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I normally play the game as it was intended by the devs. I buy all licenses when they become available and keep it stocked at all times. I rip packs, sell singles, box duplicates, hold on to my most expensive cards that I do not have doubles of.
I am currently store level 31 with a customer rating of 4.72.
I decided to see if selling one item in the store would be a quicker way of leveling up / cashing up in version 0.47.3 (the patch that is infamous for killing the one item method of leveling up).
For one day I ran my store the 'normal' way. I did not buy any stock or pay any bills. After one day at store level 31 I made $6,510.40 in revenue / profit (as I did not spend any money). I gained 5,931 xp. My customer rating went from 4.72 to 4.74.
I then tried the one item method. I sold only Base Destiny boxes at a 10% markup, rounded (the best you can sell at level 31). I got rid of everything else in the store, including play tables. Again, I did not buy anything or spend any money. At the end of the day I made $20,976.00 (and got an achievement). I received 9,361 xp. My customer rating went from 4.72 to 3.28. I also noticed many customers, for whatever reason, come to a card shop looking for cleanser and get very upset when you don't have it.
So in summary...around level 31...you make 222.2% more money using the one item method. You make 57.8% more xp using the one item method. You lose 31% customer rating using the one item method.
I am assuming as I level up these percentages would stay roughly the same, but of course I would be making more money and xp overall selling a better one item product (like a destiny legendary box).
So your choice. Do you want to tank your customer rating (which has no impact on play at this point in the game's development) for this quicker leveling experience, or do you want to play the game as intended and make your customers happy?
But it does seem, even in patch 0.47.3, the faster way to level up and make money is selling your one best item.
As:
Not the takeaway there.
I didn't mean to imply variety having a bigger impact this patch equalled "stock one of everything"; just that stocking just 1 item is not the best for progressing XP, and arguably also not profit.
For profit, you'd stock a few of your high-profit items in order to reduce the effect of the 40% of clients that come with a list and instantly leave due to store not having at least one of the items they want.
For strict experience, you'd be:
* selling at -20% Market Price;
* looking at how clients choose how much of a product to buy (determined in part by how many items are in the shelf compartment they selected, so ideally Wide Shelf);
* looking at how much experience per unit the items give (changed this patch);
* using info above to determine probability distributions of items that give more XP;
* stock a few of the items with high probability distribution.
AFAIK, whether for profit or for XP, you'd still get rid of play tables.
e.g.: At level 57 > 58, while focusing on experience, in a day, just from selling items:
. 17.127 XP
. $19.518,5
And that's not even following all the steps above.
Just stocking everything on the "Booster Pack" category (Card Packs, Boxes and Battle Decks, haven't unlocked Destiny Legendary Boxes yet) and some leftover items I had hanging around. I wasn't even opening packs.
Edit: Grammar
Edit²: Added EXP-focused day stats.