Post by sh on Dec 5, 2023 11:57:25 GMT
Hi, I am a retail player from China. After playing the game for more than two months, I found a fatal problem. As the time spent in the game increased, my money gradually increased, so I bought a lot of goods to hoard, which I think is a common phenomenon in the game.
In each boom stage, all goods can be sold at a high price for enough cash, and then in the normal stage to buy some goods, to raise its price in the exchange, so that the price of this item in the normal stage is much higher than the normal price, so that ordinary players can not use the normal price to buy them, especially for new players is very unfriendly. At the same time, you can sell them at a high price to someone who needs them, which I think is a very good idea. I think it's called a monopoly. If you have enough cash, you can control the market.
You know, you have a lot of money, but the money becomes goods in your warehouse, they do not bring you anything, it is boring, so there is a certain player "monopoly" gameplay.
I have an interesting idea, when you have enough money, you can use your money like a bond to invest, of course, there may be returns, there may be losses, this is worth looking forward to isn't it? Now let me talk about what I think.
"Chains", like KFC, McDonald's, Burger King, you know, they're well-known brands, they have chains in many countries, and I think games can use that as a reference. For example, Player A is A restaurant player, and he has a building named "KFC", Player A can use this building as a chain store "KFCno.1", then find Player B, pay a certain amount to player B, and build a restaurant "KFCno. 2" in Player B's map. The investment amount of A can only be used in "KFC no.2". Player B relies on the funds of player A to operate the building and gives part of the profits to Player A. Of course, there may be A loss.
But we know that the more chain stores, the more famous, but to build more chain stores, the need to invest more money, which is A challenge for player A. Then, we can give some "privileges" to the chain stores. For example, when the "KFC" restaurant chain level of player A reaches 200, all KFC buildings will get an additional 1% sales speed, and when the chain level reaches 500, it will get 2%. I think Player A can get more bonus, because Player A has paid more, I think it is worth it. Making more money as the founder of a chain allows more players to become "founders" rather than "joiners."
In this way, for player A, he will be willing to invest in more chain stores. For ordinary players, being invested by "KFC" can also make them make money faster, of course, it is not necessarily profitable. Like A bond, players may cheat you out of your funds and then remake the game, or do not play the game for a long time, which may cause player A to lose money. So Player A needs to be more careful when looking for partners.
"Chain" can also be used as A PK game, not only between players, but also between the government. Let me make a score: Player A creates a "KFC" chain store, or player C has a "Burger King" chain store, etc., and the government will also have a "McDonald's" chain store to compete with it. Player B can spend a certain amount of money to join the government chain store. Enjoy the benefits, "KFC", "McDonald's" and "Burger King" three chain restaurants are competing in the market, and will compete for the turnover of the three chain stores every month and issue A certificate. If player A's "KFC" wins, the certificate will be issued to A, because the chain store is A's brand and an investment made by A. The acquisition of the certificate will also promote the comparison between players to a certain extent, perhaps you are wondering what is the use of the government's "McDonald's"? In my mind, the entire sim player's building is in two modes, 1. High level chain mode 2. Low grade flow patterns. First 1 is clear, your building level is high enough, your profit is stable, through the "chain way" to increase its sales or production speed, get more profits and challenge the certificate, which is very suitable for rich A players. So what does the mobility architecture of 2 refer to? In fact, this is A group of scattered players, they may not be optimistic about joining A's "KFC", but the government's "McDonald's" to give them A helping hand, I think this may be more suitable for new people, with limited funds to fight against player A, this is also a group of scattered players challenge, in fact, more or spend some money to enjoy the retail speed or production speed increase. But this group of people has become Player A's biggest challenge.
With the help of "chain", rich players will no longer be obsessed with buying goods to avoid taxes, and can let goods better circulate in the market, rather than sleeping in your warehouse. You can also use this to get extra income, when you have enough money, you will use "money" to earn "money", so that players in the sim experience a more real feeling of money.
