Universal Tiny Tower: 5th Anniversary Edition (by NimbleBit)

Discussion in 'iPhone and iPad Games' started by ImNoSuperMan, Jun 22, 2011.

  1. Lao-shu

    Lao-shu Well-Known Member

    Oct 27, 2010
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    If you are insisting upon removing the 3 bux reward for finding someone a dream job, could you maybe make the odds of higher quality bitizens better, when a bux is spent to move someone in? It's really annoying, when you spend that bux, and then get someone whose stats are like 1, 0, 3, 2, 4, and you have to evict him anyway. It was nice to have the cost of moving in and evicting crappy bitizens offset by the occasional dream job reward, but now that's gone, it sort of sucks.
     
  2. andsoitgoes

    andsoitgoes Well-Known Member

    True. I'd be much less frustrated if the likelyhood to fill said dream job wasn't so out of whack. The only reason I have so many bux was because it literally took 50-60+ tries to fill the last slot.

    If everything is randomly random, this strikes me odd. I'd at least like to see, if we pay for a bitizen, there to at least be a higher chance of having them at least match an existing job. There needs to be a balancing in the filling of bitizens, especially with the reduction in bux.
     
  3. oooooomonkey

    oooooomonkey Well-Known Member

    Jan 15, 2011
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    Bring back the 3 bux for a dream job. There's no way I can spend hours with the lift to get bux. I liked using the bux for getting new peeps as with 50+ floors it takes for ever if you don't buy the new people.
     
  4. VirtualBoyFreak

    VirtualBoyFreak Well-Known Member
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    Apr 26, 2011
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    I obviously preferred 3 bux to 1 bux, but you have to see it the other way around: this is a FREEMIUM game, which can be played without spending $$$ much more easily than other freemium games such as Gun Bros. or the sniper game from Glu (I can't remember its name). If you want many bux, buy them and support the developer. If you don't want to spend money, do it the long/slow way.
     
  5. C.Hannum

    C.Hannum Well-Known Member

    Feb 13, 2011
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    #1505 C.Hannum, Jul 19, 2011
    Last edited: Jul 19, 2011
    There are many reasons I disagree with the dream job bux bonus nerf, however, the notion this affects anyone's ability to play the game outside of those powergaming by bux farming for rush building or those with some obsessive need to spend prolonged periods filling dream jobs instead of just letting it happen is either arising from ignorance of how the game plays when you aren't "exploiting" the previous mechanic, or is just plain facetiousness to try and disguise the fact you were full out "exploiting" it but don't want to argue from that platform.

    I make no extra effort to fill dream jobs, have a 68 floor tower, and have filled nearly 60% of the positions with dream jobbers. I no longer spend time ferrying passengers except for those who pop up while I'm checking in to stock and restock businesses. In spite of this "non-effort", I've only twice completed a new business and had to pay to move in bitizens in to find "qualified help" because I have a sound residential to business building strategy. On top of that, I'm still easily making 30-40 bux a day just from the triple stocking bonuses, waldo missions, and meager amounts of ferrying, and since I cannot actually get more than one or two floors completed in a day with the building times at this stage, that leaves more than enough bux for moving in any necessary renters, moving floors, and repainting such that I categorically reject all this "there's just no way I'll ever be fill my tower now!" protests.
     
  6. TheCatsMeow

    TheCatsMeow Well-Known Member

    May 17, 2011
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    #1506 TheCatsMeow, Jul 19, 2011
    Last edited: Jul 19, 2011
    I agree with nimblebits decision, their running a buisness, not a charity, and who would continue buying bux when there so easy to gain without spending real money.
    I bought bux at the beginning, then never had to again because I realized how lenient the game was with collecting the paid currency, nimble bit was generous with their bux sharing at first, but now they've probably seen a decrease in sales ever since people started bux farming, so they had to up the anti.
    I accidentally figured out how to bux farm about 2 weeks ago when I decided I wanted all dream jobbers, I started off with about 60 bux and by the end of it (all 70+ residents dream jobbers) I had about 200 bux, in which I spent to build another floor.
    And after ppl experience that they most likely wouodmbe never make a bux purchase.

