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Wallet constraints are in full force for orders and recommendations. If it's still early in the game though, keep several lowest-tier items from each category handy just to be safe. If it's red, they'll be able to afford it up to about 230%. If a customer picks up an item themselves, they will always be able to afford the sale at their expected Just Price of ~104%, regardless of whether their current wallet size would allow it. Following this, though, the little girl was cheerfully buying 30,000 pix rings and 40,000 pix books by the end of the month. Recettear spear girl how to#This is probably the most frustrating part of the game, that the tutorial tells you how to play poorly and gives you no indication of what's really going on. Third, uninterrupted chains of no-haggle sales exponentially increase the experience you get for each, so your Merhcant Level skyrockets and you can access higher-tier goods. Second, 104% is almost always near their preferred price, so you'll get a Near Pin bonus on almost every sale - this doubles the reputation gain and gives you extra experience for each sale (you'll get even bigger bonuses to both for a Just Pin that nails it exactly, but there's a lot of randomness there. First, you build up reputation and get an early start on boosting their wallets. Instead, sell at 104% and buy at 70% - these are both near most customers' expected Just Price, will almost always go off the first time (Prime might haggle anyway - she actually lies and haggles against prices that she'll take), and still gives you quite a healthy profit margin. So you have to ignore Tear's lecture and don't try to gouge them for 130% of every sale. But reputation only increases if you make a sale without haggling. Getting that first couple levels quickly - not just on the girl, but on every customer - is crucial so they can afford the next tiers of goods. Here's what it looks like as you build up her reputation. For every rep level you're getting a touch under 10% of their MAX wallet - so for the first one or two levels it increases tremendously.Īs Cearn said, the little girl starts at 600 pix. ![]() ![]() A customer's final 10-rep wallet is about 100 times bigger than their starting 0-rep wallet, and it scales linearly between them as reputation increases. ![]() It also characterizes the characters by allowing them to fill niches that relate to who they are and cement them in your mind.Customer reputation is key. By limiting your horizon, you're forced to diversify and experiment with the jobs available, allowing you to more easily deal with any challenge the game throws at you. In the Zodiac Age, the characters are heavily skewed towards certain stats and growth from the get-go, and you can only select a main and a sub job. This meant there was very little mechanical variation between characters beside animations, and no one fills any particular niche, making the characters feel samey. A natural mage can go full strength, a physical character can go full magic, and so on. Recettear spear girl license#In the original game, your characters start at a specific area of the license board but can very easily go to any other side of the board. Recettear spear girl free#If you let the player choose whether your party members will focus on a certain playstyle, and that playstyle does not mesh with their in-game personality and characterization, it can feel pretty jarring.Ī good example of a well-implemented free job system for me is the change in class system between the original FFXII and the Zodiac Age version. I feel like restricting what a character can be, can do, actually end up making the characters feel more focused, both mechanically and in narrative. ![]()
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