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Edit: I want to know if I should bid on a storage unit based on what I see. If it looks like mostly junk I won't bid on it.
- Don't display some minimap pips; eg: Houses/Autoshops when you don't have the renown, Gas Stations when gas > 50%, Auction places that have no open auctions
- Allow Motel rooms to be rentable for the night, so we don't have to travel all the way back to our crap shack.
speaking about small items, I would also be ok with having a way to tag small items so they can all be picked up at once. Seeing how the shops are able to determine what's a small/med/large/XL objects, I would hope that same classification could help in making small objects easier to handle and less tedious.
- While getting the Lv3 ident tool would solve this problem, I would perfer to have a way to have an employee take items over to shops to get them identified. Maybe have this come as an additional upfront cost at the end of day (Gas + Distance + ID time). While they're out, the shop would be closed unless you're inside to do sales. (it would only require the player to be in the shop, much like the how it is already.)
- On that note, to add some difficulty it would be interesting to have the shop's specialty be tied to the object's identify scanner. So you can pay 8k for the Lv3 analyzer, or keep using the Lv2 analyzer with shop specialization giving you a chance to analyzer a unique item correctly. Going to the specialist still gets the object identified 100% of the time, having a shop specialize in toys x1 has a 1/5 chance to get the item correct and household x2 makes it 2/5 chance to get it correct. Failed guesses from the Lv2 tool just means the item has to go to a specialist or the player needs to unlock Lv3 to identify it.
- Finally, others have pointed out that auctions are easy to win usually if you just bet big and keep betting. While having the items of the storage usually make more then what you paid is fine, I would love to see more of a AI pattern to the people that show up. That way there's more tension to the betting as the group you're better against can have more personalities. For example, one person's AI will always try to get you to over bet if they sense you're low on money, another might always raise the bet by a large amount if they detect unique electronics. The number of NPCs that show up and that are in the game already seems to be enough to make a set number of these quirks and randomly assign it to them so that the long haired hippie in my save might be tech savvy, but would be scared easy from a large bet in someone else's game.
- Use player skill for estimate value item in storage and random compete the auction (Some time higher than value of all item in storage Sometime Lower) more loss money (now 100% profit).
- Legendary Level should be verification in shop only or you have only one type of item that you can verify.
- More event to lost money e.g. repair car, something happen to the shop.
- More something to user money e.g. upgrade car, upgrade shop(expensive and more level than now), upgrade employee skill.
- Event to reduce your renown.
- Skill to scan level of item in storage before auction.
- New Repair item system use time to repair item and hire employee for reduce time to use.
This is all idea now. I will share more idea next time if you like it. I love you game. Thank
So: if your tool allows you to fix an item to "Good" it will do that, and if you have max level tool it will fix it to "Perfect" instead of going through the Bad, Normal, Good, Perfect procedure.
Also, why is there always only one customer at the shop at a time? There are never two or more. It would be better/more interesting if in the future, that was changed to allow multiple customers to come in and shop at the same time. That’s in line with other similar games/simulators that involve sales/customer service (supermarket, gas station, TCG, etc.). Please consider that.
I think I can answer this. The idea behind countdown is both to add a roadbump from getting money too quickly. (ie, Making it so that placing a chest for 2000$ that only goes for 10$ doesn't mean you can get lucky with an instant sale and break the economy) The other reason is so that way you can tell the item on sale is being rolled for in the background with each user stopping in. People are going to buy even the most overpriced item, so letting you know that the item is ready for that drawing helps a ton in feeling like the game is still "selling" the item and not like "no one wants this at this price".