    If people are that traumatized by this, should just save up heaps of bux before updating, like 500+, or even better, switch to purchasing.
    I've already spendt around $20 on this game so I doubt I'd buy anymore, but others should if haven't yet made a purchase, even $1.19 just anything to show your appreciation for hours of free entertainment provided by nimblebit.

    I liked the original elevator glitch that gave you bux, I didn't know it was a glitch until they fixed it, I actually thought it was part of a game, like a little mini game..made it that extra bit fun, something more to do when things get repetitive, wish nimblebit would put something like that back in the game, encourages you to physically keep playing, instead of basically playing the game away from the game.
     
  7. budleiser

    budleiser Member

    Jul 19, 2011
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    Interesting. I use them in the complete opposite way.

    I use the celebrity to either A) find a store with 1 or more low stock items and try to sell out B) Find a store with only 3 coin items to generate fast profits.

    I ALWAYS use the big spender on a store with ONLY 3 coin items and with highest stock as possible. A quick 4k and now I can restock my most valued product is the best use for this guy.
     
  8. MidianGTX

    MidianGTX Well-Known Member

    Jun 16, 2009
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    #1508 MidianGTX, Jul 19, 2011
    Last edited: Jul 19, 2011
    I'm just not gonna update until I've got a ton of bux.

    Isn't that the idea? If we don't want to buy IAP we put in the hours and the effort to farm bux ourselves. That's... kinda the point of freemium. The last I heard Tiny Tower was incredibly popular, beating out Pocket Frogs within a couple of weeks, are they not happy with this success?

    It seems to be this "balance fix" harms about half of the players. There were those attempting to abuse it, but there are also a ton of players who didn't put nearly as much thought into it, and the extra 3 bux occasionally really wasn't much to write home about, but welcome nonetheless. Those are the people who are getting shafted. I'm just hoping they don't add a load more stuff to spend bux on, otherwise we might find ourselves dealing in smurfberries.
     
  9. budleiser

    budleiser Member

    Jul 19, 2011
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    This isn't making sense to me. Your going to have to restock those items sooner or later anyway. So there is never an increase in profit only an increase in speed. And selling out is a huge speed boost.
     
  10. C.Hannum

    C.Hannum Well-Known Member

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    You are correct that net profit per item doesn't change (something I realize, after reading over your quoted passage, didn't put down very clearly). However, since it takes longer to sell items than it takes to stock them, anything that sells them instantly and lets you start the next the restocking phase moves more of those items over the same amount of time than if you'd not got the quick sell. So, although the *per item* profit isn't changing, the total net profits for selling that item over the same amount of time is greater.
     
  11. trinitycool

    trinitycool Active Member

    Jan 6, 2010
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    I agree with those who are irritated at the change from 3 Bux to 1 for moving people into dream jobs. I now see that the developer intent was not to reward people multiple times for moving people into their dream jobs, but that is exactly what I have been doing every day I play this game for about 30 minutes once or twice a day.

    What would I use the bux for? Moving bitizens in right away and/or completing floor construction. I have 65 floors currently. I learned pretty quickly that waiting for the elevator to deliver a desired bitizen is an exercise in futility. And I know about futility: I still play We Rule.

    Moving people in and out of dream jobs was fun - and most of the time I just broke even or had a bit more bux than I started out with. I wish they had just reduced the amount for dream job matching to 2 Bux. 1 Bux is a clear loss for those who want to move bitizens in faster.
     
  12. mikkel1977

    mikkel1977 Well-Known Member

    Mar 5, 2009
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    Haha I am not updating until I have all the floors... Or before I got bored...
     
