Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hmm, maybe. I haven't been following that closely. 15 cents seems ridiculous, given that some things like toiletpaper are up in the $12-$14 range, and other things are a couple bucks. It's a terrible rule of thumb! 15% might put them in a cash crunch because not enough product is being sold each day. Prices too high. ...but it's only the yogurts? Geez, maybe he does mean 15 cents.
In my testing its 8% off the profit value, so to set it, i put price to market value, take 8% off the profit and add it to the market value. This is the highest you can go to avoid complaints. Now what i have noticed is that any product where you gain less than 1.5 in profit, they will always be someone complaining if you increase price, so just keep it at market value.
So to keep that in mind, it's much better to get specific licenses only instead of going all in. Because a lot of items either have a low space in shelves/storage or give very little profit. And remember, this kinda works like card games, where the more you have available, the more watered down the choices become, so customers have higher chances to buy lower profit products than the good stuff.
15 CENTS over Market brings no complaints except for the Yogurts for whatever reason..
and that is only every couple days
15% over market will bring a heck of a lot of complaints and can actually bring you less income since a customer who was RNG to buy that product will not pick a different product to buy.. so you lose a potential sale of that item from that customer... granted another customer may in fact buy it even though it was too expensive for most of the customers who were RNG at the start of the new day to purchase it in a given price range, so it is a risk
I have watched people stream the game and have set prices to double the market price and people do buy the item, it is not a good plan since the negative comments will reduce your store growth points, but once you have a store level higher than you have the money to unlock a license or upgrade.. the store level points dont mean a whole lot and you are just waiting on money so aggressive pricing could help you..
Having said that.. I believe the total gross sales per day is somewhat locked behind store level and no matter the pricing, your gross sales will never go above a fixed point , the Devs. have done this to stop players from running thru the content too quickly while they got updates ready
the biggest issue behind that is.. early game you only have lower value item licenses , and if I recall right.. early on the licenses are locked behind the previous one so no matter what, You have to stock them or get complaints of "item not found" , and the customers wont look for a different item to buy so you lose that money of the item, plus loss of a store point (which at higher levels doesnt matter) but it does hurt early on
I believe overall Gross Sales per day is locked in a range for each specific growth tier, no matter what the RNG for each customer was at the start of a new day as to what items they were going to select, the total Gross Sales is preset for that tier and wont exceed it no matter how high the prices are set or if you only have high value items in store,
I dont recall what level it is when you get say .. 100 customers, but it stays at 100 for a set amount of levels. (my store is level 85 and is at 100 +/- customers) and those 100 approx. customers are fixed into a range of how much overall gross sales will be generated per day.. given you dont have a complaint of overprice or not found, from what I have seen during my play ..with no complaints or a handful of complaints only.. the average I have seen Gross Sales at 100 approx. customers is between 9k and 11k never ever have i seen them go above 11k plus or minus a couple hundred and that was with using 15 CENTS over( no complaints), and 8 PERCENT over (10 complaints) Market prices
so yes, depending on your price settings you can get a bit more or less Profit per day, but it is going to swing somewhere between 0 and 5k (store level 80s..100 ish customers) .. depending on employee pay, rent, and how much you needed to restock.. so just doing higher value items is also going to add to restock cost, while bringing more profit than a lower price item.. it ends up balancing out to the Devs. fixed Overall Gross sales per day for each tier to keep players from getting thru their current content "too quickly"
either way.. my original post was aimed more at trying to get the Devs. to allow more income per day, per customer to combat the growing fatigue of Grinding dozens, and dozens of hours for 1 unlock at higher level stores (over level 60) , and it just snowballed into a discussion of the proper pricing over Market for best Profit , which was helpful to me seeing others pricing strategies .. but doesnt really decrease the endless Grinding that is needed by more than a few hours, and when it takes 50- 60 hours per license or growth unlock, cutting it by 3 hours.. is minimal help and doesnt inspire me to continue on without some changes to the Profit System by the Devs
that is definitely an option, I wont do that though, I play vanilla in all the games I play , not because I think mods are "cheating" or anything.. but because I buy games I think will be enjoyable from start to finish as it was published by the Developer/s .. Mods in my opinion give Developers an easy out to release less than complete games and rely on Mods to fill in the blanks while they release patches and updates
obviously not every developer/s do this and I am not saying this one did either.. But when players post about systems in the game needing adjustment to improve game play and decrease the grind to level up, and nothing happens with it and Mods step in to add features ... its not a good look for the Dev/s
for this game in particular when quite a lot of players have said the Grind is too much a relatively easy fix of adding an adjustment to the code to allow for more profit would take very little work and make so many of their players happier , or do a little more work and add in an "easy and hard modes" options for those people who dont have time (like myself) to spend hundreds and hundreds of real hours to gain enough game currency to get all the licenses and store expansions
I completely understand your frustration. I'm at the same point where this is an issue. Implementing a percentage price increase/decrease option would definitely streamline the process, making it much easier and quicker to update prices without having to do the math manually. This feature would save a lot of time and reduce the hassle of constant manual adjustments.
I'm also struggling to make much more than I'm spending on product just to restock at level 55. It feels like no matter how many customers I get or how carefully I manage my stock and pricing, the profits just don't add up. I’ve tried tweaking my prices and restocking strategies, but it feels like I’m just treading water. The balance between income and expenses is definitely off, which can really hinder progress and make the game less enjoyable.
Hopefully, the developers will take these suggestions into account and make some adjustments to improve the overall gameplay experience.