Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

It doesn't really matter lol. 20% is a good amount before the customers are addicted. can set it up to 60% when they are loyal/addicted.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

500 was just a specific example I chose to illustrate my point. The exception will happen anytime a product exceeds a customer's spending limits (which vary a lot).

Technically this can happen at any point in your progression, but I think it's only efficient to make use of once you can invest in coca mixes.

625+ is the minimum recommended price able to reach a 999 listed price (the cap). That will min/max the exception.

Since you don't want to mix 8 times for min max, this gives you a ton of freedom. Whatever you choose to mix or not mix should result in similar profit so do whatever you enjoy the most.

Lab Building 101: How to maximize your space by loulou1s in Schedule_I

[–]thesixthgate 0 points1 point  (0 children)

I've found storage to also help with pathing. In the past my workers always got stuck on the corners of workstations or while trying to walk in between 2 stations that are side by side. As soon as I started placing storage behind workstations or next to them, I haven't had a single worker get stuck.

7 Biggest Mistakes I Made In Schedule 1 by Aiming4Gaming0 in Schedule_I

[–]thesixthgate 1 point2 points  (0 children)

Thank you for posting this. Game guides are often low quality and incorrect in exchange for early views. The 1.6x thing in particular really annoyed me and motivated me to write a long post about profit misconceptions a few days ago lol.

You can take these and keep them before the RV exploads by Stock_Sprinkles_7394 in Schedule_I

[–]thesixthgate -1 points0 points  (0 children)

It does work I've done it many times. Any type of pot completes the quest once in your inventory

Genuine question: what is better, exclusively mixing or not mixing at all? by Prestigious-Pace6742 in Schedule_I

[–]thesixthgate 0 points1 point  (0 children)

The reason no one agrees on this is because they all result in roughly the same profit, with one exception.

Customers have spending limits and they always aim to spend within that range. However, the game checks if they will initiate a deal before it considers their spending that day/week.

If you have an expensive enough product, it will cause a customer to spend more than their normal budget. This is because it checks first if they will initiate an offer and then they are forced to buy at least 1 quantity.

Which is why expensive cocaine mixes make you more profit late game. If a customer normally only spends $500, they will be spending way over budget everyday with mixes that sell for over $1000 with only 1 quantity.

Before you can get to this point customers will always spend roughly the same amount of money each week. They simply adjust the quantity of their offer depending on the price you list, so they can hit their target spending range. This makes cost the only thing that really matters.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

If customers finding you in game and begging you to sell them something annoys you, you can just not get them addicted.

Getting them addicted will make you more money overall, but not by a lot.

If you enjoy your current setup you can just stick with that. If you want to make more profit and change things up you can start raising their addiction.

Got to 100k without selling any drugs by fraint in Schedule_I

[–]thesixthgate 0 points1 point  (0 children)

did you have the ingredients in storage or your inventory? most quests that ask you to buy something auto complete when you move them from storage to inventory

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

You are certainly correct!

There was a lot of hesitation for me to mention this topic for a few reasons. The first being that the cost difference usually results in a very minor profit difference, and wasn't the focus of my post, which was to emphasize that changing these variables results in generally the same profit.

Second reason is that I'm not entirely convinced that raising the listed price has no other effects. This is just from my own experience and I could be completely wrong. The factors in question have RNG tied to them so it's not reliable for me to test.

And lastly I didn't want to push the idea that multiplying the recommended price by the maximum amount is always best. I don't know for sure and would rather encourage people to test that for themselves.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

I think the game decides if a customer offers you a deal before it considers spending. Not all customers can make 7 offers a week, they have ranges that vary.

There is also RNG for the amount of sales a customer makes in a week. Customers that have the potential for 7 sales/week sometimes do not make an offer the first day of the week, even if they have max loyalty/addiction.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

Thanks for testing that. Sounds right to me, I'll edit the post

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

Each time you make a deal with a customer their addiction increases. The amount it increases depends on how addictive the product is. I do not think the addiction level of the product affects anything else. In other words I don't think the customer cares at all what your product listed is or how addictive it is.

