These guys are crazy. The only reason this thread is remotely interesting is because of C.Hannum's posts. Keep it up!
No, no hate, I just think you get a little pedantic at trying to hammer home some of your conclusions and maybe that seems a little too close to home Well, casual or not, there is a function of immersion. Yes, you are right about it mainly being to get the casual crowd to think, "ah, poor guy, Terry Diaz is unhappy at the Diner, let's see if we can make him happy...", but that doesn't change there is still a miss in the implementation: unhappy vs. not-unhappy should mean more than a, wait for it because I'm about to whip out another number , 0.44% decrease in profits. I get it, it's a casual game, I crunch the numbers because I like to see how things work, not because I want to be the greatest Tiny Tower mogul because I don't care that much, I just enjoy analyzing game design. That said, if your casual player sees a shop where everybody is unhappy and a shop where everybody is perfectly satisfied they will, understandably, assume there's something wrong that they need to address and that the all unhappy shop must be doing poorly relative to the satisfied one. Yet, in reality, the difference between three aptitude 4s and three aptitude 5s is less than half of one percent. In 24 hours it amounts to maybe 50 coins, you make that just ferrying a passenger or two. I think it would make more sense to the casual and serious gamer if *unhappy* played a role beyond the insignificant difference in stocking discount. Perhaps something like if each unhappy employee at a store created a percentage chance that a customer spawned there wouldn't buy something but rather got a mad symbol over their head and left having just dealt with someone who clearly hates their job. I think that would be a lot more intuitive and fun in terms of managing our bitizens than the current system where it's so irrelevant.
Take that info (from your post, not my condensed edit) and shoot Nimblebit an email, I am sure they would love to hear it. And I am serious about that. The mad symbol over the head thing would be cool. PS. We don't know if that effects sales or not. No one knows the sales formula besides the Nimblebros.
Dress up? Argh! It's happened twice now, i accidentally hit 'dress up' instead of 'job' on a bitizen that i had a nice outfit combo on and now its gone. Any chance that a bitizen customizer is in the works? or at least move the button away from the job button as that button gets hit a LOT.
My Angel Walkinson had 10 deliveries/save president requests in an afternoon. Strange. For info, he's blonde, wears a bright blue shirt and works in the pharmacy (or at least, last seen)... How can you not be addicted? Just curious, what business have the longest stocking time? So far the longest period for me is like 10-15 hours for MMORPG in the Game Studio. Anything worse than that?
I'm gonna go out on a limb and say that one of the game devs maybe once got burned by a little brunette who wore glasses? Maybe wanted to work in a bakery? Possibly named Rhonda Lambert?
I have a pretty nice idea that will save people with a lot of levels a TON of time. If you have 50+ floors, transporting people is a PAIN sometimes. To remedy this problem, I suggest that the developers implement multiple elevators. I'm not sure about the max number of levels there are, so I won't give exact numbers, but the first elevator could service the first 40 floors, the second elevator will service the next 40, and so on. Obviously, you would have to upgrade each elevator. This is a win-win idea though, since it makes the game much easier for people with huge towers, and it also opens up another pathway to spend tower bux that potentially will draw more revenue to the devs. It is also very realistic, too. Anyone who has stepped into a building with 100+ floors knows that it doesn't have just a single set of elevators that services the entire length of the building. To get to the very top, oftentimes you have to get out of the first set of elevators and enter a new set.
I havent heard a peep from the devs about the sound issue. I posted in detail here and sent a pm, but I haven't heard a thing. It's a huge issue for me and has dramatically reduced my playing of the game, as I normally listen to podcasts while playing. It's terribly annoying to have to either listen to the sounds of the game mixed into what I'm listening to, or have massive audio clipping I'm the show I'm listening to. It's equally bad with listening to music. Please, acknowledge this and give us an idea as to how it could be fixed? I will happily troubleshoot!
Lawl. No, though I was looking at about 7pm - did I catch it in the middle of a transition? Hoping eenmachine might look in here...
Addicted!!! Great idea! I would totally upgrade to some better elevator options even as an IAP. Just curious how everyone is organizing their businesses? I like having all the housing on the lower levels but not really sure what the best way to do the others. I was thinking either as business type or have them in order from worst to best at the top? I have been totally hooked on this since it came out. I usually don't even play games like this. Pocket Frogs was the only other game that I've played like this and I never thought this could compare to that amazing title. I'm at level 55 now and just loving it! The game has great pace and it always feels like there's something to do. The elevator trips are getting a bit long and hopefully we can get some new upgrades. Can't wait to see some cool updates! Yet another amazing job NimbleBit!!!
Someone posted this a while back: https://spreadsheets.google.com/spreadsheet/ccc?key=0AoRVCrTj0E7IdGU5RnoyMDh6V09vNURaMDJaWEh3MWc&authkey=COXxi44O&hl=en_US#gid=0 It might help.
That is cool.. Does it means the maximum businesses you have is 81 and with the residences add in, its 131 floors?
I'm hoping this is fixed in the next update. The best way to find support for our games is here: http://getsatisfaction.com/nimblebit