Finally, I would like to explain that I am a Chinese player, my English is not very good, so my whole article is translated, if you do not understand anything, please contact me 🤣
嗨,你好,我是一名来自中国的零售玩家,在经历游戏两个多月后,我发现一个比较致命的问题,随着游戏时间的增加,我的金额逐渐的增加,为此我购买大量的货物囤积,这一现象我认为在游戏中很普遍。
在每次景气阶段,可以将所有货物高价出售换成足够的现金,然后在正常阶段时去购买某种货物,将它在交易所的价格抬高,这么做会导致这一物品在正常阶段时的价格远远高于正常价格,让普通玩家难以用正常的价格去购买他们,尤其对新人玩家很不友好,同时你可以将他们高价出售给一些需要的人,我认为这是一个很不错的想法。我想这叫“垄断”,只要有足够的现金,就可以操控市场。
你知道的,你有很多的钱,但是这些钱变成了你仓库中的货物,他们并不能为你带来什么,很枯燥,所以才会产生某些玩家“垄断”的玩法。
我有一个有趣的想法,当你的钱足够多的时候,你可以像债券一般去使用你的钱投资,当然可能是收益,也有可能是亏损,这很值得让人期待不是吗?接下来我谈谈我的想法。
“连锁”,像KFC,麦当劳,汉堡王,你知道的,他们是知名的品牌,很多国家都有他们的连锁店,我认为游戏中可以参考这一玩法。我举个例子,A玩家是餐馆玩家,他有一个建筑命名为“KFC”,A玩家可以将此建筑作为连锁店“KFCno.1”,然后找到B玩家,向B玩家支付一定的金额,在B玩家的地图中去建造一个餐馆“KFC no.2”,A的投资金额只可以运用在“KFC no.2”中,B玩家靠着A玩家的资金去运营建筑,并将一部分的盈利给A,当然也有可能是亏损,假如是亏损,那么A玩家需要考虑是否继续投资此建筑。
但是我们知道,连锁店越多,名气越大,但是建造更多的连锁店,需要投资更多的钱,这对A玩家是一个挑战。那么,我们可以给予连锁店一些“特权”,比如,A玩家的“KFC”餐馆连锁店等级到达200时,所有的KFC建筑都将获得额外的1%销售速度,连锁等级到达500时,获得2%,我想可以让玩家A获得更多的加成,因为玩家A付出了更多,我认为这是值得的,作为连锁店的创始人获得更多的收益,可以让更多玩家成为“创始人”,而不是“加入者”。
这样,对于A玩家而言,他会乐意用钱去投资更多的连锁店,对于普通玩家而言,被“KFC”投资也可以让他们更快的赚钱,当然这也并不一定盈利,像债券一样,玩家可能会骗取你的资金,然后重制游戏,或者是好久没进行游戏,这都可能让A玩家的亏本,所以A玩家在寻找合作伙伴时,需要更加细心。
“连锁”也可以作为一种PK玩法,不仅仅是玩家与玩家之间的博弈,也是与政府之间的博弈,我打个比分,玩家A创建了“KFC”连锁店,或许玩家C有“汉堡王”连锁店等等,政府也会有“麦当劳”连锁店与之抗衡,玩家B可以花费一定金额加入政府的连锁店,享受收益,“KFC”“麦当劳”“汉堡王”三家连锁餐馆他们在市场中对抗,每个月将比拼一下三家连锁店的营业额并颁发证书,假如玩家A的“KFC”获胜,证书会发给A,因为连锁店是A的品牌,是A进行的投资,那么,证书的获得也会在一定程度上促进玩家与玩家之间的对比,或许你很好奇政府的“麦当劳”有什么用?在我的想法中,整个sim玩家的建筑处于两种模式,1.高等级的连锁模式2.低等级的流动模式。首先1是清楚明了,你的建筑等级足够高,你的利润也保持稳定,通过“连锁方式”增加其销售速度或者生产速度,获取更多的利润并挑战证书,这很适合有钱的A玩家。那么2的流动性建筑指的是什么呢?其实这就是一群散人玩家,他们或许不会被A看好,加入A的“KFC”中,但是政府的“麦当劳”向他们施出援助之手,我想这或许更适合新人,用有限的资金去对抗玩家A,这也算是一群散人玩家的挑战,其实更多的还是花点钱去享受零售速度或者生产速度的加成,但是无形之中这群人就成了玩家A最大的挑战。
在“连锁”的帮助下,有钱的玩家不会再执着于购买货物避税,可以让货物更好的在市场流通,而不是在你的仓库中沉睡。也可以借此获取额外的收入,当你有足够的钱时,你就会用“钱”赚“钱”,让玩家在sim中体验到更加真实的赚钱感觉。
最后,我想说明一下,我是一个中文玩家,我的英文并不是很好,所以我的整篇文章都是翻译的,如果有看不懂的地方,可以联系我🤣
In each boom stage, all goods can be sold at a high price for enough cash, and then in the normal stage to buy some goods, to raise its price in the exchange, so that the price of this item in the normal stage is much higher than the normal price, so that ordinary players can not use the normal price to buy them, especially for new players is very unfriendly. At the same time, you can sell them at a high price to someone who needs them, which I think is a very good idea. I think it's called a monopoly. If you have enough cash, you can control the market.