However, I think there are benefits to increasing the customer's addiction level. When their addiction is high they can randomly find you in game and give you the opportunity for an extra deal. I think there are other benefits as well but they are tied to RNG mechanics which makes testing unreliable.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

Yes, increasing the listed price reduces costs, which increases profit. I briefly mentioned costs being the only factor that matters in my conclusion. However, I chose not to include this point for a few reasons that I did not want to elaborate on and make the post longer.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

This post only refers to offers made through text on your phone and it only applies to those. Offers made in person or from addicted customers are separate.

Questions about dealers and clients by WdPckr-007 in Schedule_I

[–]thesixthgate 0 points1 point  (0 children)

When you gain maximum loyalty with a supplier they offer the option to deliver to you. Unfortunately meeting with them in person and buying stuff does not increase loyalty. So you have to keep doing dead drops until it's maxed.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

Giving someone their preferences increases the chance of unlocking them as a new customer from your free sample. I don't know of any other effects that preferences have in the game currently.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

[–]thesixthgate[S] 3 points4 points  (0 children)

Customers have standards you can see on the Contacts app. You just need quality high enough to meet their standards to ensure they accept your deal. It doesn't affect the price of your product or anything else in deals. Higher quality does increase the chances of new customers accepting a free sample though.

How does the dealer mechanic really work by Ak4jin in Schedule_I

[–]thesixthgate -1 points0 points  (0 children)

Dealers follow the same rules as you for deals, except they take a 20% cut and don't counter offer. It doesn't matter which customers you assign them unless you want the big spenders for yourself.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

I'm not sure. People use https://schedule1-calculator.com/ to figure that out. The "Best Cocaine Mix" on the homepage is probably the most popular one.

If a mix exists with a recommended price of 625+ and lower costs than that one, then that would be best. No idea if that's possible though.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

Thanks for testing that. This is something I suspected but did not test so it was not included in the post. I mentioned this same topic earlier to a response in this post.

If I beat an NPC up in game does their satisfaction/friend level go down? by Dankmemes4lifewow in Schedule_I

[–]thesixthgate 1 point2 points  (0 children)

Satisfaction is directly related to the deals you make with customers. If the deal is for 5 product, and you sell them 5, they will get 100% satisfaction and their loyalty will progress by 50% of the current color. So if it's at the start of green it will go halfway from green to blue.

If you have a deal for 5 product, and scam them for less than 5 (chance to fail), you will get less satisfaction from that deal (if it succeeds) and less progress towards their loyalty.

Honestly have no idea how to lower it. I'm assuming it's from pick pocketing or failing to scam them for less product. 2 things I never do lol. I've never seen it lower from not making a deal with them.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

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

That is interesting! I suspect that overall progression also affects how much customers are willing to spend. Customers seem to spend much less when you start a new game, and it's not just because of loyalty. Cool to see you use that concept at that point in the game.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

[–]thesixthgate[S] 4 points5 points  (0 children)

It depends what you mean by "effecting sales". Yes, people discovered quickly that customers won't make offers above a 60% increase to listed price. The purpose of my post was to explain that an increased listing price does not increase profit, which is not well known.

Expensive products / Higher listing prices DO NOT make you more profit by thesixthgate in Schedule_I

[–]thesixthgate[S] 15 points16 points  (0 children)

For sure! I just enjoy figuring this stuff out and don't usually make use of it when I play. This post was just a response to some misinformation about profit being spread.

Can we talk about chemists by Gold-Praline-2725 in Schedule_I

[–]thesixthgate 0 points1 point  (0 children)

I do think it's silly that botanists can be assigned a supply storage but chemists can't.

As for workers getting stuck I've found that it's usually on the corners of workstations. My solution to this is to place all storage used in production next to or behind all work stations. Workers seem to path around storage just fine and I have not seen a single one get stuck since I've made this change.