Advice to Earning Coins by gull

This is an advice to how to earn the most coins in the least time..

Here are the top 4 ways to earn coins, from best to last.

## 1.Playing Dodgeball

Playing dodgeball is the best way to earn coins.

If you play dodgeball, you earn free coins.

You get free chests if you are on the winning team.

You also get gaming score for your clowder.

So, playing dodgeball is the best way to earn coins; it hits three birds with one stone!

## 2.Playing Tag

Playing tag is another way to earn coins quickly.

It is not as good as dodgeball, but it is also a good way to get coins.

You can get free coins just by playing tag; it's easier to get coins in tag because coins simply just pop up on the floor!

Unlike dodgeball, you can't get chests unless you are the first place.

Sure, the occasional diamond makes tag a good way to earn diamonds.

It is easier to get gaming score in tag; you just stand there afk and you still get points. (For every second you survive, you get points!)

## 3.Market

The market is another way to get money. Quick. I will show you how to use the Market to make your fortune!

You have to remember this: "Buy low, sell high"

Find some cheap stuff and sell them at a higher price!

Usually, things that are 500-700 coins are the best, then you can sell them at 999 coins each.

However, there is a 15% coin commission, so you have to be careful in the prices.....

If you spend enough money and time on this, you can get a passive 1000 coin income just by doing this.

It is by far the more lazy way to earn coins, although slow.

Just sit there and wait for someone else to buy it and rake in the dough!

(Tips for choosing prices with a bit of psychology: always choose prices with 9s at the end; it feels cheaper even when it's actually not!)

## 4.Digging

It is hard to say that digging is the worst and the most ineffective way to earn coins.

Digging is slow and boring, so it is not a good choice to get coins.

Only dig when it is digging rush or other digging boosts.

**I hope everyone uses these advice to get rich! Quick!**

## Very Technical Tips

### Improvised Advice to Market Trading

**Prepare for a long read**

NOTE: The "Trade" here means trading in the Market, and not with the new Trade Mode feature

#### 1. Introduction

Market Trading is when you use the Market to earn coins with price differences of buy-in and buy-out.

Trading in the Market is a quick way to earn quick coins. It is one of the best ways to earn coins, fast and effective. However, Market trading is very risky, and sometimes it might fail.

The central fundamental concept of Market Trading is: "Buy low, sell high"

Overall, Market trading is a powerful way of gaining coins, but it requires some balancing and skill.

#### 2. Low Price Trading

##### 2.1. Introduction

Low Price Trading is when you trade items worth low prices.

Usually, trading with Low Prices are done with items worth a small amount, like Fedora hats.

Trading with low prices has very low yields, as you won't gain much from each trade. It is also risky, as the range of price and offer choices are high for this type of trading.

It is also more predictable than trading with High Prices.

Since the prices of Low price trading is low, you will not earn much from each trade. Which is further taxed by 30% by the Market.

Overall, low price trading is good for fast and predictable gains.

##### 2.2. Obtaining Items

For low price trading, you would want to get cheap types of items (based on Shop price and Average Market Price)

The price for buying in items are the Average cost divided by a Price multiplier constant.

Or, in other words, multiply an item's offer cost by the Price multiplier constant, and see how close it is to the Average cost.

The Expected price is equal to an item's offer cost multiplied by the Price multiplier constant.

If the Expected price is *lower* than the Average cost, it is usually a good deal.

If the Expected price is *similar* to the Average cost, it is risky, but still reasonable.

If the Expected price is *significantly higher* than the Average cost, choose another offer instead.

Do mental maths for this, unless you have the patience to test all with a calculator.

##### 2.3. Averaging Prices

To average prices, simply search up all offers of that same item, and take an average from it.

Averaging prices should not be a problem in low price trading, as there are many options to choose from.

Prices for Shop Obtainable items are usually predictable, as their prices are governed by Shop prices.

One day of averaging should be enough, but obviously, the more data the better. Although not absolutely nessecary.