  13. C.Hannum

    C.Hannum Well-Known Member

    Feb 13, 2011
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    It shouldn't be necessary to do so on a forum dedicated to discussing video games in 2011, but allow me to introduce you to the key design of all games with an "economy": the gold sink, or in the case of Tiny Tower, the bux sink. If you gather a particular resource, there must be something to spend it on such that you are actually removing that resource from the game. Failure to have adequate gold sinks in a game is a sure way to remove any value from those digital chits you have players chasing and kill the economic side of a game. Moving in bitizens is supposed to be a cost, a cost you choose in exchange for not crossing your fingers and hoping the next elevator passenger goes to the three floors with a vacancy out of the seventy-plus floors they can randomly target (a cost, it should be noted, that can be paid for with, at most, 6 minutes spent in-game since you will get a waldo mission in that amount of time).

    A much better fix would have been to have left it at 3 bux and done what they allegedly intended: cap it at 3 total rewards per business. I can picture the necessary code changes to do this in my head so it was easily doable, just not as quick as the kludge they went with, which was to just change a single value. However, the change has been made the way it was and I would not expect to see it changed again.

    Regardless, if the only things you "non-exploiting exploiters" were doing (according to the general theme I'm noticing) is filling all your dream jobs and/or rushing construction more often than not, then as much as I argued in principle against the nerf, in practice these posts prove exactly why they felt nerfing the reward was necessary. This is a (real)time management game with some lightweight building elements, that's all there is to this game. The mechanics are straight forward and the challenge, such as it is, is about you over the long term finding the 5 minutes a day it takes to keep a tower progressing at all, or the 30 minutes a day it takes to keep it progressing about as fast as it can without "bending" the underlying game mechanics.

    Given that the costs to bend the mechanics of seeking Dream Jobbers was actually a *profit* once you got to floor 43 or so (the exact floor it started to turn a profit depends on how many extra residential floors you've built, but with the 3:5 ratio, it starts being profitable at 43), and that the amount of bux to ignore construction times was trivial to generate with the profit from filling dream jobs, the "bitizen engine" negated the chief money and time sinks in the game.

    Yes, I think this was more about protecting the *nudge* toward IAP among those people playing the game and not just notepadding their way one million bux, bwuhahaha as opposed to improving the game experience, but the nerf doesn't change how the game plays for the vast majority of people. Anyone who finds that changing the dream job bux bonus from 3 to 1 is actually impacting their game was probably making bending the intended game mechanics the rule rather than the exception. And that the most "reasoned" argument against the nerf is that you find playing the game as they intended people to experience it boring and not worth your time really isn't much of an argument at all.

    I updated, new business dreamjob bug and all, and won't be looking back or arguing against the change further. It wasn't exactly necessary - the sorts of players who found the bitizen engine a necessary element of their enjoyment weren't going to be sticking with this game anyhow, and the leaderboards are dominated by clear and outright cheaters. Yet, it also doesn't change the way the game plays at any size tower except for a vocal few who feel there was some sort of necessary power gaming element to a game that's about as lightweight as a game can be and still rightly be called a game.
     
  14. Axiem

    Axiem Active Member

    Apr 20, 2011
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    Assuming their code architecture matches what you assume it is. It's quite possible they designed things in such a way that this isn't as easy as you might think.

    I've been on too many projects where a change request sounded very "easily doable"--but then when you got in to the code, it really wasn't because of some other design choice that had been made way back in the day.

    I get the impression, however, that the move-to-one-bux choice is a stopgap measure while they discuss and decide on a better method going forward. But I could be wrong on that, as it's just an impression, not something the Nimblebit guys have said.

    So, can we please stop arguing about it, and get back to figuring out the mechanics? Whoever owns that spreadsheet, have you been able to add the new businesses yet?
     
  15. trinitycool

    trinitycool Active Member

    Jan 6, 2010
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    Yes, duh. I am not at all opposed to spending bux (and I know all about currency sink - see previous reference to We Rule), and you will note in my post that reducing the amount to 2 bux would have been okay, but as it is, the game IS tedious at the levels I am playing (65 floors). In fact, about 1/3rd of the time, I bypass the bitizen search because I just can't be bothered to go looking for a 1 bux reward. If bitizens (through elevator placement) went to floors with vacancies more often, that would be one thing, but I recall playing the game last week, that there was a period of time on a weekend when I played the game a lot, and a bitizen only hit one of 5 floors with vacancies no more than once an hour.

