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Post by Don Warione on Oct 25, 2023 1:09:07 GMT
Hi, nice idea. It is about more support into retail. The balance I would be expecting should be on manufacturing too. Do not know how effects would be on the game - some trial would be needed. Regarding higher AO, it is not a stopper for retail, since we have seen some guys increasing their levels of building for ever up to avrg 50 per building or some 500+ levels, meaning that AO is not a show stopper at retail, I think. If the shop was to add some incentive and dynamics so that higher q of those products are worth and get better paid, that definitely would help retail in other industries to reach out levels like today at food and AS industries, I believe. Thank you for the idea and thoughts. Thanks for your feedback, Gaijin. Regarding higher AO, if more could be done to bring a level of balance to this model I'd love to have it included. I was considering when margins on these lower-tier industries products became near net cost due to higher wage cost and administrative cost players would regulate themselves in terms of scale to achieve a balanced cost for margin ratio. The hope with production is always that it becomes profitable enough to keep interests of the players in the industry. Within this idea the dedicated retail buildings should see a higher price point on several lower industry products in relation to the amount that SimMart sees. Big box stores like SimMart sees smaller margins, on a larger inventory clearance. Creating a demand for more products, and a need to compete with other SimMarts in vying for products with better benefits like quality boosts, or non-quality creates gaps in production where profit can benefit production. Production of these sectors benefit, and dedicated models of retail that can see quality benefits benefit. (lol) Ideally we would want some mechanism that creates more competition in grocery specifically, a way to guarantee players would wants to cycle more apples and grapes and eggs in the nether. Thank you again, Gaijin, for your feedback. The opportunity to soundboard with you is always delightful.
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Post by Sir Flamealot on Oct 25, 2023 1:11:13 GMT
It would draw a lot of people just to check it out, that’s for sure
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Post by Sir Flamealot on Oct 25, 2023 1:15:45 GMT
Hi, nice idea. It is about more support into retail. The balance I would be expecting should be on manufacturing too. Do not know how effects would be on the game - some trial would be needed. Regarding higher AO, it is not a stopper for retail, since we have seen some guys increasing their levels of building for ever up to avrg 50 per building or some 500+ levels, meaning that AO is not a show stopper at retail, I think. If the shop was to add some incentive and dynamics so that higher q of those products are worth and get better paid, that definitely would help retail in other industries to reach out levels like today at food and AS industries, I believe. Thank you for the idea and thoughts. Thanks for your feedback, Gaijin. Regarding higher AO, if more could be done to bring a level of balance to this model I'd love to have it included. I was considering when margins on these lower-tier industries products became near net cost due to higher wage cost and administrative cost players would regulate themselves in terms of scale to achieve a balanced cost for margin ratio. The hope with production is always that it becomes profitable enough to keep interests of the players in the industry. Within this idea the dedicated retail buildings should see a higher price point on several lower industry products in relation to the amount that SimMart sees. Big box stores like SimMart sees smaller margins, on a larger inventory clearance. Creating a demand for more products, and a need to compete with other SimMarts in vying for products with better benefits like quality boosts, or non-quality creates gaps in production where profit can benefit production. Production of these sectors benefit, and dedicated models of retail that can see quality benefits benefit. (lol) To Ideally we would want some mechanism that creates more competition in grocery specifically, a way to guarantee players would wants to cycle more apples and grapes and eggs in the nether. Thank you again, Gaijin, for your feedback. The opportunity to soundboard with you is always delightful. It seems very beneficial to the earl gamers, and can help focus short term production outlook. It would make the fruit market much bigger, as well as the fashion market. There is pretty much one way more profitable than the rest to grow your business, and this could help uplift those unsung industries back into the ballgame.
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Post by Don Warione on Oct 25, 2023 1:17:35 GMT
When combined with planned updates like Building Auctions, and increased market dynamics I could see a business of people in production able to follow the profit trail at a quicker pace to fill the gap this model would create.
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Post by Sir Flamealot on Oct 25, 2023 1:38:36 GMT
It’s about mobility 8 believe in this case. Could be a construction recession
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Post by Sir Flamealot on Oct 25, 2023 13:18:36 GMT
So I asked Patrik to review… you better put in some motivation. To him, it is the generic, cookie cutter idea. It’s good, but it needs motivation, not doing it for the sake of doing it.
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Post by manicorn on Oct 25, 2023 14:06:38 GMT
So I asked Patrik to review… you better put in some motivation. To him, it is the generic, cookie cutter idea. It’s good, but it needs motivation, not doing it for the sake of doing it. It's not supposed to be a new industry. It's an extension of retail stores. Retail stores are basic and that's fine. This building is kind of a link between basic retail and AS/restaurant retail buildings. Which personally I believe is a big jump. Sim Marts are supposed to be there to bridge the gap. But also diverse enough to make a career out of sim marts
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Post by Sir Flamealot on Oct 25, 2023 16:53:24 GMT
So I asked Patrik to review… you better put in some motivation. To him, it is the generic, cookie cutter idea. It’s good, but it needs motivation, not doing it for the sake of doing it. It's not supposed to be a new industry. It's an extension of retail stores. Retail stores are basic and that's fine. This building is kind of a link between basic retail and AS/restaurant retail buildings. Which personally I believe is a big jump. Sim Marts are supposed to be there to bridge the gap. But also diverse enough to make a career out of sim marts It looks like a long read and it doen't state the motivation upfront about 4 hours ago PATRIK MOD about 4 hours ago instead is jumps right into lenghty explanation of mechanics I do not read such suggestions ... I woudln't be doign anything else if I did
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Post by Sir Flamealot on Oct 25, 2023 16:55:37 GMT
Not even going to be looked at because of it. Manicorn and Don Warione… you gotta pitch to Patrik. You need to convince him to see it, without it your project is stuck in the mud for a good while
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Post by Sir Flamealot on Oct 25, 2023 20:53:07 GMT
However more feeling, less data
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Post by Don Warione on Oct 26, 2023 18:22:06 GMT
So, I reworked the intro post to include more passion on the effects of this idea. I shot Patrik a message explaining the misunderstanding on our end of handing him mechanics before the passion of the project. A little learning experience for me on that one. Anyone mind looking over the new intro paragraphs?
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Post by Sir Flamealot on Oct 26, 2023 19:21:08 GMT
So I read it, there’s still one major hole in it. Why are y’all making this? Why are y’all putting the time into it? Patrik’s going to be looking at that and see that and read the thing
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Post by Sir Flamealot on Oct 26, 2023 19:21:21 GMT
I want to see why you are doing it
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Post by Sir Flamealot on Oct 26, 2023 19:27:23 GMT
No idea how much time you have to do it before he turns to see it again. I want some thought into how to constructed, why you want to do it when you could spend your time doing elsewhat
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Post by Don Warione on Oct 26, 2023 19:56:31 GMT
I'll continue to work on this, I'm doing frequent edits. I would appreciate more feedback from anyone interested in helping.
Big edit to the mechanism, this building now works based on an inverse bonus and becomes a vacuum of the market. Boosting regular models opportunities while profiting itself on excess saturation on in demand industries. This building brings the Simeons what they want most by benefiting most at giving the cheapest options
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