##### 2.4. Price Multiplier Constant (PMC)

The Price multiplier constant (PMC) is the constant that you multiply by an item cost to see how much you would expect to sell it by (the Expected price).

It consists of two parts, the "base" part and the "variable" part.

The Base part is a constant of 1.3, which is that annoying 30% tax you have to pay for trading in the Market.

The Variable part is whatever percentage you want to profit from the trade.

Lets say I at least want a 30% yield from my trade. 1.3 + 0.2 (30%) = 1.5. 1.5 will be my PMC (Expected sell price 1.5x buy-in price)

There is no fixed value for the PMC, you use whatever value you wish.

I recommend a value of 1.5 - 1.6 for the PMC, lower and there is no point of trading for such low gains, higher and players might not buy it.

Lower PMC values are safer, but with lower overall gains. Higher PMCs are riskier, but are more profitable.

PMC values can be changed, if you profit more from a different value.

##### 2.5. Expected Price (EP)

The Expected Price (EP) is the minimum price you would expect to sell your item by.

It is the PMC multiplied by the buy-in price.

The EP takes into account how much you wish to earn from the trade and the taxing of the gains (PMC value), as well as the price that you used to buy in the item.

Like all values in market trading, the EP can be changed however you see fit for the scenario.

The EP is a scaffolding for your sell price, it outlines the direction of where you would want to place your price at.

##### 2.6. Selling

Selling is straightforward.

You would want to sell at a price similar to your EP.

Same rules apply, lower sell price is safer but lower gains; higher price riskier but higher gains.

It is helpful to include a "9" in your price. For example 1000 coins becomes 999 coins. It feels much cheaper when it isn't!

#### 2. High Price Trading

##### 2.1. Introduction

High price tradingis when you trade with higher priced items.

It is generally more riskier but with higher yields.

It is very unpredictable and volatile compared to low price trading, because of the few options and market available for them.

This section is dedicated to non shop obtainable trading, as it makes up the majority of high price trading.

In high price trading, time is more important than coins. It tests your patience and requires monitoring the market for a long time, using cycles to get the best prices, all time-consuming tasks. The rewards are endless.

##### 2.2. Item Choice

Choosing items are very important in high-priced trading

Trading Non-shop-obtainable items is better than trading shop-obtainable items.

Non-shop obtainables can have a fluctuating price, so it can be really risky but can be more rewarding. Shop-obtainables are less risky as they have a fixed price range in relation to the Shop price. Despite that, shop-obtainable high price trading is *riskier* than non-shop-obtainables, as there is a smaller target market from them compared to the larger market for non-shop obtainables.

For example, a Magician cape is more worth it to high price trade than a Night cape because it cannot be bought in the Shop.

##### 2.3. Selecting Prices

When selecting prices to buy, it is useful to observe the market over a few days. This can be greatly beneficial in non-shop-obtainables because of their ever-changing price.

Record prices over a period of time, take an average (next section) then use it to determine if something is good.

Monitor the maximums and minimums of prices, and buy when the prices are the lowest for the cycle and sell when highest. Record the cycles of prices.

Buy only when the price is lower than the average, and especially when the low cycle starts.

##### 2.4. Averaging Prices

In Non-shop-obtainable price averaging, it is often harder. Observe and record prices over a period of time (the longer the better). Take an average from that. The longer you observe prices, the more accurate, because non-shop-obtainables have a fluctuating price, and the overall sample size (available items on sale) is small, that means that you have to do a lot more measurements to get accurate numbers.

It is also a good tactic to record prices for the *whole category* of items. It can rapidly speed up the averaging time at the cost of a tiny amount of accuracy. For example, if I intend to trade Green Fireflies, I will check all the prices for Companions.

Another type of average is the *current average*. The Current Average measures the average *currently*.

Current averages are used to determine buy and sell times, while [Overall] Averages are used to measure if an item is worth the price and prices overall.

