I haven't gotten that far into it. But I would say it is. The crafting of beer is something much different and more in depth. Also this game has consequences, you need to know a market to do well. It's very unforgiving but that's what makes it fun. If you like the genre, the game is great!
LOL Markku I'm about to just give you $2 via PayPal so you can download the game and find out all these questions for yourself! Try it out. If you don't like it, I'll send you your money back. Have fun!
Original worker choice So, you obviously can't fire the "owner", but it would be nice if one could reassign their skill points for their original "owner". Later on, the new employees may be better able to take over the job that you've built him for. For example, I've made my "owner" with int/dex to be able to mash and boil, but now I want to hire Dash Baron to do that job. But if I do, my owner is stuck with a crappy build for any other job. So, now he's stuck at max level, unable to hire someone who could do his old job better. Thoughts?
My problem was that I was impatient and just looked through the ingredients looking for clues. I got it figured out!
Yes considerably. In GDS once you've made your game you don't really have much control over how and where you sell it. In Fiz that's very much part of the business strategy side of things.
Hey are you that guy that was asking over and over again for reasons why you should buy it, about a week ago?! JUST BUY IT. Jeez, dude.
ok bought the game and really digging, Im going to restart since I did horrible but this is good, as I really need to think my moves over before I do them and that is what I wanted so here is my question, When I do Research and it says what the customer wants I want to create the drink with the highest number they are requesting right?
That is a good point and a great idea, I think. I could have an item that returns your points for the main character as a Recipe Modifier sold in Z's shop, and when you buy it, or maybe when you use it in a batch, it would refund the points. The question now is how much would it cost? Is $10K too steep?
Glad you like it so far! Not necessarily. It depends on many factors, such as if your beer is the highest quality, or lowest markup, or how much competition is making that same Style beer. Typically, it's advantageous to find a Style that people like, and that competitors aren't making, and making that beer -- even if it's not the most popular. Niche marketing is powerful! For other tips relating to research, this post should teach you all you need to know:https://bitbybitstudios.freshdesk.com/solution/categories/145349/folders/239148/articles/175453-customer-research-and-markup-explained
No. By the time you would need to re-tune your owner, you can easily make 10k in a single batch. But, may I make an alternative suggestion - raise or remove the level cap on the owner… Even if you allow players to adjust the stat points on him, he'll still be the weakest link in the production chain, which doesn't make a whole lot of sense. He starts out with stats like the rest of the no-cost workers, which is quite low, it only makes sense that he wouldn't have a level cap. Even at level 20, he still wouldn't quite be as good as level 1 St. Augustine, for example. Just tune the experience needed per level (past 10) so that he doesn't get too OP. The only thing I don't like about recipe modifiers is their effect on the cost of the brew in question. 10k would skew the profit margins horribly. Now, this doesn't matter much with stores like Maan und Sterren, since their customers have *deep* pockets. But when trying to pass the Sieben Elf challenge, margins can make a large difference. Also, since I have your ear, I'm curious as to why the customer's choice seems to be so heavily influenced by markup, rather than by overall price. IRL, when I'm in a store, buying beer, I never get to see how much the markup is. The best I can do is look at the quality ratings online or from word of mouth, then decide if the price point is worth it. However, in the later stages of the game, I can brew hundreds of units - bringing the cost per unit pretty low - then I find that my profit is severely limited by the markup restrictions. 1 or 2 coins difference in price can change the beer from being sold out in 1/2 a month to not selling at all. However, I can throw in a few recipe modifiers - thereby increasing the cost per unit - and sell the same beer with the same quality at the same market with the same competitors at a much higher price (although with roughly the same markup) and come out with a bit higher profit… It seems that the only effect of the final price is to determine how many units get purchased by a given customer, and that their decision to buy is not based on price, but on markup.
For most markets, do research once. I find it best to research 50 subjects about both customer and competition, and wait 4 weeks. I usually research a market before buying it, to see if it matches what I want to brew, whether I can compete with quality, and whether the markups are high enough to make a nice profit. For the few Rotating Markets, you'll need to research each season. You'll want to be sure that the research completes within the season you want to research. You won't need to research that season ever again, but you'll need to research each season when it changes Customers' preferred styles will change, sometimes they'll ONLY buy a certain style for a season.
VSHA Fakery and water trouble Ok, so I have an issue. I can't seem to progress any further. I was working on the 3rd and 4th pride of the city as well as vsha fakery. Then, some guy came in and said there's water trouble. Now I can't get anything over 60 units. So, I can't complete the vsha event. Please help, I'm so confused.
I'm not as concerned about the main character being a weak link, because the game's difficulty is tuned with the expectation that your main character isn't very good. In other words, it's designed to be that way. Allowing the player to re-arrange the stats is appropriate though because it'll keep the "ceiling" on the potential of the main character, but will allow him/her to not be worthless when a new employee comes along as a better replacement for the job the main character is currently performing. The level cap (for all employees) raises by 10 in each subsequent New Game + playthru, so in order to get a perfect main employee, it requires a couple New Game +, and I like it that way. Well the idea here is that there needs to be a negative effect for "respeccing" (redistributing your main character's points), otherwise it'll be too easy to do and the decisions you make when leveling are less important, which I don't want. I'm okay with one batch going down the tubes when you want to respec -- the primary purpose of that batch isn't to sell it, it's to allow you to respec your main character. The markup system is somewhat of a bummer. In short, I think it helps to treat it as an arbitrary "game rule" instead of demanding that aspect of the game to be realistic. I've written more about that here: http://forums.toucharcade.com/showthread.php?p=3074090#post3074090
The VSHA Fakery event is available every year, and you can attempt it as many times as it takes to successfully complete it, so if your Yield can't meet that requirement at the moment, don't worry, it'll be available to you once you solve your water problem. To solve the water problem, finish Pride of the City Challenge #3 or #4, and some help will arrive shortly after...