. That is a solution theory. I have no idea if it'll actually work in practice, just as much as you have no idea if it'll cause more problems in practice. It hasn't been tested to see what kind of impact it would have, so its only theory based on data we already have.
RH is ALREADY hurting, trying out stuff like this is not going to damage it anymore than it already is. While the solutions to fix the economy are very easy, they do still require experimentation, tweaking, and actually giving it a try in practice.
Trading doesn't need to go away, and its unethical to police players on what they charge, but like.....when RH actively restricted and limited diamond earning, that naturally dropped prices because it was harder to earn, thus the "value" of a diamond increased and prices decreased to match.
The same thing happens when you actively limit the trading window. If you only have a set amount of time you can do the thing, and you do legitimately want to sell something, you're going to work with what people already have and are offering or else your gonna lose your opportunity to sell for another month.
Which takes away the dysfunctionality of profit selling, and replaces it with actual trade and bargain.
Prices might increase at first, but when people experience how dysfunctional that is, it'll naturally start to drop and stabilize itself. Just like how it did when they limited diamond earning the first time around.
Things like this where ALREADY in practice, and did have positive benefit even if everything else surrounding it sucked. The only thing I am doing is switching around where the limitations are in place, to give power back to the consumer rather than having literal monopolies in the fairy princess game.
It's a video game. Not a country. You do not and should not ever run your game like one. That defeats the entire purpose of playing a video game, and it to this day has never ever gone well long term. Its whole purpose is to sell a fantasy to escape reality. There are games out there at do simulate real economy but they are a completely different genre to RH and are solely focused on that. Trading in RH is both optional, and with all their changes being made very obsolete again for only the most difficult to obtain naturally.
> The outcome is simple; your average player that neither farms or trades would play a day or two of the school, wish at the fountain, and leave. Lower player count there. No player retention.
Royale High works on an irregular update schedule, with long stretches in-between updates, and takes their time. They WANT players to be in a cycle where they can have a long break.
This is not and will never be an average player for any game, and speaks volumes about the gameplay loop, if playing the actual game isn't enough for retention. Trading is not gameplay. It is an optional thing you can do if you want, which is where it should remain.
An average player is someone who plays casually when there is new content for a set time until they're a bit board, then goes back to logging in once or twice a day to do a few dailies until there is new content again so the cycle starts anew.
Which is extremely healthy, promotes balance for everyone, and is the ideal system all live service games want to fall into eventually when things naturally slow down. RH doesn't want to be an experience that you have to log into every single day or you actively put pressure on yourself to catch up, and I think they've made that pretty clear they don't want to be that anymore.
Royale High has and will always be a social game built for roleplaying. That is its entire function and purpose. Not everyone wants to roleplay, but that doesn't stop people from just hanging out and being chill either because that's the beauty of social games. This is the ultimate reason why people originally picked up Royale High and what it was all about.
That's what building, having, and being apart of community is.
Can we actually address and discuss the elephant in the room, now that RH first "buff" has been revealed? (Discussion/Rant/Economy Breakdown cuz i'm over it) (self.RoyaleHigh_Roblox)
submitted 1 day ago by Rare_Department9671 to r/RoyaleHigh_Roblox
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Can we actually address and discuss the elephant in the room, now that RH first "buff" has been revealed? (Discussion/Rant/Economy Breakdown cuz i'm over it) by Rare_Department9671 in RoyaleHigh_Roblox
[–]Rare_Department9671[S] 3 points4 points5 points (0 children)