TCG Card Shop Simulator

TCG Card Shop Simulator

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How to get more customers?
I observed 4 days.
I got 87, 83, 86, 89 customers.

Then i bought 4 store expansions in one day and afterwards observed another 4 days.
I got 86, 77, 86, 85 customers.

Then i bought 4 licenses and expanded my stock with 4 new items. Another 4 days pass.
I got 79, 86, 81, 86 customers.

How do i get more?
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Showing 1-15 of 68 comments
DerekTheExtreme Sep 23, 2024 @ 4:06pm 
How many play tables do you have? I've been hovering around in the 80s too. Getting them checked out faster helps get them out and new ones to spawn in. Not sure if the tables have anything to do with the spawn limit.
MrDropps Sep 23, 2024 @ 4:07pm 
Max Customers in Store may be your issue.
Data harvested formula is "this.m_CustomerCountMax = Mathf.Clamp(this.m_CustomerCountMaxBase + Mathf.RoundToInt(num) + num3 + Mathf.CeilToInt((float)this.m_PlayTableSitdownCustomerCount / 2f), 3, 28)"

In simple terms:
Max Customer Count = 1 + (Shop Expansions Unlocked × 1.25) + Shop Level + (Half of sitting down customers)
Result is clamped between 3 and 28

you may need to check out customers faster or condence the shopping area to speed up shopping? I have removed play tables and found that i had a way quicker turn over and more shopping done because i didn't have people sitting inside. With my expansions and shop lvl i think the players sitting was hurting my available shoppers or slowing down the shopping by playing before or after.

I also discovered by removing my card tables(for selling singles) they spent more money on other inventory and were also quicker in the store because they always shopped for cards first and they did a few laps looking at cards or empty card slots. I have Clark Cash and the final employee checking out for max checkout speed and that also helped.

I should mention i was hard stuck around that 80-86 checkout mark before I made the changes of removing card and play tables.
Last edited by MrDropps; Sep 23, 2024 @ 4:29pm
2Tom4 Sep 23, 2024 @ 4:11pm 
It's simple. More tables and cards for sale = More customers. I noticed early that people who are bying cards often stay to play. If you don't have cards for sale you will have less customers and people who are playing. Atleast that's my experience. Also, Always have the latest and best tournement going.

My store is always packed with customers as long as i have cards for sale and alot of tables.
Blazing Dragon Sep 23, 2024 @ 4:32pm 
I have 10 play tables.
I have 4 Card tables.
I have lightning fast checkout.

I am still doing the first tournement. Maybe i give it a try to select another one and see what happens.
(For some reason i am scared about that. What does "Cards with certain border might decrease price" mean?)
Last edited by Blazing Dragon; Sep 23, 2024 @ 4:34pm
Gortahk Sep 23, 2024 @ 4:44pm 
I am lvl 30
9 Tables - 4 card displays
Full Expansion tournament active
Day 81: 100 visits, 65 checkouts, 11 dissatisfied,60 played games.
Day 82: 102 visits, 63 checkouts, 10 dissatisfied, 64 played games.
Day 83: 103 visits, 61 checkouts, 10 dissatified, 66 played games.
Day 84: 101 visits, 59 checkouts, 10 dissatisfied, 64 games played.

this is my AVG right now
I delay my opening a few seconds till the customers moved closer to my store since the time starts when you turn your sign but I cant get more atm.
Last edited by Gortahk; Sep 23, 2024 @ 5:30pm
mykidsnamedme Sep 23, 2024 @ 5:07pm 
Originally posted by MrDropps:
Max Customers in Store may be your issue.
Data harvested formula is "this.m_CustomerCountMax = Mathf.Clamp(this.m_CustomerCountMaxBase + Mathf.RoundToInt(num) + num3 + Mathf.CeilToInt((float)this.m_PlayTableSitdownCustomerCount / 2f), 3, 28)"

In simple terms:
Max Customer Count = 1 + (Shop Expansions Unlocked × 1.25) + Shop Level + (Half of sitting down customers)
Result is clamped between 3 and 28

you may need to check out customers faster or condence the shopping area to speed up shopping? I have removed play tables and found that i had a way quicker turn over and more shopping done because i didn't have people sitting inside. With my expansions and shop lvl i think the players sitting was hurting my available shoppers or slowing down the shopping by playing before or after.

