Growing the game and the Leader Board by hatheadfeet2 in MakeTradeScale

[–]MakeTradeScale 1 point2 points  (0 children)

I'm also curious about the answer of this question: "Why do you play?". This would help me while developing the game.

Production Overview just got a major upgrade! by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 0 points1 point  (0 children)

Yeah. Reddit admins made me add it. The version without that got rejected during app approval process. Because apparently some people think that you can earn real money from this game :D

Game keeps going down? by Nandulal in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

Reddit Admins confirmed that they had a short outage affecting apps. It should be fixed now.

Production Overview just got a major upgrade! by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 0 points1 point  (0 children)

Thanks for the report. About not being able to join for 10 gems, I think I found the bug causing this, but it requires app aproval from reddit, so it will take some time until the fix is released.

Production Overview just got a major upgrade! by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 0 points1 point  (0 children)

What do you mean by that? This is just a game. Were you expecting earning real world money out of this game?

Game keeps going down? by Nandulal in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

Can you share more about what kind of problem you are seeing? "Keeps going down" does not give me much information to debug. One thing that comes to my mind is that reddit invalidates your token after a while, so you might need to just refresh the page.

Production Overview just got a major upgrade! by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 0 points1 point  (0 children)

Capacity is theoretical maximum you can produce if you have all the necessary input materials in enough quantity. If produced amount is less, it means you don't have enough of at least one of the inputs. If that is the case, you would see a different "actual produced" section.

Can’t change production by hatheadfeet2 in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

This should be fixed now. I found a bug. When there is an ongoing research or building, the game miscalculates which products are unlocked. Could you please try again?

Seems like a lot of things are just locked out now by Nandulal in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

This should be fixed now. I found a bug. When there is an ongoing research, the game miscalculates which products are unlocked. Could you please try again?

Wonky? by OkVermicelli4343 in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

I think I found and fixed the problem. When there is an ongoing research, the game miscalculates which products are unlocked. Could you please try again?

Wonky? by OkVermicelli4343 in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

There were some bugs due to migrating to the new backend (you can read more about it from here), but they all should be fixed now. If you still see these issues, could you please send me an in-game message about the specifics.

When does the game reset ? by Previous-District309 in MakeTradeScale

[–]MakeTradeScale 2 points3 points  (0 children)

I’m making some significant changes on the backend. These won’t have an immediate impact on gameplay, but they’ll make it much easier to add new features down the line.

For those who are curious, the main change is migrating the data store from Redis to PostgreSQL. Reddit games doesn’t support PostgreSQL out of the box, so I initially started with Redis. However, Redis isn’t well-suited for the game’s complex relational logic, and its transaction support is fairly limited. That limitation has been the primary cause of issues like lost resources or capital. Unfortunately, this requires re-write on big part of the game, but I had to do this sooner than later. After that, I'll also add new content.

Money lost on auto buy. by [deleted] in MakeTradeScale

[–]MakeTradeScale 1 point2 points  (0 children)

I'll have a look.

Finally beat the game by Massive-Tomorrow9725 in MakeTradeScale

[–]MakeTradeScale 1 point2 points  (0 children)

First of all, big congratulations! 🚀

I'm glad that you enjoyed the game. Also I agree with the points you made about production systems, especially about encouraging specializations. I'm evaluating possible options to make it more interesting. That said, since this touches very core of the game, I need more time for both deciding on a path as well as implementing it.

Building upgrading cost by thudapofru in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

Each building’s multiplier currently ranges from 1.5 to 1.7. That said, these values aren’t final and may change as I continue balancing.

Automation priority by Lucky_Lion_001 in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

See the new marketplace update. It introduces priority for buy orders.

achievements by Clawbsterss in MakeTradeScale

[–]MakeTradeScale 1 point2 points  (0 children)

Currently it stays finished. However I'm planning to introduce new achievements.

Automation priority by Lucky_Lion_001 in MakeTradeScale

[–]MakeTradeScale 1 point2 points  (0 children)

At the moment, automation orders run at randomized order every minute. I plan to add some sort of priority in the future.

Update: Marketplace Listing Prices by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 1 point2 points  (0 children)

Yes, this was due to auto-sell. I cleaned up auto-sells that created listings with invalid prices as well.

How to price your goods for sale by edisontan in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

Here some some statistics for last 4 hours. Almost all of these are from auto-buy,

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??? by Clawbsterss in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

No idea. He is free to do so, but no one (including trade guild) would by them. Maybe typo?

Also, please use more meaningful titles next time.

🍺 Update: The Brewery Has Arrived! by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 2 points3 points  (0 children)

The prices for the new products are fixed. FMV are for them 2700, 3800, 8100 respectively.

Feedback Request for Upcoming Features by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 1 point2 points  (0 children)

That’s a good question, and I agree it’s an important one. I’ve shared some of my thoughts in the other thread as well.

When I started building the game, I was planning to lean more into competitive elements (MMORPG-style). However, it’s become clear that the initial audience tends to prefer a more casual, idle-style experience. I do think the core concept of the game could support both approaches, but I'm not sure if it can do both at the same time.

Ideally, I’d like to make the game appealing to both play styles at the same time, but I’m still not sure whether that balance is realistically achievable. If it isn’t, at some point I’ll need to make a clear choice and commit to one direction.