##### 2.5. The Cycle of Prices

Everything is a cycle. Prices fluctuate, but there will always be a hidden pattern, a cycle.

Prices may skyrocket, but you know for sure one day it will fall again. Time will tell.

To determine a cycle, vast amounts of observation is needed, with information collected over a long time, until a patter is clear. It requires a lot of patience.

This is how cycles work: First, players raise and raise up their prices, aiming to earn more while still keeping within reasonable boundaries of the current average. At last, the bubble bursts. No one is willing to pay astronomical prices for items, and soon everyone is lowering prices to sell. So begins the fall of the prices. Similarly, when prices are low, player would realise that it won't be worth to sell items at this price, and the cycle begins again.

There may be some unpredictable changes, but the overall trend always follow the cycle.

Ride the tide, on the current wave, and earn great amounts of coins.

##### 2.6 "Black Swan" Events

"Black Swan" events are unlikely and usually unpredictable events that can cause major changes.

Black Swans are particularly dangerous in high price trading, as it adds to the already volatile prices.

It also gives a great opportunity. When such events come, you must be prepared to exploit it to the full and earn vast amounts of coins.

For example: "Adventure Mode", in a coming update will give players a chance to obtain Companions by playing it. When released, Companion prices will plummet. It is a Black Swan event.

Another example: The end of a Seasonal VIP Pack means that certain items cannot be obtained via packs until the next year. The said items' prices will skyrocket. It is also a Black Swan event.

Some tips to exploiting such events: If the events are predictable, use it. If you know something is coming and will cause a major price drop, empty your inventory of that item. When the event happens, go ahead and stock up on more items with the reduced price, for the profit when the prices recover. If you know something will cause a price increase, obtain more of that item, and sell for profit at the increased price.

Some prices never recover.

##### 2.7. Buying

Buying is the essence of high-price trading. If you get a good price for an item, you are almost guaranteed to earn.

Preferably, buy when the Cycle is at its low point. Select the cheapest item, but only buy it if it is lower than the Current Average. If you are impatient or want some challenge, buy if it is lower than the Overall Average.

##### 2.8. Selling

Selling is when you reap the rewards of your investment and your time.

Do note that when dealing with high prices, the 30% market tax becomes very significant. It may cost you tens of thousands of coins.

Preferably, sell on the highest phase of the cycle. Sell lower than the Current Average for a higher chance of selling success, at the cost of some revenue. Sell higher than the Current Average for a riskier but more rewarding price.

Use PMCs to determine your price if you want to be safer.

##### 2.9. PMC Values

High Price Trading's PMC values are practically the same as Low Price Trading, but with some modifications.

As prices are volatile, instead include an additional factor: You need to consider the Cycle and Averages.

How, I won't tell you, you will have to figure it out. (What's the fun of knowing everything from the start!)

#### 3. Conclusion

Trading is a powerful tool.

It can be used to cause instant wealth, or ruin an inventory.

The essence of trading is still: "Buy low, sell high", and the methods described here are just a supplement to the fundamental, basic rule.

This leads us to the core of trading, the final question.

How does trading seemingly conjure coins out of thin air? The answer is, it does.

Trading is a win-win situation, you get the coins, the buyer gets their item of the same value. As if coins were "invented". How?

The most important concept in trading is that: items *do not* have a value. So-called "value" is determined by the community. If no one wants an item, however rare it is, then welp its worthless. Shop prices are the final price! , some may say. This is incorrect. You may obtain vast amounts of items, but before you sell it it does not worth anything. Can you buy furniture with a Companion? No. Can you buy a house with hats? No. Only coins can do such things. "Value" is variable for each person. Some may think Fedoras are worth diamonds, yet some may say they are measured in mere hundreds of coins. It all depends on the player's thoughts and perspective.

And this completely solves the problem of how trading "creates" coins...

Trade, ride the market tide, and earn the coins...

**To Be Continued...**