I also discovered by removing my card tables(for selling singles) they spent more money on other inventory and were also quicker in the store because they always shopped for cards first and they did a few laps looking at cards or empty card slots. I have Clark Cash and the final employee checking out for max checkout speed and that also helped.

I should mention i was hard stuck around that 80-86 checkout mark before I made the changes of removing card and play tables.

Sorry but this is incorrect.

What affects the # of customers are = number of tables for games, number of singles available (I have 3 tables) , more store space , speed of checkout and selection of products.

I was stuck around 80/day then added a second checkout (even have the slowest guy) then upgraded store and made sure I have everything available on the shelves that I can and I now average 100-120/day.

My lot B is nothing but games tables FYI.

:steamhappy:
mykidsnamedme Sep 23, 2024 @ 5:07pm 
Originally posted by Blazing Dragon:
I have 10 play tables.
I have 4 Card tables.
I have lightning fast checkout.

I am still doing the first tournement. Maybe i give it a try to select another one and see what happens.
(For some reason i am scared about that. What does "Cards with certain border might decrease price" mean?)

Ignore it I have never even noticed it.
taomastercu Sep 23, 2024 @ 5:13pm 
Originally posted by mykidsnamedme:
Originally posted by MrDropps:
Max Customers in Store may be your issue.
Data harvested formula is "this.m_CustomerCountMax = Mathf.Clamp(this.m_CustomerCountMaxBase + Mathf.RoundToInt(num) + num3 + Mathf.CeilToInt((float)this.m_PlayTableSitdownCustomerCount / 2f), 3, 28)"

In simple terms:
Max Customer Count = 1 + (Shop Expansions Unlocked × 1.25) + Shop Level + (Half of sitting down customers)
Result is clamped between 3 and 28

you may need to check out customers faster or condence the shopping area to speed up shopping? I have removed play tables and found that i had a way quicker turn over and more shopping done because i didn't have people sitting inside. With my expansions and shop lvl i think the players sitting was hurting my available shoppers or slowing down the shopping by playing before or after.

I also discovered by removing my card tables(for selling singles) they spent more money on other inventory and were also quicker in the store because they always shopped for cards first and they did a few laps looking at cards or empty card slots. I have Clark Cash and the final employee checking out for max checkout speed and that also helped.

I should mention i was hard stuck around that 80-86 checkout mark before I made the changes of removing card and play tables.

Sorry but this is incorrect.

What affects the # of customers are = number of tables for games, number of singles available (I have 3 tables) , more store space , speed of checkout and selection of products.

I was stuck around 80/day then added a second checkout (even have the slowest guy) then upgraded store and made sure I have everything available on the shelves that I can and I now average 100-120/day.

My lot B is nothing but games tables FYI.

:steamhappy:

This is incorrect. Tables lower your number of overall customers and therefore also your profit.

We have the actual code so we know this to be true.

A store can have a max of 28 customers. Customers at tables count as half. But you are still losing money with tables because customers spend hours at a table not buying anything and table revenue is the least effecient source of revenue.

The most customers you can have in a day is ~160. Your max sales without mods is roughly $300000 if you went all out on expensive singles in a store with store level 100 and maximum expansions.

Your number of customers spawned is modified by store level, expansions, and the variety of products for sale.
mykidsnamedme Sep 23, 2024 @ 5:27pm 
Originally posted by taomastercu:
Originally posted by mykidsnamedme:

Sorry but this is incorrect.

What affects the # of customers are = number of tables for games, number of singles available (I have 3 tables) , more store space , speed of checkout and selection of products.

I was stuck around 80/day then added a second checkout (even have the slowest guy) then upgraded store and made sure I have everything available on the shelves that I can and I now average 100-120/day.

My lot B is nothing but games tables FYI.

:steamhappy:

This is incorrect. Tables lower your number of overall customers and therefore also your profit.

We have the actual code so we know this to be true.

A store can have a max of 28 customers. Customers at tables count as half. But you are still losing money with tables because customers spend hours at a table not buying anything and table revenue is the least effecient source of revenue.

The most customers you can have in a day is ~160. Your max sales without mods is roughly $300000 if you went all out on expensive singles in a store with store level 100 and maximum expansions.

