Shoppe Keep 2

Shoppe Keep 2

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[FF]Pvtdonut Apr 11, 2018 @ 7:27am
Early game price scaling
I noticed there's some gameplay videos up and watched through a few of them and the game looks great, an upgrade in every way compared to the first game aside from one easy to fix potential issue; Price scaling.

From what I can tell you go from selling $3 bottles of water to $200 dollar meat stew in about 2 days, it seems like a lot of the numbering is just scaled a bit too high and could really profit (ironically) from scaling down the profit!

It just seems like a few items (especially the cooked items) could do with some scaling down in profit pretty massively.

I'm mostly just afraid of reaching some maximum profit potential within the first 2 weeks of gameplay time, especially when the game is played Co-op.
Originally posted by RapheePlays:
Hi! I've sent this over to Arvydas to take a look at. I think it's going to be interesting how best to scale the game. Arvydas has created a system which uses in game tracking (which you can opt in and opt out of) which details how many of a particular item is sold and we're gonna play around with that to create balancing throughout development. It will definitely be interesting to see the number of items that players are using (and which ones are being exploited for money) with this data and adjust accordingly.

But yes, this is likely to be an ongoing battle trying to balance the worth of all items. Thanks for your thoughts, it is something in our minds :)
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Deathium Apr 23, 2018 @ 8:25am 
$200 meat stew?
there has always been a custom price you could set things like in sk1
extremely overpriced stuff "usually" woulden't sell....
The author of this thread has indicated that this post answers the original topic.
RapheePlays Apr 23, 2018 @ 10:05am 
Hi! I've sent this over to Arvydas to take a look at. I think it's going to be interesting how best to scale the game. Arvydas has created a system which uses in game tracking (which you can opt in and opt out of) which details how many of a particular item is sold and we're gonna play around with that to create balancing throughout development. It will definitely be interesting to see the number of items that players are using (and which ones are being exploited for money) with this data and adjust accordingly.

But yes, this is likely to be an ongoing battle trying to balance the worth of all items. Thanks for your thoughts, it is something in our minds :)
Savage Apr 24, 2018 @ 5:07am 
One thing that I wasn't fond of in Shoppee, the first one, was the skill abilities driving up profit further. Can't remember the specific skills, but there were a few that would give you a fairly high percentage of added profit on top of what you sold.

It made it too easy in my opinion.
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Date Posted: Apr 11, 2018 @ 7:27am
Posts: 3