    Swapping employees in and out of businesses actually kept me playing the game longer (instead of stopping in for 5 minutes here and there, I played for 30-60 minutes at a time) - and had no meaningful impact on my buying bux. I bought bux the first week of the game, and I have been waiting on whether to buy more or just spend more money on Pocket Frogs instead.
     
  16. trinitycool

    trinitycool Active Member

    Jan 6, 2010
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    Sorry Axiem, I was composing my reply when you posted. I'm done.
     
  17. dbhjed

    dbhjed Well-Known Member

    Mar 27, 2009
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    I am still having issues with people thinking they need to use bux to get along in the app.

    Look the the pictures below.

    The first one was at 8:00 last night

    I had 448,955 coins and 163 bux

    Then I built a new floor during the course of the night about 15 hours ago

    Now this afternoon I have 346,355 coins (after restocking) and 179 bux just from restocking and elevator bonuses and I've only put maybe 15 minutes of time into it since the two pictures were taken.

    That is all I have to say about that. I don't see the need for bux at all.
     

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  18. C.Hannum

    C.Hannum Well-Known Member

    Feb 13, 2011
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    #1518 C.Hannum, Jul 19, 2011
    Last edited: Jul 19, 2011
    No, not duh since you go on to give this little bit of feedback:
    If you can spend even spend a solid 30 minutes just swapping employees on a routine basis, clearly your way of playing is not what was intended because obviously there's no cost other than your time and effort in doing the swaps themselves, certainly there's no limiting factor in the game that is preventing you from doing this set of actions that does explicitly have a bux cost imposed on it (that has been negated by the increasing *profits* from the dream job bux bonus). In what fantasy economy, right-wing, libertarian, flaming liberal or video game based, is the ideal work force strategy based around near constant hiring and firing because you make more money by hiring someone and firing them 3 seconds later than with any alternative?

    Be upset if you like, clearly the change altered the way you chose to approach the game, but don't try and pretend it's some sort of burden to earn the 1.7 bux a day it will take to fill the single new residential floor you'll have completed every 3-4 days without bux farming. The change stops people from playing the game as if it was about seeing how many bitizens could be cycled through their tower, that's it. If that was "your" version of TT, sorry for your loss, but the 96%-97% of the more than one million people on GC who weren't depending on this approach to the game aren't going to suffer from this balance change.
     
  19. C.Hannum

    C.Hannum Well-Known Member

    Feb 13, 2011
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    For once I am in complete agreement with you :D

    The ONLY, and I mean ONLY change to my playing strategy this nerf will do to my play style, and I'll be dinging floor 70 before I go to bed tomorrow so my tower is even more of a "burden" than yours, is that I'm going to change my "nest egg" to 100 bux on hand at all times instead of 50 bux before I'll trade in for coins to get a floor started faster.

    And I'm pretty sure that's overkill since the only thing I would need that kind of bux on hand to fuel would be a wholesale tower re-arrangement.
     
  20. trinitycool

    trinitycool Active Member

    Jan 6, 2010
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    #1520 trinitycool, Jul 19, 2011
    Last edited: Jul 19, 2011
    Well apparently I was not done.

    There IS cost. I am being charged 1 bux to move a person in. I have hired and fired a number of people in rapid succession, none being placed in their dream job. I have come out with less bux than when I started sometimes. Sometimes more. Sometimes I break even. All depends on who shows up.

    I am not sure I agree with that. I play games where I try to best use the features the game developers include. I did not cheat. Yes, they changed this element, but even so, I was adding a floor a day to the tower. This is hardly moving up the leaderboards. Is it cheating (or rather not playing in the way intended), in pocket frogs, to breed frogs, check the froggydex to see if you have bred the frog you need and sell off the rest of the eggs?
     

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