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1/ Loans, its perfectly normal for companies IRL to have revolving lines of credit where they don't pay off their loans. Why would they, when you make more profits using borrowed money
3/Profits, Yes I agree the profits are ridiculous but perhaps scaling up the rents to more realistic levels and introducing more difficult modes is the answer. There are lots of mobile gamers out there who want easy money, so let them play the game as is.
4/Staffing, The problem with having Store managers and district managers to handle all the humdrum setting up and running of your businesses is that....Excuse me but isn't that what the game is all about ? What would you do except sleep and play video games.
4.4/ Cleaning, Sounds like a good idea I use my Cashiers to also clean but a dedicated cleaning company sounds like a nice option.
5/ It sounds tiresome but its more interesting than watching tv or playing video games also I believe there are plans afoot to bring in Store blueprints so that would solve the problem I think.
6/Happiness, Totally agree and I like the way you would improve it.
7/ NYC is BIG and we have just a few blocks and those drivers would never survive, they would be rear ended and in hospital with whiplash, no one anywhere in the world stops at a green light after 3 cars have gone through.
Open up more of New York before you do London or Paris.
I like the submaps idea it would make it easier to have more detailed maps.
I agree, it's a chore having to set up stores yourself every time or taking in the delivery from outside, especially when you can only schedule two deliveries per day with a max of 18 items that makes it feel like an eternity. I'm struggling to force myself to do it.
You can sort-of do a lot of this already, in my game I have a HQ in each district, one HR manager for the other HR managers in said HQ (and that HR employee is assigned under my main HQ HR employee).
This is one of my biggest issues with the game and actually prevents me from loading it, it's only my drive for the remaining achievements that I haven't stopped yet. Though I am dreading those age related achievements.
I'm against the "X amount of businesses" part, for the same reasons as my first response. Quality of quantity so net-worth all the way.
Some more variety in the buildings would be nice, or a useful search function so I don't have to go clicking on every... single... building... to find one that can actually be useful. Also need explanations for the building statistics inside. Why does capacity matter for an office building where the business is purely online? It goes against logic - I lost an hour setting up a business in one to find out that the cap matters to every business type when it doesn't make sense in that regard.
Now to add a couple of my own.
Please allow us to remove those contact messages when someone was unhappy that long ago that they might not even be employed any longer.
I don't care that I have X number of items if I can't see the max I can store, the amount of times I have to load up calculator so I can work out how many boxes I can store because in this game, that's all that matters and not really the underlying amount when it comes to a small shop. Plus put the information in game so I don't have to keep checking guides for how many bloody burgers are in a box (as an example). Logistics are a nightmare currently due to this. And for the love of God, please merge the almost empty boxes.
There were more thoughts, but they're not coming to mind at the moment.
This is realistic and also add a balancing factor.
Probably i think your store manager/district manager idea is a bit too complex (even tough i like it) and its not for all, so there is a low chance its accepted by the devs.
I think something similar can be made in an easiest way:
The player alone can open up to 3 business once you get an HQ.
Then to open more you need executive manager (EM), wich have high salary (rebalancing factor) and help you manage the big company.
Each EM let you open 5 more business.
Also i already proposed to insert fixed HQ cost (telephone bills, paper,ink, mail and electricity) that grows with the number and size of business you have (just for example 500/day for small business/office up to 2500 for bigger business/offices).
Also again since i think that the key for making more players happy (wjich i think is the goal of the devs) you could make these settings fully customizable, like letting the player chose the number of business that the executive manager let you open from 2 to infinite (which is a way of disabling this feature if you dont like it) and letting the player chose the impact of the fixed cost per business always in the customization menu.
This has stalled my game. Especially after learning the layout after all that unpacking doesn't' mean squat.
I'm the CEO. I have two (small) HQ's chock full of demanding (Exec DesK?) HR Managers.
But I can't find someone to order and 'unpack' a dozen desks, comps, and chairs?
Less 'playing with a meaningless doll house' and more actual business decisions? Law Firms are desperately missing a Paralegal level of staffing that could make them more interesting for example.
If the layout actually mattered AND if there was a Cut/Paste Unpack gizmo - It would be worth playing again. Otherwise it's a time sink mechanic that gets in the way of the game.
No, I personally do not expect "Dev" to read every post in every forum on the internet that discusses their game.
But - They have a designated rep here (in this very Forum) that does read everything. Like discussions that follow by other Gamers because said "Please Dev" post inspired other thoughts and commentary. That often results in a consensus on what might make the game 'better'.
Many 'fixes' happen exactly because a thread is started that generates enough energy and is something the Dev can implement while staying on their path.
I believe fixing the issue of 'Missing Handcarts' is an example of a Dev NOT reading every single post on the Internet, but aware of the conversations in this one.