MMORPG Tycoon 2

MMORPG Tycoon 2

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Sync Price
The Sync Prices kind of confuses me. Is it based on the exact type of building? Ex. All Inns, All blacksmiths, All potion shops, etc have the same price across the board. Or is it based on specific type? Fearless Inns all have the same synced price, while Warlike Inns would have their own synced price? Same with Fearless blacksmith having its own, and Warlike blacksmith having their own etc.?

It seems like some things sync across the specific subtypes, but other kinds sync across the overall type. I can't really seem to figure out which is which. Anyone know? Lol

I personally like the idea of having all of one subtype having the same price, but it seems to be mixed?
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Showing 1-7 of 7 comments
Scotias Apr 16 @ 4:05am 
In my experience so far, if the sync button is ticked for any inn etc regardless of art pack then they are in sync.

Having said that, I tend to turn sync off - if there was a region sync that would be much more helpful :)

If you can show some issues with the price syncing, I'm sure the dev would appreciate a bug report ( you can do in game bug reports! )
VectorStorm  [developer] Apr 17 @ 10:19pm 
As Scotias says, sync'd prices are sync'd across building type. So for example, with sync'd prices every blacksmith everywhere in the game (which you haven't turned price syncing off for) will have the same price; change it on one and it automatically changes on them all.

There are two exceptions, which annoy me but it's how the system fell out.

One exception is the "Small Inn", which is its own weird subtype of 'Inn' which has its own price, its own number of residents, and its own price syncing. I can totally imagine that causing confusion.

The second exception is the "Trinket Cart", which isn't even a subtype of 'Market Shop' even though that's where it is in the UI. It has its own completely different functionality.

If you've got an example of price syncing behaving weirdly (except for those two cases above), I'd definitely appreciate a bug report about it!

Scotias, I'm curious about your "region sync" suggestion. Would that be like.. setting a price for building types (say, Inns for example) at the region level, and having all of the inns inside that region using the *region* price instead of a global one? That's kind of a cool idea, maybe; it'd make it a *lot* easier to scale pricing as subscribers level up, since higher-level subs tend to have higher amounts of gold and we don't really have a good easy way to give scale money sinks by level.
Scotias Apr 18 @ 10:28am 
Originally posted by VectorStorm:
As Scotias says, sync'd prices are sync'd across building type. So for example, with sync'd prices every blacksmith everywhere in the game (which you haven't turned price syncing off for) will have the same price; change it on one and it automatically changes on them all.

There are two exceptions, which annoy me but it's how the system fell out.

One exception is the "Small Inn", which is its own weird subtype of 'Inn' which has its own price, its own number of residents, and its own price syncing. I can totally imagine that causing confusion.

The second exception is the "Trinket Cart", which isn't even a subtype of 'Market Shop' even though that's where it is in the UI. It has its own completely different functionality.

If you've got an example of price syncing behaving weirdly (except for those two cases above), I'd definitely appreciate a bug report about it!

Scotias, I'm curious about your "region sync" suggestion. Would that be like.. setting a price for building types (say, Inns for example) at the region level, and having all of the inns inside that region using the *region* price instead of a global one? That's kind of a cool idea, maybe; it'd make it a *lot* easier to scale pricing as subscribers level up, since higher-level subs tend to have higher amounts of gold and we don't really have a good easy way to give scale money sinks by level.

Yeah that's how I envision it - i like to incrementally increase the prices for each building as the level of regions increase because as you say, the amount of gold they build up is pretty huge otherwise.

A region sync (or region level sync with prices predetermined by the player maybe) would save a lot of clicks :)
VectorStorm  [developer] Apr 18 @ 7:44pm 
Originally posted by Scotias:
A region sync (or region level sync with prices predetermined by the player maybe) would save a lot of clicks :)

Maybe some sort of tool like the XP & Leveling window where you can control price scaling across all regions all at once? I'm kind of imagining some sort of "Economy" design window, where you can set item/service prices all from a single spot.
Last edited by VectorStorm; Apr 18 @ 7:45pm
Scotias Apr 19 @ 4:54am 
Sounds good!
Holmez53 Apr 23 @ 8:44am 
Originally posted by VectorStorm:
As Scotias says, sync'd prices are sync'd across building type. So for example, with sync'd prices every blacksmith everywhere in the game (which you haven't turned price syncing off for) will have the same price; change it on one and it automatically changes on them all.

There are two exceptions, which annoy me but it's how the system fell out.

One exception is the "Small Inn", which is its own weird subtype of 'Inn' which has its own price, its own number of residents, and its own price syncing. I can totally imagine that causing confusion.

The second exception is the "Trinket Cart", which isn't even a subtype of 'Market Shop' even though that's where it is in the UI. It has its own completely different functionality.

If you've got an example of price syncing behaving weirdly (except for those two cases above), I'd definitely appreciate a bug report about it!

Scotias, I'm curious about your "region sync" suggestion. Would that be like.. setting a price for building types (say, Inns for example) at the region level, and having all of the inns inside that region using the *region* price instead of a global one? That's kind of a cool idea, maybe; it'd make it a *lot* easier to scale pricing as subscribers level up, since higher-level subs tend to have higher amounts of gold and we don't really have a good easy way to give scale money sinks by level.


Nope, nothing else! Those are the examples that threw me off. I was so tired when I realised that there was a difference between the Inns but didn't have it in me to investigate it properly to see what exactly what doing things different than syncing across the building type.

That scaling for the level of the regions and economy window, sounds great though!
VectorStorm  [developer] Apr 25 @ 3:32am 
Originally posted by Holmez53:
That scaling for the level of the regions and economy window, sounds great though!

I'm putting that (or something like it) on my list for a future update, then!
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