TCG Card Shop Simulator: Prologue

TCG Card Shop Simulator: Prologue

Mike Aug 13, 2024 @ 10:02am
High Value Cards not selling
It seems any single cards with a higher market value do not sell.

I've had a 1,275.00 card for 1,000.00 for a number of days in game now and it doesn't sell.

Is this an issue anyone else is experiencing?
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Showing 1-12 of 12 comments
C00P3R Aug 13, 2024 @ 10:59am 
Yeah I've had a $538 selling for $550 for days now, no one touches it
raceking2008 Aug 13, 2024 @ 11:06am 
me too, i had a card when from $700-$800 to $624 before it sold
DvD Aug 13, 2024 @ 12:16pm 
Actually, dont hav eproblem with this, cause you dont find somebody who wants to buy something expensive immidiately. I sold mine 2k+ cards in a few days time.
xthanos Aug 13, 2024 @ 12:41pm 
I have two 3,5k cards since 10 days
i sell easy all under 900
Mizore Aug 13, 2024 @ 1:36pm 
If this is like Market simulator and other games that use this system. Customers come in with random amounts of money. the larger your shop the more money they bring in the more they will buy. Unless they say its too expensive then your price is fine. and if they say its a fine price that means they agree with the price but dont have the money to buy it.

Those systems use your level as a direct impact as well to force you to buy larger stores. so its fairer to say your level impacts your customer quality more than your store size. I haven't pulled a 1K+ card yet but my 500's+ sell at full store lvl 15 in about 2-3 days. I also see ppl coming in with 300$+ on a regular basis.

I am also testing to see if having a shop that sells only singles is profitable. this will also test if having less or more of the singles stand will be more beneficial. I suspect that customers that come in and buy singles have the intention to come in to buy singles when they spawn but not a specific card. This means having a single stand of expensive singles is more beneficial. If however, the system is indeed a random purchase based on money in customers hand. then it wont affect what they buy.

So Far, customers buy singles seemingly randomly. when I have a single stand of 40+ cards usually those who go buy card packs or other items under 40$ don't present $40+ even if the amount is 30$.

so it looks at the very least customers make purchases based on $ when spawned and they don't have an infinite amount of money per person. i.e you need someone to spawn with that total on them.

We ignore credit card uses as we cant confirm if they have a specific amount. but if that is true about cash users it would be simple coding to use the same rules for credit users.
Last edited by Mizore; Aug 13, 2024 @ 1:42pm
Greenleaf Aug 13, 2024 @ 3:28pm 
Originally posted by Mizore:
If this is like Market simulator and other games that use this system. Customers come in with random amounts of money. the larger your shop the more money they bring in the more they will buy. Unless they say its too expensive then your price is fine. and if they say its a fine price that means they agree with the price but dont have the money to buy it.

Those systems use your level as a direct impact as well to force you to buy larger stores. so its fairer to say your level impacts your customer quality more than your store size. I haven't pulled a 1K+ card yet but my 500's+ sell at full store lvl 15 in about 2-3 days. I also see ppl coming in with 300$+ on a regular basis.

I am also testing to see if having a shop that sells only singles is profitable. this will also test if having less or more of the singles stand will be more beneficial. I suspect that customers that come in and buy singles have the intention to come in to buy singles when they spawn but not a specific card. This means having a single stand of expensive singles is more beneficial. If however, the system is indeed a random purchase based on money in customers hand. then it wont affect what they buy.

So Far, customers buy singles seemingly randomly. when I have a single stand of 40+ cards usually those who go buy card packs or other items under 40$ don't present $40+ even if the amount is 30$.

so it looks at the very least customers make purchases based on $ when spawned and they don't have an infinite amount of money per person. i.e you need someone to spawn with that total on them.

We ignore credit card uses as we cant confirm if they have a specific amount. but if that is true about cash users it would be simple coding to use the same rules for credit users.

I don't think that strategy works as well anymore since the previous update made it so customers will have specific item wants now even if you haven't unlocked that item yet, and they will often straight up walk out of the store if that item isn't for sale.
Mizore Aug 13, 2024 @ 3:44pm 
Originally posted by DrGreenleaf:
Originally posted by Mizore:
If this is like Market simulator and other games that use this system. Customers come in with random amounts of money. the larger your shop the more money they bring in the more they will buy. Unless they say its too expensive then your price is fine. and if they say its a fine price that means they agree with the price but dont have the money to buy it.

