Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"Okay, how's 60% of base sound?"
"This is dumb!"
*combo ruined*
RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!
The budget rises with customer reputation[recettear.wikia.com]. After a couple of sales, customers will 'level up', as indicated by a little heart during the transaction. The first heart increases that customer's budget by 10x (later by 10%). It is at that point that you will be able to sell them more expensive stuff.
How fast reputation increases depends on how you treat your customers. If you hit the pin bonusses (sell at around 105-110%), merchant XP and customer reputation rises much faster than if you try to squeeze every penny out of them.
But yeah, the little girls are just about the most annoying customers ... until you meet Euria, fo course.
- Sell her CHEAP junk (i.e. try to not stock too much fancy crap).
- Assume that during your first days/weeks, you will lose money with those girls.
- Eventually after you hit the right rep values, these litte daughters of hell will gladly you pay obscene ammounts of money for useless pricey junk.
Euria, on the other side...
As Cearn said, the little girl starts at 600 pix. Here's what it looks like as you build up her reputation.
0 - 600
1 - 6540
2 - 12,480
3 - 18,420
4 - 24,360
5 - 30,300
6 - 36,240
7 - 42,180
8 - 48,120
9 - 54,060
10 - 60,000
Getting that first couple levels quickly -- not just on the girl, but on every customer -- is crucial so they can afford the next tiers of goods. But reputation only increases if you make a sale without haggling. So you have to ignore Tear's lecture and don't try to gouge them for 130% of every sale. Instead, sell at 104% and buy at 70% -- these are both near most customers' expected Just Price, will almost always go off the first time (Prime might haggle anyway -- she actually lies and haggles against prices that she'll take), and still gives you quite a healthy profit margin.
This has several advantages. First, you build up reputation and get an early start on boosting their wallets. Second, 104% is almost always near their preferred price, so you'll get a Near Pin bonus on almost every sale -- this doubles the reputation gain and gives you extra experience for each sale (you'll get even bigger bonuses to both for a Just Pin that nails it exactly, but there's a lot of randomness there. If it happens, great). Third, uninterrupted chains of no-haggle sales exponentially increase the experience you get for each, so your Merhcant Level skyrockets and you can access higher-tier goods.
This is probably the most frustrating part of the game, that the tutorial tells you how to play poorly and gives you no indication of what's really going on. Following this, though, the little girl was cheerfully buying 30,000 pix rings and 40,000 pix books by the end of the month.
Also,
That scenario is actually impossible. If a customer picks up an item themselves, they will always be able to afford the sale at their expected Just Price of ~104%, regardless of whether their current wallet size would allow it. If it's red, they'll be able to afford it up to about 230%.
If it's still early in the game though, keep several lowest-tier items from each category handy just to be safe. Wallet constraints are in full force for orders and recommendations.
I've actually done some experiments lately with percentages lately, and found that haggling doesn't really matter when it comes to reputation -- just don't scare them off. What really matters is getting the bonuses. Even if you keep the percentages to just within the no-haggle range, you get hearts at about the same rate as if you haggle constantly.
The way it currently looks to me is:
- greedy haggler (sell at 130%, buy at 40-50%) : cheap items and low budgets, but you make so much money that it doesn't matter (at least in the first 2 weeks. Can't say yet now bad it gets without tier-4 items in later weeks)
- greedy comboer (sell/buy just within no-haggling range, see wiki) : expensive items but low budgets. You have good items, but most customers can't buy them yet.
- friendly merchant (sell ~108%, buy ~ 70%) : good items and bug budgets. You have good items and can sell them as well.
In the 2-week tests I've done, the friendly merchant and greedy haggler seem to have the most money right now, but that may change as the latter will not get 10k+ items until the last week, while with the other two classes I'll have 50k items soon enough.Yeah, I know this makes sense and is in line with what the wiki states, but are we sure that this is actually how the calculation is done? I've never really seen where all these figures are coming from originally.