Agreed that this could do with some tweaking. I'd suggest: Longer lasting More opaque Include the wording "Fully Stocked" in the bottom left!
This is _exactly_ what I meant. New England Gamer and I are on the same page. PS I am also a New Englander.
After building 47 stories, the game got too tedious to continue managing. I have since removed it from my iPad.
Yes. It syncs your game with their server every four hours. If you delete the app or restore your device, you'll get a message asking you if you want to return to the stored save the first time you reopen the game.
I have never known another game where so many people have felt the need to tell people that they've stopped playing it. It's as if nobody can truly stop until they've told a forum full of people that they've stopped. It's a bizarre phenomenon.
I was worried about the loss of getting 3 bux per dream job but since the upgrade I have not noticed it being any harder to get bux. In fact, I seem to be gaining them as quick if not quicker. I currently have 150 bux and I'm not being stingy when I need to restock or 100,000 coins. I think they might have upped the tips. That, or having the real estate VIP has saved me some bux by not having to add as many workers myself.
I take it you weren't around for the launch of Civ V then? Heck, months later, the "I used to play this but they got so much wrong..." post is still a substantial percentage of the traffic. I think Tiny Tower invites that sort of anemic gripe. It's free, it charted respectably, so a lot of people have tried it out. After the first week or so, it is a rather slow paced, low impact, l-o-n-g term casual time management and builder game. These posters operate under the delusion that them not caring for that sort of design is indicative of a flaw in that design and that somehow Nimblebit, who's other big hit is about anal retentively cataloging over 19,000 different permutations of frog colors, breeds, and secondary colors is going to change direction and target these people looking for something with a little more adrenaline and less time involvement.
i think most people were not using the bux to get coins, but to actually fufill the rest of their dream jobs. for me, i don't have time to constantly keep shelves stocked/escort people up the elevator so since they have taken the bonus bux away, it has considerabley lowered my bux income. in which case, yes, i have almost completely stopped playing this game. when you are above 60-70 floors sitting there and 'grinding' it out is very mundane with little reward.
When you have a dream jober in place I know stock doubles, but does the time it take to stock also double? I never noticed until I got 3 dream jobers in one place and then realized the time for the most expensive product seemed to increase significantly, but it could be in my head.
This assumes you ignore the fact that cycling citizens to seek dream jobs, or even matching dream job categories, has a cost associated with it, a cost previously more than offset by the profit of cycling citizens and placing them in their dream jobs. How was using the bitizen cycling engine to accelerate placement of dream jobbers any different than using it to accelerate construction? Here's a real post patch example of how much of a mountain out of a molehill this all is: I finish construction on my 72nd floor and it's a service business. Turns out I have not a single unemployed bitizen in the service category, so I start force renting. Even though I evict any new renter without a matching dream job in my building who's core aptitude is 7 or less, with the dream jobs I do get matches on, it costs me a grand total of 3 bux net to find 3 new service based bitizens and I add a net of 2 new dream jobbers to my building ('only' at 63% of positions filled with dream jobbers). In comparison, getting those 3 service based employees at this height of a tower would have made me 6 bux pre-patch instead of costing me 3 bux, but that was just aiming for 3 service based employees. Had I just been aiming to put matching dream jobbers in the new business, the perfectly reasonable goal cited again and again, I'd have made well over 100 bux profit to spend on whatever (and it's not like I can claim I'm still seeking dream jobbers because they're already filled). Conversely, I could expect to have spent over 200 bux to achieve the same "reasonable" goal of 3 new dream jobbers on this 72nd floor business post-patch. The complaints only makes sense if you presume you need or are supposed to have 100% dream jobbers AND believe that achieving that goal should be a profitable venture. People seem to have had all sorts of perceptions about what they were doing, but the math is pretty clear cut. Whatever your particular goal was with cycling bitizens under the pre-patch mechanics, it always broke down to generating bux to accelerate the building's development regardless of the specific way you invested those bux.
I see what you are saying but I'm not as concerned with dream jobs as I am just having level 8/9 employees and/or dream jobs for shops. I typically plan ahead and queue up employees prior to my next build. For example, I am about to build service and then retail so I am currently collecting those type of employees while building. Since it takes well over a day to build I can usually have my new shop open and fully staffed with high level or dream job employees when it is constructed. Following this method I am still at 81% dream jobs full filled and it apparently is saving me a lot of bux along the way.