Your number of customers spawned is modified by store level, expansions, and the variety of products for sale.

I mean you can say that all you want but it's wrong :steamhappy:

So only 28 customers huh?

Well lets see i have 10 tables all full = 20 customers.

Then I have roughly 14 in the actual store or wandering around looking for seats.

Now my math might be off but 20+14=34 which is more than 28 correct?

If you actually believe having more products available LOWERS customer counts then I dunno what to tell ya :steammocking:

Ah and I'd like to add that "table revenue is the least effecient source of revenue" is just the silliest take I've seen so far. I'll bet as soon as 9 hits you end the day huh. Hot take don't.


Last edited by mykidsnamedme; Sep 23, 2024 @ 5:43pm
MrDropps Sep 23, 2024 @ 5:43pm 
If you look at the math half of you customers sitting down don't count towards the customer cap. So 10 full tables is 10 customers counting to the cap plus 14 shopping is 24. You have still have room for 4 customers to shop.
Last edited by MrDropps; Sep 23, 2024 @ 5:44pm
Blazing Dragon Sep 23, 2024 @ 5:47pm 
Okay doing the highes tournement i currently can.
i am now at about 90-92 customers.
But my income got a lot better, so that's something XD
Norax Sep 23, 2024 @ 5:47pm 
Originally posted by mykidsnamedme:
Originally posted by taomastercu:
A store can have a max of 28 customers. Customers at tables count as half.

So only 28 customers huh?

Well lets see i have 10 tables all full = 20 customers.
20 customers that count as half, equals 10, not 20. Read the whole comment you reply, plz.
mykidsnamedme Sep 23, 2024 @ 5:53pm 
Originally posted by Norax:
Originally posted by mykidsnamedme:

So only 28 customers huh?

Well lets see i have 10 tables all full = 20 customers.
20 customers that count as half, equals 10, not 20. Read the whole comment you reply, plz.

They DO NOT count as half lmao.

I have no idea where the heck you are getting this from but it's plain silly.

You TOTAL customer amount is games played + checkouts. You can feel free to goto my page and look at my last screenshot to verify that because if you take the the amount of money I made off of games and divide that you'll see that it would be 50% of what it is.

Don't listen to mister "we have the code" up there because it's false lol..

I'll just enjoy my $6k average off just games per day as I now sir over $200k wondering why games make no money for my store tyvm :steamhappy:
MrDropps Sep 23, 2024 @ 5:59pm 
Yeah i'm Mister "we have the code" i've never had a nickname before. The code is from data harvest right from the game. But you play your way champ no hurt feelings. In the stat screen yeah they count as 2 ppl played but for the sake of active simulation code they count as 1.
Last edited by MrDropps; Sep 23, 2024 @ 6:00pm
taomastercu Sep 23, 2024 @ 6:06pm 
Originally posted by mykidsnamedme:
Originally posted by taomastercu:

This is incorrect. Tables lower your number of overall customers and therefore also your profit.

We have the actual code so we know this to be true.

A store can have a max of 28 customers. Customers at tables count as half. But you are still losing money with tables because customers spend hours at a table not buying anything and table revenue is the least effecient source of revenue.

The most customers you can have in a day is ~160. Your max sales without mods is roughly $300000 if you went all out on expensive singles in a store with store level 100 and maximum expansions.

Your number of customers spawned is modified by store level, expansions, and the variety of products for sale.

I mean you can say that all you want but it's wrong :steamhappy:

So only 28 customers huh?

Well lets see i have 10 tables all full = 20 customers.

Then I have roughly 14 in the actual store or wandering around looking for seats.

Now my math might be off but 20+14=34 which is more than 28 correct?

If you actually believe having more products available LOWERS customer counts then I dunno what to tell ya :steammocking:

Ah and I'd like to add that "table revenue is the least effecient source of revenue" is just the silliest take I've seen so far. I'll bet as soon as 9 hits you end the day huh. Hot take don't.

This is a Unity game. We know exactly how it works because you can just read the code.

Game players don't count as half a *checkout* they count as half a "customer in store* which is capped at 28. So 20 people at the play table is 10 *customers in store" while anyone not at the play table is a full 1. So the other guys is correct and you are just illterate.
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Date Posted: Sep 23, 2024 @ 4:00pm
Posts: 68