Talk:Testing page 2 new/@comment-5039776-20120708153759/@comment-5039776-20120708155943

For ROI, I see 2 types of player.

1. The person who just comes on and resets his receipes every 8/12 hours - the long cycle, I call it.

2. The player who uses medium recipes for say 12 hours per day and 1 long recipe overnight - I call this the short cycle.

On this basis, there will be 2 different ROIs. Of course, in some stores, players on the "short cycle" might actually choose the short recipes and a medium one - Apple stores and above are good examples.

However, if we have all this (like I have in my spreadsheet), it will violate what I was saying before - making it simple to understand and uncomplicated.

So, we need to settle on something and get a payback period (in days), stating our assumptions for the particular store. I like payback period because people can relate to it. "It costs me $.. now, I wait .. days to build, I get $.. per day net return and my money is back after .. days". This is easily understood and can help players make purchasing decisions.

While it can be used to compare stores, of course, the abolsute vs relative makes it a bit of a nonsense. Who cares that the Tool Store is rapid payback - it'll never make you rich, right?

There is also the case of whether you make (where resources are costless, except for the imputed land/housing cost) or buy resources.

So, where am I heading with this?

I think, we settle on a middle ground of playing - let's agree what that is - and compute the payback based on (i) make or (ii) buy.

Over to you!

And good night again!