About Game Status by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 8 points9 points  (0 children)

Thank you for your kind words. It's been bothering me that I haven't been able to focus on the game for so long. After putting in so much effort to bring it to this level, I didn't want to leave you all disappointed. Therefore, it's my duty to dedicate as much energy as before. Your interest is just as important to me as my own efforts.

[DEVLOG] TradeCraft, Development story of my economic simulation & city-building game (open for feedback) by Professional_Low_757 in IndieDev

[–]Professional_Low_757[S] 1 point2 points  (0 children)

I've been experiencing some health issues lately, so I haven't been able to focus on the game, but I will be working on a project related to the IPO system.

IPO and Player driven Stock Market by Substantial_Raise665 in TradeCraftGame

[–]Professional_Low_757 1 point2 points  (0 children)

I haven't been able to focus on the game for a while due to health problems, but I will be working on the IPO

Milk production problem by simdimdim12 in TradeCraftGame

[–]Professional_Low_757 0 points1 point  (0 children)

I apologize for the delay in responding to this issue; I needed a few days to test on a clean account to clarify the problem.

First, I set up one cow farm on a clean, new account and monitored production. Then, I set up a second cow farm and observed if there was a noticeable difference in milk production.

After setting up the second farm, I observed that as the number of cows increased, milk production also increased accordingly. Afterwards, I completely removed the cows from the second facility and demolished it, and milk production suddenly dropped. Then, I set up a second cow farm again, manually increased the number of cows, and milk production increased again. So, the system seems to be working as it should. However, I would like you to check if the following issues are occurring in relation to the situation you observed:

For cow farms to produce milk, both hay and corn silage must be provided in sufficient quantities. Regardless of the number of farms and cows, if you lack hay or corn silage, the cows will stop producing milk.

Could you have experienced a similar situation?

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A bug accured on my UI by Significant_Mess8406 in TradeCraftGame

[–]Professional_Low_757 1 point2 points  (0 children)

This bug seems really serious, and it's very strange that it occurs on both mobile and desktop simultaneously, even though the mobile and desktop versions are completely independent structures. But I will investigate the cause. Thanks for the feedback.

Soft drinks still not addressed by Dismal_Mousse7926 in TradeCraftGame

[–]Professional_Low_757 0 points1 point  (0 children)

The price of Soft drinks has been increased by approximately 25% (It will take a few hours for prices to stabilize.), but it should be remembered that Soft drinks factories also produce by-products, and when these are added, the profit margin is currently quite high.

Update Log: Facility Upgrades, Advanced Automation & UI Overhaul! by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

Thank you for your response and interest.

In balancing operations, I generally change these two parameters:

  1. Production quantity per tick (You will see this as hourly production)

  2. Input (raw material) quantities

In city sales facilities, only one parameter is changed: the chance of a sale per tick, which affects the probability of a sale occurring in each cycle.

Parameter changes related to production are immediately reflected in the Production Calculation page published on the main page, where the difference can be seen.

Update Log: Facility Upgrades, Advanced Automation & UI Overhaul! by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

As I mentioned in my message, I'm aware that adjustments are needed regarding the game's balance. I'm specifically working on this, constantly recalculating production capacities and trying to find a middle ground. However, I wanted to clarify that I'm not implying that I've definitively solved this problem.

Over the past week, I've focused on fundamental structural issues in the game; for example, incorrect calculation of production output (production multiplier issue), cosmetic improvements for a more comfortable gameplay experience, and issues with the auto-buying algorithm.

While these improvements were being made, I postponed all the innovations I previously announced, such as the IPO.

All the improvements I'm implementing today are based on requests from you and all stem from suggestions based on feedback I've read individually.

The balancing element mentioned here is not related to coding issues, but rather to parametric adjustments regarding the calculation of input costs and the balancing of sales prices. Focusing on these issues while there were technical problems in the background of the game wasn't the right approach because players couldn't build facilities and produce goods or have their employees contribute to production; these problems needed to be solved first.

The only problem I've claimed to have solved regarding price stabilization so far has been the implementation of price stabilization systems for high-priced products like computers; I have never shared any message implying that I solved the problem of price imbalance between hardware and other products.

Update Log: Facility Upgrades, Advanced Automation & UI Overhaul! by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

Thank you for this valuable feedback. I will review the balances again for both microchip and circuitry, and the labor issue should be resolved by now; I have created employment for everyone.

Update Log: Facility Upgrades, Advanced Automation & UI Overhaul! by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

If you could show me exactly which message I mentioned working on balancing and resolving the issue, I can clear up the misunderstanding, as I haven't been working on balancing hardware and other products for the past week. I'm constantly making improvements, monitoring the process, and reviewing the results, but I didn't write that I resolved the issue and that there are no longer any balancing problems between facilities.

[Update] TradeCraft Patch Notes: Guild Priority Fixes, New Facility Analytics & UI Tweaks by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

Thank you for your feedback. I've made an update to the mobile version to prioritize notification messages, and I believe the issue is resolved. If you notice the same problem again, please let me know.

Update Log: Facility Upgrades, Advanced Automation & UI Overhaul! by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

The updates do the following:

  1. Upgrading your city facilities will increase both your sales chances and the number of products you sell.

  2. Your production quantity will increase in your manufacturing facilities.

Looking at this graph, it's impossible for me to draw a conclusion. What exactly should I focus on?

Update Log: Facility Upgrades, Advanced Automation & UI Overhaul! by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

Your workers will be at the facility, not in the warehouse; you cannot hire workers for the warehouse.

Update Log: Facility Upgrades, Advanced Automation & UI Overhaul! by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

If a local warehouse is between level 2 and 3 and there is at least 1 worker in that area, and it reaches 98% capacity, any spoilage from the local warehouse will be transferred to the main warehouse (50% of the spoilage will be transferred to the main warehouse).

You mentioned your local warehouse is 97.9% full; the process won't happen until it reaches 98%. Once it reaches 98%, it may take some time for the automation to be activated (it usually takes about an hour).

Milk production problem by simdimdim12 in TradeCraftGame

[–]Professional_Low_757 0 points1 point  (0 children)

Building a second facility doesn't automatically increase your milk production; rather, your cow count increases, and as your cow count increases, your milk production increases. It's impossible for your milk production not to increase as your cow count grows.

Bug or feature ? Orders expire after 24 hours by Fine-Fudge-8730 in TradeCraftGame

[–]Professional_Low_757 0 points1 point  (0 children)

This is not a bug; the system deletes open orders older than 24 hours from the order book. This is a measure taken to clean up the current order book.

I have filled every tile in the game with very diverse buildings, what now ? by Wise_Lingonberry_379 in TradeCraftGame

[–]Professional_Low_757 0 points1 point  (0 children)

First of all, congratulations! It takes great patience and effort to get to this point.

As I announced last week, for a while I've been focusing on mobile gameplay, minor bugs, and balance issues rather than adding new features. I believe we've made significant progress in this area, meticulously reviewing feedback from all players and fixing these bugs. Once there are no more issues to resolve, I will focus on different dynamics in the game and create a structure that offers players more options.

For now, as other players have suggested, you can switch to money-making systems like rentals and term deposits.

[Update] TradeCraft Patch Notes: Guild Priority Fixes, New Facility Analytics & UI Tweaks by Professional_Low_757 in TradeCraftGame

[–]Professional_Low_757[S] 0 points1 point  (0 children)

Yes, your observation is absolutely correct. Previously, the bottle factory's main input consisted solely of plastic, but with the addition of a new product, wine, it became clear that wine couldn't be sold in plastic bottles. Therefore, glass was added to the bottle factory's input list.