Next on Touch Arcade, how choosing the right name for your business well help attract customers. I am willing to bet we will see a post about this.
Bizarro Worlds Apart... So I hit the reset button on both of my TT machines and now I have a 4 floor tower on each - both Tea House plus 2 Apt levels. In one, I have three people with 0s for food service - one of em is a 0x5. Sure would be funny if there was a Health Dept. Inspector! In the other, I have two 9s and a 7 dream job. (if an 8 or 9 dreamie comes along 7 is a goner. <evil> ) Tomorrow morning I think I will do some comparison on how fast sales are for each tower. I am curious to see if highly qualified employees sell faster than 0s. So I am having fun in my own special way! And like the hokey pokey, that's what it's all about.
Are there plans on making the game a bit more manageable for those in the higher floor range? Like has been stated, it's a lot of work to progress and manage as you go along the game, and it'd be nice to take away a bit of the grind and replace it with a bit more "fun", if that makes sense? Elevator upgrades, larger bux to coin conversion, better bitizen sorting are all must haves, or the game is really going to start wearing thin.
Would love the first, the third should have been in from the start, but the second? There really isn't any point to increasing the trade-in unless you're just going to make it imbalanced. I'm at 53 floors, just from stocking on and off throughout the day I'm making more than 500,000 coins from that. I'm pretty sure I'm getting considerably more bux because of the increased amount of stocking bonuses, because with them and the miscellaneous waldo missions and tips I'm still bringing in about 200,000 in coins a day and I'm not playing a fraction as much as I was a week ago. So, take that and add in some players' willingness to sit there and grind towerbux from evicting bitizens for dream jobs once it's statistically favorable, and I'm not seeing the point in increasing the coin trade-ins at all. As our towers grow we'll have to depend more on passive income from businesses and less and less on babysitting, and that's not a bad thing. If anything, I find the higher my tower gets the less and less I have to actually do to keep it growing.
Meh, there is no harm in it. It sucks when you have to cash in around 150TB+ to get one floor added on. I think there needs to be more flavor added to this game. After I found all my bitizens their dream jobs i'm sorta just stocking the shelves and shuttling people for the VIPs to pop up edit: but i barely shuttle people now b/c it takes so long to get up and down
I need help with my tower! hey, great job with the app. I AM OBSESSED I was hoping that you could help me with a problem that i have been dealing with in my tiny tower game. the problem is that i am having trouble with viewing my friends towers.I press the menu button and then the friends button at that point i can see all of my friends towers but then when I press one a notification comes up and says "THIS NEIGHBOR IS UNAVAILABLE" i have tried re booting the ipod but it still continues to say "THIS NEIGHBOR IS UNAVAILABLE" it is getting very frustrating. please help me, i love this game and i already have 35 levels and i dont want to have to stop playing!!!!!! I GIVE THIS APP 5 STARS[/SIZE]
Odd bug ... I've noticed a very odd bug. I've been keeping records of which Bitizens are in which apartment/job to make the "find a Bitizen" tasks easier and those with only an initial and a surname seem to be changing surnames some time between first getting them and getting a "find" request for them. For instance, my records say I have a C. Clifford in apartment 21 and job 12 and yet I just had a request to find C. Walker who I found in job 12 - and I don't have any other bitizens with initial C. This has happened multiple times over the last couple of days since I've been keeping records. I'm not sure whether its happening for Bitizens with a full first name and surname since I've usually only been noting their first name. I'm using an iPad 2 on iOS 4.3, have 90 Bitizens and 51 floors.
Not just initials. Sometime between when I listed all my bitizens Ms. Jane Hudson decided to go get her name changed to Julie Hudson.
Feature request I've just started using TowerBux to speed up the stocking process and would really like it if it was possible to choose how many to use, eg if there is 2 and a half hours to go, I would like to use 2 TB to reduce it by 2 hours. Might also be useful to hurry up construction in 1 hour increments.