You know, you have a lot of money, but the money becomes goods in your warehouse, they do not bring you anything, it is boring, so there is a certain player "monopoly" gameplay.
I have an interesting idea, when you have enough money, you can use your money like a bond to invest, of course, there may be returns, there may be losses, this is worth looking forward to isn't it? Now let me talk about what I think.
"Chains", like KFC, McDonald's, Burger King, you know, they're well-known brands, they have chains in many countries, and I think games can use that as a reference. For example, Player A is A restaurant player, and he has a building named "KFC", Player A can use this building as a chain store "KFCno.1", then find Player B, pay a certain amount to player B, and build a restaurant "KFCno. 2" in Player B's map. The investment amount of A can only be used in "KFC no.2". Player B relies on the funds of player A to operate the building and gives part of the profits to Player A. Of course, there may be A loss.
But we know that the more chain stores, the more famous, but to build more chain stores, the need to invest more money, which is A challenge for player A. Then, we can give some "privileges" to the chain stores. For example, when the "KFC" restaurant chain level of player A reaches 200, all KFC buildings will get an additional 1% sales speed, and when the chain level reaches 500, it will get 2%. I think Player A can get more bonus, because Player A has paid more, I think it is worth it. Making more money as the founder of a chain allows more players to become "founders" rather than "joiners."
In this way, for player A, he will be willing to invest in more chain stores. For ordinary players, being invested by "KFC" can also make them make money faster, of course, it is not necessarily profitable. Like A bond, players may cheat you out of your funds and then remake the game, or do not play the game for a long time, which may cause player A to lose money. So Player A needs to be more careful when looking for partners.
"Chain" can also be used as A PK game, not only between players, but also between the government. Let me make a score: Player A creates a "KFC" chain store, or player C has a "Burger King" chain store, etc., and the government will also have a "McDonald's" chain store to compete with it. Player B can spend a certain amount of money to join the government chain store. Enjoy the benefits, "KFC", "McDonald's" and "Burger King" three chain restaurants are competing in the market, and will compete for the turnover of the three chain stores every month and issue A certificate. If player A's "KFC" wins, the certificate will be issued to A, because the chain store is A's brand and an investment made by A. The acquisition of the certificate will also promote the comparison between players to a certain extent, perhaps you are wondering what is the use of the government's "McDonald's"? In my mind, the entire sim player's building is in two modes, 1. High level chain mode 2. Low grade flow patterns. First 1 is clear, your building level is high enough, your profit is stable, through the "chain way" to increase its sales or production speed, get more profits and challenge the certificate, which is very suitable for rich A players. So what does the mobility architecture of 2 refer to? In fact, this is A group of scattered players, they may not be optimistic about joining A's "KFC", but the government's "McDonald's" to give them A helping hand, I think this may be more suitable for new people, with limited funds to fight against player A, this is also a group of scattered players challenge, in fact, more or spend some money to enjoy the retail speed or production speed increase. But this group of people has become Player A's biggest challenge.
With the help of "chain", rich players will no longer be obsessed with buying goods to avoid taxes, and can let goods better circulate in the market, rather than sleeping in your warehouse. You can also use this to get extra income, when you have enough money, you will use "money" to earn "money", so that players in the sim experience a more real feeling of money.
