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Job-making is too OP #29
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Issue Label Bot is not confident enough to auto-label this issue. See dashboard for more details. |
I also noticed the same thing. The game style really changes a lot after working for a extremely high salary job (like in ur example). All of your suggestion are good 👍 . If you want to work on this issue, please notify me And can you explain more about the supply and demand idea. It seems really interesting! |
This issue is open to discuss further information and better ideas to solve this problem |
I got another idea for the first two points. Instead of having 10% as the default for the company owner, he could modify this value. If he chose to get more than 10% off his worker's salary, then his worker's salary would decrease (his worker would get less than 90%) and vice-versa. This actually might encourage some strategical thinking when it comes to job-making. :) |
Wow! That one is great! |
This issue is open for anyone who is interested and can solve this issue |
Decided to add an investment system to the company. So if owners invest more, the job salary will be high. |
The salary counted as follows, salary = basic + basic * eduLvl + 0.1 This functionality was introduced to add a value to the education as discussed in #29
Work is done mostly, just need few UI improvements now. |
As some players can create high salary jobs with a low energy, it can become unfair to other players. To overcome this we introduced a new way to prepare the salary. Accordingly, - High salary increases the energy used, and vice-versa - Jobs with high level requirements can reduce the energy level used - Jobs with high educational level requirements can reduce the the energy level used This can also be considered as some additional solutions for issue #29
* Updated map to implement the stock market * ui: Set all text areas to a fixed position * Added linechart to the map * feat: Added a time system With this feature, - a new day occur with every second, and months and years accordinly, - Added a clock in the map to display the time closes #47 * Basic support for multi owners for a company * fix: Fixed problems with receiving dividends and investing * style: Restyled by whitespace (#46) * Improved how salary and energy prepared for a job As some players can create high salary jobs with a low energy, it can become unfair to other players. To overcome this we introduced a new way to prepare the salary. Accordingly, - High salary increases the energy used, and vice-versa - Jobs with high level requirements can reduce the energy level used - Jobs with high educational level requirements can reduce the the energy level used This can also be considered as some additional solutions for issue #29 * Restyled by whitespace (#52) * Supported a player to own and create 1 company * Supported functioning of dashboard, bug fixes and improvements - Fixed error caused due to passing a nil value inside the timer - Improved the Player:addOwnerCompanies method so that new companies are added only if the company doesn't exist in player owned company list. - Supported functioning of stock market dashboard. It updates every month according to the game - Minor improvements Co-authored-by: restyled-io[bot] <32688539+restyled-io[bot]@users.noreply.github.com>
I've tried this game with two others in the tribe house, and to say the least, it was fun until one of us opened a company, then made a job paying $999999 for 1% energy and hardly any education.
It's very OP and in my opinion it would be better to change it for a more challenging gameplay.
Here are some suggestions:
(don't hesitate to ask me to explain this point further if it's confusing)
I'd prefer if some economics like supply and demand are involved, but then again I'm really ignorant when it comes to that stuff. I guess my suggestions are much easier to implement for now.
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