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  #331  
Old 07-30-2014, 03:05 PM
Underwater Underwater is offline
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iPad mini, iOS 6.x
 
Join Date: Jul 2012
Location: Atlantis
Posts: 307
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I've started playing this game again, because I've never really finished it when I started playing it months ago. It's addictive and challenging, but has a few bugs. When I view the competitors in certain marketplaces, the whole section goes missing. Sometimes the competitors are just overlapping each other which makes it unreadable. Sometimes they completely disappear, which resulted in me being confused why people were complaining about my beer having a worse quality than other companies, while there were no other competitors.
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  #332  
Old 07-30-2014, 06:25 PM
seandanger seandanger is offline
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Location: Baltimore, USA
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Hey Underwater, glad you're playing, and I'm sorry about that bug. We've fixed it locally but are waiting to issue an update until another fix goes in.

In the meantime, you can force the table to reposition itself by keeping the Competition tab selected, then in the left list, selecting a different Marketplace, and then again selecting the one you had selected before. Then everything should look normal.

That bug will be fixed once 1.1.2 goes live, probably in the next week for Android, and 2 for iOS.
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  #333  
Old 07-31-2014, 09:45 AM
Underwater Underwater is offline
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iPad mini, iOS 6.x
 
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Quote:
Originally Posted by seandanger View Post
Hey Underwater, glad you're playing, and I'm sorry about that bug. We've fixed it locally but are waiting to issue an update until another fix goes in.

In the meantime, you can force the table to reposition itself by keeping the Competition tab selected, then in the left list, selecting a different Marketplace, and then again selecting the one you had selected before. Then everything should look normal.

That bug will be fixed once 1.1.2 goes live, probably in the next week for Android, and 2 for iOS.
Thanks for the quick response! Good to hear the update is coming soon.
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  #334  
Old 07-31-2014, 09:49 AM
ortolan ortolan is offline
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iPad, iOS 5.x
 
Join Date: May 2014
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mmmm...beeer...
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  #335  
Old 08-17-2014, 11:37 AM
AnimeAi AnimeAi is offline
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Join Date: Aug 2014
Posts: 1
Default Suggestion for fixing the “markup” confusion with Fiz:

Suggestion for fixing the “markup” confusion with Fiz:
While this is a game mechanic to help balance the game it is counter intuitive and frustrating for players as in the real world customers would never know how much a batch of beer cost to produce. The reason balance is broken in later game (or new game+) is the insane increase in quantity that can be brewed from one set of ingredients. If the “standard” quantity is around 100, with craft points this can be pushed to over 1000! In real beer making, you cannot increase your quantity without first increasing the number of raw ingredients. 100 beers costing 1000 coins to make is fine, 1000 still costing the same is insane.

Proposal to fix this balance issue and remove markup, instead allowing customers to buy beer based on a. How much money they have, b. The quality of the beer, c. How thirsty they are, d. How much the beer costs and e. How much competitors sell their beer for and the quality of this beer is thus:

1. Each recipe brews a standard number of bottles (could be set on a per recipe basis or as a constant for every recipe)
2. Each brewing facility can cope with a pre-determined number of bottles
3. Employee skill / craft points can increase the number of bottles a facility can cope with in one batch
4. Batches can be tailored to make a certain number of bottles (button for “max”)

Example: Recipe for Grubb's Lite has a standard yield of 75 bottles and ingredients cost 500. Current brewing facility can manage up to 150 bottles in a batch once craft points have been spent. Brewing a batch of 150 will therefore cost 1000 in ingredients. The cost of brewing batches will scale up with greater numbers brewed.

Difficulties and necessary changes to gameplay mechanics:
1. Many employees will need their skills revised
2. Some special items that give a chance to increase yield will need to be revised or changed (perhaps increase quality instead?)
3. Marketplace changes will require testing to ensure new balancing in effective
4. Formulae for customers choice will require revision
5. Descriptions (and effect) of yield modifying upgrades to brewing equipment will require changes.
6. Using percentage based upgrades could again break game balance in new game+ or later game as bonuses begin to stack.
7. Buying ingredients would need to be moved to the final step instead of the first step of the brewing process. The new flow would be thus: Select recipe => Assign roles => Assign craft points => “This will cost you XXXX in ingredients to make, do you wish to brew?”
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