Finally, I would like to explain that I am a Chinese player, my English is not very good, so my whole article is translated, if you do not understand anything, please contact me 🤣
嗨,你好,我是一名来自中国的零售玩家,在经历游戏两个多月后,我发现一个比较致命的问题,随着游戏时间的增加,我的金额逐渐的增加,为此我购买大量的货物囤积,这一现象我认为在游戏中很普遍。
在每次景气阶段,可以将所有货物高价出售换成足够的现金,然后在正常阶段时去购买某种货物,将它在交易所的价格抬高,这么做会导致这一物品在正常阶段时的价格远远高于正常价格,让普通玩家难以用正常的价格去购买他们,尤其对新人玩家很不友好,同时你可以将他们高价出售给一些需要的人,我认为这是一个很不错的想法。我想这叫“垄断”,只要有足够的现金,就可以操控市场。
你知道的,你有很多的钱,但是这些钱变成了你仓库中的货物,他们并不能为你带来什么,很枯燥,所以才会产生某些玩家“垄断”的玩法。
我有一个有趣的想法,当你的钱足够多的时候,你可以像债券一般去使用你的钱投资,当然可能是收益,也有可能是亏损,这很值得让人期待不是吗?接下来我谈谈我的想法。
“连锁”,像KFC,麦当劳,汉堡王,你知道的,他们是知名的品牌,很多国家都有他们的连锁店,我认为游戏中可以参考这一玩法。我举个例子,A玩家是餐馆玩家,他有一个建筑命名为“KFC”,A玩家可以将此建筑作为连锁店“KFCno.1”,然后找到B玩家,向B玩家支付一定的金额,在B玩家的地图中去建造一个餐馆“KFC no.2”,A的投资金额只可以运用在“KFC no.2”中,B玩家靠着A玩家的资金去运营建筑,并将一部分的盈利给A,当然也有可能是亏损,假如是亏损,那么A玩家需要考虑是否继续投资此建筑。
但是我们知道,连锁店越多,名气越大,但是建造更多的连锁店,需要投资更多的钱,这对A玩家是一个挑战。那么,我们可以给予连锁店一些“特权”,比如,A玩家的“KFC”餐馆连锁店等级到达200时,所有的KFC建筑都将获得额外的1%销售速度,连锁等级到达500时,获得2%,我想可以让玩家A获得更多的加成,因为玩家A付出了更多,我认为这是值得的,作为连锁店的创始人获得更多的收益,可以让更多玩家成为“创始人”,而不是“加入者”。
这样,对于A玩家而言,他会乐意用钱去投资更多的连锁店,对于普通玩家而言,被“KFC”投资也可以让他们更快的赚钱,当然这也并不一定盈利,像债券一样,玩家可能会骗取你的资金,然后重制游戏,或者是好久没进行游戏,这都可能让A玩家的亏本,所以A玩家在寻找合作伙伴时,需要更加细心。
“连锁”也可以作为一种PK玩法,不仅仅是玩家与玩家之间的博弈,也是与政府之间的博弈,我打个比分,玩家A创建了“KFC”连锁店,或许玩家C有“汉堡王”连锁店等等,政府也会有“麦当劳”连锁店与之抗衡,玩家B可以花费一定金额加入政府的连锁店,享受收益,“KFC”“麦当劳”“汉堡王”三家连锁餐馆他们在市场中对抗,每个月将比拼一下三家连锁店的营业额并颁发证书,假如玩家A的“KFC”获胜,证书会发给A,因为连锁店是A的品牌,是A进行的投资,那么,证书的获得也会在一定程度上促进玩家与玩家之间的对比,或许你很好奇政府的“麦当劳”有什么用?在我的想法中,整个sim玩家的建筑处于两种模式,1.高等级的连锁模式2.低等级的流动模式。首先1是清楚明了,你的建筑等级足够高,你的利润也保持稳定,通过“连锁方式”增加其销售速度或者生产速度,获取更多的利润并挑战证书,这很适合有钱的A玩家。那么2的流动性建筑指的是什么呢?其实这就是一群散人玩家,他们或许不会被A看好,加入A的“KFC”中,但是政府的“麦当劳”向他们施出援助之手,我想这或许更适合新人,用有限的资金去对抗玩家A,这也算是一群散人玩家的挑战,其实更多的还是花点钱去享受零售速度或者生产速度的加成,但是无形之中这群人就成了玩家A最大的挑战。
在“连锁”的帮助下,有钱的玩家不会再执着于购买货物避税,可以让货物更好的在市场流通,而不是在你的仓库中沉睡。也可以借此获取额外的收入,当你有足够的钱时,你就会用“钱”赚“钱”,让玩家在sim中体验到更加真实的赚钱感觉。
最后,我想说明一下,我是一个中文玩家,我的英文并不是很好,所以我的整篇文章都是翻译的,如果有看不懂的地方,可以联系我🤣