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as for changing the "hot" item at Barrys Pawn shop, I thought about getting the server time from Steam client and then using that to calculate what items are "hot" that day. That way it would be the same for everyone and if you restart it will still be the same until the next day.
I have not tried a prototype yet.... but that was something I was going to be looking into for Part 2 of the Survivor Beta.
Kevin
Oh, nice to hear from you! Totally love this game. <3
That said, I think it'd probably be simpler to just have the RNG seed you're using save to the file at day start. Otherwise we'd still have the same issue that each time you load, you'd potentially have a different item on bounty. Saving to the file itself would make it such that each time you load that day, it's the same items that are 'hot' for the day.
This wouldn't fix that Dunko plushes are guaranteed income, but it'd remove the ability to cheese the multiplier out since you can't reload to a previous day, and are effectively stuck with whatever you rolled for that day. (Without just hacking the game files and such anyway.)
It would however at least give us two options! We either sell the plush as soon as we get it for guaranteed cash as usual, or save them up and sell later for more. It'd still be guaranteed profit, but it'd be balanced with the other myriad of ways to earn cash in the current and future game then!
Patch pls.
I can get a Popcorn Pete for about 10 bucks, and it sells for 150. It's 300 when it is "hot." That's the real way to game the system.
Next patch.
Kevin
I'm next? Next for what? Oh god.
Real talk though this is probably for the best, thanks for taking this all into account and making the market so varied for money making.
I'd be interested to know how on earth the other fella in this thread is getting a Popcorn Pete plushie with only 10 bucks. Must have to play a near perfect game!
https://steamcommunity.com/sharedfiles/filedetails/?id=2130981901
With some practice, you can play a game that sounds like this: "Card drop! Card drop! ... Card drop! ... Card drop! Card drop! Card drop!"
And actually, I wasn't requesting it to be patched out. I was addressing Patch. Patch pls.
Yeah, I recognize the need for balance.... but I'm gonna miss my easy money. Especially once I am trying to win enough tickets to decorate my room with one of every prize. Oof.
At that point in time, I think we will need a hotkey to fix a prize into place once it is put somewhere within our house. Otherwise I am gonna spend half an hour arranging everything just for me to mess it up once I put one wrong thing in the mix that collides with everything else.
Well dang, that's cool, but-... That still feels balanced; that's an awful lot of skill and figuring stuff out you have in that guide, time spent, and on top of that, RNG. It seems like it'd be no different than simply learning a carny game really well; bowling, shooting and darts spring to mind as being skill based games too.
I don't think either of these need much of a nerf, if any, especially if the bounty board is getting a fix... But I can understand wanting one anyway. Profit margins are huge. >.>
I mean, when you do master it, it does kind of feel like cheating.... I was just messing around when I taught myself how to farm card drops. I could go into more detail than he does in the guide, but I didn't want to hijack his guide....
Being fair, many speedrun tricks and strategies among other games feel like cheating as well. Whether they are or not seems to fall more into philosophy than objective fact.
That said, I definitely see your point, that's very cheesable. .-.
From a game economy perspective, if the bounty board did not change every time the save reloads and the Dunko/Pete plush bounties were a SUPER rare happenstance, it would suddenly be a bit harder to justify stockpiling more than one or two at the same time as opposed to just cashing them in as per usual. The surprise and excitement of cashing them in when that rare bounty does finally appear would remain though. Another idea might be to limit the maximum amount of individual plushes that Barry will accept per day.
If the bounty board is eventually determined by IRL time as reported by the Steam API, then the top paying item/easiest item to acquire on the board is going to incentivise players to spend an ~entire~ IRL day grinding out multiple in-game days at one specific location/machine. I don't think that's a bad thing exactly, but I'd not mind to see it ~additionally~ combo'd with a feature where each arcade/gaming location has a "hot machine" that's pumping out a slight bonus in tickets - to incentivise maybe trying a machine that doesn't normally get attention.
If there's no "hot machine" feature, my worry about the bounty board being tied to IRL days instead of in-game days is that I worry I'd eventually hit that Animal Crossing issue where I've done as much as I can for one IRL day and now I have to wait for tomorrow IRL to find something new to do.
I havent decided on the Market timing yet. Ill prob focus more on that soon as I start to design the banking/XP system.
Noted about the animal crossing thing though. Im trying to take that into account.
Kevin