I try much the same. I have 3 flat out extra residential floors and within the "blocks of 8", I always build the residential space ahead of the business (so it goes residential, business, residential, business, business, residential, business, business), but sometimes luck doesn't go your way and you find yourself without anybody in a particular category so you have to force rent. Anyhow, you're making my point: it's not a burden to lose the 3 bux bonus. It's rather easy to avoid paying for renters for the most part, and even if you do have to pay for renters, the cost is negligible. Myself, I've got a 74 floor tower with 63% dream jobbers and nobody not in a dream job has less than an 8 aptitude. In all that development I've had to pay to move people in a whole three times now. All these justifications about why the game is worse post-patch don't really hold up against objectivity since they're largely based around modes of game play that only worked with the profits from cycling bitizens in the first place.
People play games for a variety of reasons. Ofc it accelerated building, whether it be financial or through increased stock. I see your point, but the game has slown down drastically for me since removing the 3 bonus bux / bitizen. I think a lot of people who like to have 100% save files or 100% achievements will also try to have 100% dream jobbers. It isn't necessarily to build faster, even though that is an effect of it. But I don't see why NB would patch this? It just makes the game so much longer and mundane for people who can't constantly restock. I barely make any TB anymore. Because of my income, I can build one floor a day and don't even really worry about investing TB for coins. I just want to use it to get bitizens into their dream jobs. I'm not denying that I don't use the excess bucks to speed up building, but who ultimately really cares if it does? This game isn't really competitive and ends up being who can play it the longest w/o getting bored of it.
Bingo, you got it, cf. Pocket Frogs. This IS the game model that Nimblebit has found their success with. You may not care for it, but it works. I got Pocket Frogs the day it came out. It's still on my device over 10 months later and has undoubtedly been played on more days out of those 10 months than any other app I have. For me, it's a great anal retentive collecting game, for most it's pointless dreck after a short while (e.g. other than my own kids, no one in my Plus+ neighbors list has touched the game in over 9 months). Tiny Tower is cut from the same cloth. I check in a minute or two here and there over the day, I watch my tower improve, that's all there is to the game, and that's fine. Not every app has to be a Michael Bay production Nimblebit's game designs work best played for a few minutes a day over weeks and months. There are many other apps I've had more intense fun with, there are many more apps I've loved more than these, but there are no other apps that have provided this sort of consistent, long term return. The games are free, ad free, and they're up front that the IAP is strictly voluntary and isn't going to amount to much of an advantage. Everyone can try them out, and if it's their thing, toss them a few bucks and keep on enjoying the game. If it's not their thing, they can quit and go on their way. Everyone wins and no one loses. So, if the bitizen bux engine was the difference between tedium and fun for some people, I'd say it's a safe bet they were going to cross that line sooner rather than later with or without the latest patch* * Let's assume this really was about the "100%" gamer. To go from floor 130 to 131, the minimum pre-patch tower height you could be at the desired 100% everything would have cost 2,535,000 coins for just that 131st floor. So, if you can't really be bothered to stock, you're going to be making much of that with bitizen cycling, the so-called "accelerated" method. Are you seriously going to suggest that if you can't find the interest to be stocking and playing "as intended" at this point in your tower, that you were really going to be willing to cycle 600 some bitizens to get that final floor? How about the nearly 6000 bitizens it would take to get from 121 to 131? If this game is too tedious without the 3 bux bonus at whatever sub-100 floor tower you're at now, I can guarantee you that it would have been too tedious even with the 3 bux bonus before much longer. All this patch has really done is just gotten a bunch of people who were going to quit without "finishing" anyhow to quit a little bit sooner.
my point about it not being competitive is who cares how long it takes people to achieve 'x.' it is more as a ??? to the dev team to why they would take out the 3TB bonus. just like pf the more you put into this game, the more you get out. it isn't like finding dream jobbers instantly made your tower shoot up 30 levels. I'm saying finding dream jobs was sort of like finding the different kinds of breeds. It was another OCD aspect to the game. Taking the 3TB bonus out will make a lot of people quit earlier, and that was my point. I've already forked over 4.99 to support the dev team and don't intend on shedding anymore into the game. And yes Hannum, you made my point clear as day. I restock every now and then throughout the day. I probably get 2-3 bonuses a day and play the hide and seek game once or twice. When there was dream jobs I played a lot more simply because that aspect to the game was more interesting to me. It may not be your cup of tea, but i'm sure as w/ others who like to gather 100% of all their appstore games loathe the new system. But whatever, i still play the game, but like i said just not as much. If NB was going to lower the TB they should've allowed an option to move bitizens to different floors imo. takes way too long to get new residents in now.