I thought the prices might stay steady, but it looks like demand is outstripping supply. Which means, more meat for me!
I really need to hold off selling until 10 AM or something. I'll have to try it after rollover, just set the price to 18000 or something and leave it. I didn't think the prices would rise above 14500. I can't help but think the amounts people are buying will drop off if the prices increase too much, but I'll monitor it. I must be more patient. We'll hit the threshold at some point, but before then, I'm selling everything!
Thursday, December 18, 2014
Monday, December 15, 2014
KOL Journal (12/15/2014)
Well, so Crimbo Town is finally here.
My initial analysis:
Molds are restricted per day. This allows people to not have to use all their adventures farming. It means that more turns doesn't necessarily mean more returns. Also, it might keep the prices of fuel and molds fairly high, which means more long term profits for me.
Tainted flasks drop in the mining camp, and give only 1 turn of each effect. Due to the fumbling at the start when the flasks gave 10 each of each effect, this feels like a particularly harsh nerf. However, because molds are restricted, it doesn't affect my fuel rod selling strategy. What it does affect is if I'll try to get peppermint tailings to turn into crimbo credits, for a possible outfit or familiar which may cost many hundreds of credits. If the outfit pieces/familiar hatching are tradeable, I can buy them from the mall, hopefully for a reasonable price.
My possible strategies:
The hedging bets strategy:
sell half the fuel, use half the fuel in the factory (with balanced stats, using the cheap schematics)
Pros: if the stuff I'd actually want from the vending machine is untradeable, it's more likely that I'd be able to get it. Even if it is tradeable, it would reduce the amount of meat I'd have to spend to get any interesting items.
Cons: I might make less meat. Also, lots of clicking.
The kinda risky strategy:
sell all the fuel
Pros: I'm more likely to make meat. No thinking required?
Cons: If the stuff is untradeable, I probably can't get it, since the tailing:credit ratio is 10:1. I might switch my strategy to getting more tailings vs nuggets, however, I'd need a lot of tailings to balance it. Also, this runs into the flasks only giving one turn problem.
The river changes every time you step in it strategy:
Monitor prices of fuel, as the price falls, gradually switch from selling all the fuel to using all the fuel.
Pros: Can adjust to market conditions.
Cons: More and more clicking. Maybe I'll buy fuel.
I'll likely just change my strategies based on what is revealed in the vending machine.
My initial analysis:
Molds are restricted per day. This allows people to not have to use all their adventures farming. It means that more turns doesn't necessarily mean more returns. Also, it might keep the prices of fuel and molds fairly high, which means more long term profits for me.
Tainted flasks drop in the mining camp, and give only 1 turn of each effect. Due to the fumbling at the start when the flasks gave 10 each of each effect, this feels like a particularly harsh nerf. However, because molds are restricted, it doesn't affect my fuel rod selling strategy. What it does affect is if I'll try to get peppermint tailings to turn into crimbo credits, for a possible outfit or familiar which may cost many hundreds of credits. If the outfit pieces/familiar hatching are tradeable, I can buy them from the mall, hopefully for a reasonable price.
My possible strategies:
The hedging bets strategy:
sell half the fuel, use half the fuel in the factory (with balanced stats, using the cheap schematics)
Pros: if the stuff I'd actually want from the vending machine is untradeable, it's more likely that I'd be able to get it. Even if it is tradeable, it would reduce the amount of meat I'd have to spend to get any interesting items.
Cons: I might make less meat. Also, lots of clicking.
The kinda risky strategy:
sell all the fuel
Pros: I'm more likely to make meat. No thinking required?
Cons: If the stuff is untradeable, I probably can't get it, since the tailing:credit ratio is 10:1. I might switch my strategy to getting more tailings vs nuggets, however, I'd need a lot of tailings to balance it. Also, this runs into the flasks only giving one turn problem.
The river changes every time you step in it strategy:
Monitor prices of fuel, as the price falls, gradually switch from selling all the fuel to using all the fuel.
Pros: Can adjust to market conditions.
Cons: More and more clicking. Maybe I'll buy fuel.
I'll likely just change my strategies based on what is revealed in the vending machine.
Friday, December 12, 2014
KOL Journal (12/12/2014)
I dunno what's happening with Crimbo this year.
I don't care too much about it, other than if it restricts my meat making ability. At least I sold flasks of mining oil when they were above 1500 or so. There's at least a mining script so I just loaded up on the oily legs effect and ran that.
I started my new clan for my personal use, complete with a clan sitter. I hope to open up the basement and put a dreads instance in there. It would unfortunately take me 2 weeks to finish an instance on my own. I might just leave it there and pop in and out over several months.
I thought today about doing BM runs until the next challenge season. It doesn't feel too interesting though.
I don't care too much about it, other than if it restricts my meat making ability. At least I sold flasks of mining oil when they were above 1500 or so. There's at least a mining script so I just loaded up on the oily legs effect and ran that.
I started my new clan for my personal use, complete with a clan sitter. I hope to open up the basement and put a dreads instance in there. It would unfortunately take me 2 weeks to finish an instance on my own. I might just leave it there and pop in and out over several months.
I thought today about doing BM runs until the next challenge season. It doesn't feel too interesting though.
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