That's because the game isn't designed to keep buying floors with towerbux. Floor 100 would cost 750 towerbux. At my best rate, that's still 4 days of collecting towerbux, but I'll be able to make that amount of coin from businesses in just over a day with considerably less time and effort than doing it with towerbux.
I understand that, but there is no harm in it either. I don't think it would effect the game that much if they had a higher tier, something for people w/ higher floors to save up TB for. TB really have no point when your tower is high enough, and that is sort of a shame. It was fun to save up for the elevator upgrades
We are playing a different a game, I had max elevator about 18 hours after I got the game. I haven't saved for anything but 50 bux trade-ins and can guarantee that anything that makes towerbux keep up with floor costs will harm the game. With dream job gambling, hypothetically at least, after you reach floor 43, your towerbux are only limited by your patience to grind for them. Now, new business upgrades, custom bitizen makeovers, building managers, etc.. There's plenty of places to add in IAP/towerbux sinks, but upping the already too generous bux to coins is just a bad idea.
I'm at the Pizza Place, I'm at the Mexican Food I'm at the combination Pizza Place and Mexican Food. Check out this trio of Chuck Norrises that I randomly ended up filling my Martial Arts biz with!!!
That's not what I meant by 'profit'. Sorry for being unclear. Food stores require more user input. That reduces their IRL profit. That is, I make fewer coins per second of my time invested in Tiny Tower to restock Food stores (no pun intended) than I do restocking Creative. Yes, in game, the units are all the same (and thank you, btw, for all your number crunching across a whole slew of posts!). But in terms of maximizing the coins I make per unit time I invest in the game, the stores with more inventory space are simply more "profitable". So the question is: would replacing Food stores increase or decrease coins gained per user input time?
I think a "Dillards" retail floor with a "special ability" where you are able to choose what color/clothing and skin color your people wear/are for the price of a tower buck would be a great addition.
In defense of C.Hannum Also, I think the discussion of the game mechanics is interesting, and appreciate C.Hannum's contributions to this thread. I think maybe there's a *little bit* of a know-it-all tone that is putting some people off... In my opinion, part of the fun of this type of game is figuring out the mechanics of the game and developing the best strategy for your style of play--whether you are checking in every hour, or just once or twice a day. The irony is that C.Hannum is using the underlying math to make that point that the non-math folks are getting heated about. His basic point is that there's no need to stress about optimizing your tower, especially once it gets large, because ferrying bitizens on the elevator, trading in bux, bux bonuses for dream jobbers: these all become trivial compared to the revenue your businesses generate on their own just from keeping your 3-coin items stocked. Wolfplayer, one of the most active players in the game and on this thread, has made a number of posts advocating the benefits of various micromanaging strategies. And if you are playing as actively as he is, clearly part of the enjoyment of the game is maximizing all of your opportunities for revenue. But for almost everyone else, it's valuable to know that the strategy of cycling/evicting bitizens to collect the 3 bux dream job bonus, is NOT really a profitable one unless you are playing the game constantly. It's understanding the basic mechanics of the game (and yes, there's some math, but not much and it's not complex), that allows us to differentiate between strategies that are technically "profitable" and ones that are worthwhile for most players. It's a knowledge of the math that underlies the game that has provided most of the valuable advice in this thread, so it's nitpicking at best and hypocritical at worst, to complain about the math discussions. (And anyway, it's not like it's advanced calculus going on here--it's basically understanding fractions...)
I think the answer is decrease, because you are penalized with decreased sales demand for building businesses unevenly. In some cases, it even makes sense to build a Food biz 1st out of the 5, because you take the biggest sales hit to the first "uneven" biz you build. Since the revenue from the Food businesses is generally less than the others, the drop to 80% sales doesn't matter very much, and then when you build a 2nd business, the penalty isn't as steep. I don't know if you continue to build unevenly if the penalty keeps increasing, but either way in the long run the cost of building the floor for a Food biz is inconsequential compared to any ongoing sales penalty for uneven building.