Those systems use your level as a direct impact as well to force you to buy larger stores. so its fairer to say your level impacts your customer quality more than your store size. I haven't pulled a 1K+ card yet but my 500's+ sell at full store lvl 15 in about 2-3 days. I also see ppl coming in with 300$+ on a regular basis.

I am also testing to see if having a shop that sells only singles is profitable. this will also test if having less or more of the singles stand will be more beneficial. I suspect that customers that come in and buy singles have the intention to come in to buy singles when they spawn but not a specific card. This means having a single stand of expensive singles is more beneficial. If however, the system is indeed a random purchase based on money in customers hand. then it wont affect what they buy.

So Far, customers buy singles seemingly randomly. when I have a single stand of 40+ cards usually those who go buy card packs or other items under 40$ don't present $40+ even if the amount is 30$.

so it looks at the very least customers make purchases based on $ when spawned and they don't have an infinite amount of money per person. i.e you need someone to spawn with that total on them.

We ignore credit card uses as we cant confirm if they have a specific amount. but if that is true about cash users it would be simple coding to use the same rules for credit users.

I don't think that strategy works as well anymore since the previous update made it so customers will have specific item wants now even if you haven't unlocked that item yet, and they will often straight up walk out of the store if that item isn't for sale.


They could have a mixed option. Until I get one of the higher costs 1k+ I wont be able to test it properly on singles. Ill update when i open one (Currently spending 3-4k on cards to pen one xD
DozeHouse Aug 13, 2024 @ 5:33pm 
Had a $3200.00 on display for a week or so, someone eventually bought it. Have to wait for the right buyer.
jontslayer Aug 13, 2024 @ 6:16pm 
Size of store and licenses also matter with high value items, not just singles. If you have more store expansions and other higher cost items for sale, pricey singles go quicker. Not sure if intentional.
Iconics Aug 13, 2024 @ 6:45pm 
I haven't had this issue yet, usually only takes me a day or 2 of it being on the shelf and it sells for well over what its suppose to. For example I have sold the ex holo bat for 800 dollars 3 seperate times.
Mizore Aug 13, 2024 @ 6:50pm 
UPDATE:

So I emptied my store and bought a absolute tone of packs and opened them (2K worth) I only got 1 Full Art foil (I still have 3 -4 boxs to go).

I decided hey lets see how long it takes for the multiple $100-$1000 Cards would sell.

They sold immediatly!!! All I had was a SINGLE display case. Forcing NPCs who were looking for singles to only look at them and buying them. I made 6K in a single day by doing this.

Side note.
After opening all these packs I am level 17. In the full version of the game I would probably be able to have the next four shop size upgrades by now. so Customer quality is mostlikley up.

With what we have available. It appears that the higher your level the more money customers buy OR having a smaller quantity of products increases the likeliness of your cards being sold

P.S.
I was able to fill the entire display case with cards over $400. but even before I placed my second card m,y $800.00 Card was picked up.

Strategy tip.
DO NOT open your store until there is a group outside. this allows you to get as many customers as possible before the day countdown starts (its like an extra 5-10 min of open store time.

I still haven't tried to sell my $1,000.00 + as I want to get 2 or 3. for science I kind of want an entire display case to test if they were the only options they would select them.
the reason I want to do this is because Customers still look at the empty slots and shake their heads and walk away.

Further update
Customers will even gop for the same card to buy. a single display case is deffinatly the way to go in the current build. it forces them to look at your most expensive and only them. theyt then pick it.
Last edited by Mizore; Aug 13, 2024 @ 6:53pm
Mizore Aug 13, 2024 @ 7:13pm 
UPDATE:

I can confirm that NPC's Do not spawn in looking for an item in your shop!!! I waited until 9pm struck before placing down my 1000+ Cards and waited to see if any players who stood up from thier games would buy it. I put the price at 40$ over market (around The maximum increase ppl buy cards at) and the first table stood up walked over to it and took it.

This means there is a direct correlation to available products of the type of item (at the very least) and what they will buy.

This means if you want to Sell High value cards (1,000+) Either fill a single display with only those items or have only those items on display. It helps to have just a single display with your highest items.

Your card will sell almost instantly.

(This occurred at Lvl 18)
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Date Posted: Aug 13, 2024 @ 10:02am
Posts: 12