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1. This might be a good idea but might make it a bit harder for starting players. To make longer trips the short range planes need more hops in different airports and therefore the fees go up. If they keep the stopover fee low then this won't affect the end-game people that much. It's a balancing act, really. 2 & 3 are great ideas and would add a lot more longevity. 4. Now this is a brilliant idea. Hunting these rare items would add a new sense of achievement to the game and would be just awesome. 5. I like this one too, but.. it might get a bit too confusing with all the colors - white, green, golden, blue.. Personally, I'd love for them to come up with more and more achievements. I'm almost done with them all (need 2 flights to Tiksi on my Seaknight and about 300 flights for the 10k one). Achievements should be rather easy to implement, too. |
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I'm now a proud member of TA1, I've added myself to the spreadsheet. For some reason I haven't received any award from the New York event. I delivered around 500 jobs for TA crew. I switched to TA1 shortly after the event was over, which is probably the reason why. Will the award get to me eventually?
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![]() Interesting ideas. 2 and 3 : I agree that they can do "bigger" (ie bigger planes, more layovers, etc...) whithout changing much, that would be the easy way to prolong the life of the game. But not that much whitout enhancing the UI at the same time! do you see yourself scrolling in a full 120 layovers airport ![]() 4: Many freemium titles do offer extra expensive and extra rare items, I'm pretty sure it's not the way NB wants to go though. 1 and 5: that would complicate the slick minimalist approach of the game, I don't see things like that happen. Hopefully they'll surprise us, because outside of having bigger planes and enhanced UI, I still don't see what they could upgrade?!
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Try emailing NimbleBit support, maybe they'll be generous ![]() Welcome to TouchArcade1 guys ![]() (reminder: "TouchArcade1" is the crew name, not "TA1") |
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![]() *Rant alert* If you talk about UI, there's a big one on my wish list: getting some kind of dashboard that includes bux value. If you're on a bux strategy right now, you fly completely blind (no pun intended) as you're only able to look at the coin value of your activities. So here you are, making in excess of 2,000 bux a day (which you arrive at by vaguely remembering what your bux count was yesterday), and the game is telling you only that you're making some piffling amount of coins that has nothing to do with your real profitability. *End of rant* Cheers, M. |
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Can do that, which sequoia u need?
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Deal!
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Again already traded Thanks though. Guess I should've asked for more. No just kidding. Paying it forward. Lol. Well sorta
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There are 3 things that I'm very thankful that Nimblebit didn't design into this game (as opposed to many games on the apps):
1. Energy consumption to play game. Many games on in the appstore and on Facebook have consume a certain amount of energy when you take an action. I suppose the game developers want the player to spend cash to buy items that replenishes these energy bars. I don't make in-game purchases, so i end up playing with the game for a very short while; I can't play more even if I want (without resorting to cash items). 1a. A follow-up on this is that the finished product (be it cooking, producing clothes, growing crops) will expire if you don't return to harvest/collect it. Another way to "force" players to come back. A great design of PP and Tiny Tower is that it caters to both intensive AND casual gameplay. You can catch coins/bux or check airports for bux jobs (thanks to our bux strategies) non-stop for hours. Or you can stay away from PP for days. It's always there waiting for you whenever you pick up, without imposing penalties like expired products. 2. You are forced to make friends to expand the store (e.g. Restaurant Story). Sometimes, you have to befriend a crazy number of people in order to have higher damage (e.g. Castle Age). I join TA (and now TA1) because I want to. I add friends to GC because I want to. Not because I'm forced to by the game. I have meaningful conversations with you all, not just visit somebody's site to drop some coins ![]() 3. Some achievements require parts that can be gifted only by friends, or require in-game purchase. And/or the market that sells the items replenishes once a day. For me, the daily gifting/receiving of items becomes a tedious chore (especially if there's no batch giving or receiving). In conclusion, my success in PP is determined on my hardwork and not some other factors, like friends' gifting. As a bonus, Nimblebit is very generous in doling out bux,
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Two words: WOOOOOT!!! CONCORDE!!! I would've posted a picture but im on my phone so later. Woooooo!!!!
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