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Thanks, happy you like it!
Currently there's no use for these components. I'm adding new marketing options soon that will require these types.
Best,
Jonas
Yeah I saw that.
First off, there is maybe a bug in the default value of the slider for email campaigns. It's set to $100 per day by default and if I modify it and bring it back to the smallest value, it's now $100,000. Please have a look at all the other campaigns, too. They might have the same issue.
But lets get back to the marketing. It's still the same issue like before. Now I can just throw more money into marketing. More than I have for the more effective camapigns, which also requires components from the merketers. I can't produce enough marketing component to keep it running all the time. And even if a could, I don't have the money. 15% of my employeers are producing marketing components. The effect of marketing is not very impressive. In a short experiement I spend something around $400,000 and the required marketing resources and I just got ~300,000 new users.
I also noticed that now there I a negative organic growth by default. So, viral marketing is off the table?
If I do the math (hasty):
The investment to get 1 user is paid off after 6 to 7 month.
There is still no option to auto repeat, so if I get lazy and forget about marketing, my user numbers are decreasing.
I don't know... it feels broken :(
situation:
This results is:
Right now, the only way I can see to accelerate this, Is by hiring even more marketers. This game should be about developing and not marketing!
Is there some kind of multiplier, based on the product size, just like in Beta 14, which results in an increased effect per marketing campaign?
I’ll look into fixing this, I see your point.
You can increase your income a lot by reducing your potential users. Right now you pay hosting costs for handling 20m, but you only have 8.5m. Make sure to only increase potential users when you need it. You can disable features and then cut down on your servers.
Hope it makes sense :-)
Best,
Jonas
No, I can't.
I have 1 large server and 1 medium server. The hosting expenses are kind of cute. Some time ago, I needed that setup to handle the traffic. In the meantime I optimized the hell out of my product because it didn't make sense to increase the procuct level to increase the maximum number of users, because marketing too slow, u know ;) I just increased the product level to 500 because it's a nice round number :) Now, these servers can handle the traffic easily and maybe they can also handle the 20m. But I don't see a big multiplier by reducing my hosting capacity and expenses by (lets say) 50%, just to have $500 more revenue per day, which equals a plus of 1.1%, as I said: cute ;)
Buy the way: as far as I understand the game: the server capacity always just handles to online users. The max. online users (peak between 18:00 and 20:00) may correlate with the registered users at ~1.1%? The number of potiential users is just a threshold to screw up the servers if you don't upgrade in time, right?
Hosting costs is based on required CU which is generated both from feature level and online users.
Anyways, thanks again, amazing feedback! Are you on Discord? I would to invite you to the playtesting group!
Our Discord is: https://discord.gg/hovgaardgames
Best,
Jonas
No it's not. I started a new fresh game after the release of Beta 15.
I find that really hard to believe. Is that new in Beta 15 or should be? Right now, I started a brand new game, Beta 15.1. My product starts with a small server by default which costs me $40 per day for 500 CU. The balance shows me estimated expenses for hosting: $1,200. This is straight forward for me. The product has no visitors and no online users. If the hosting expenses are related to my online users, why am I charged with hosting expanses for an unused product?
Not yet. I'll looking into it.
Why can't you downgrade your servers as your efficiency increases? You may have needed that once to handle your users but you could kill a server to drop hosting costs now that you have increased efficiency.