Wants & Fears Sanity "Death To All Nesses" Public Beta Edition

<< < (30/51) > >>

vcline:
Quote from: JCSpencer on 2007 October 30, 15:09:25

On a side note: Will someone slightly more awesome than me explain MOAR to me - I see that acronym a lot. Slight flaming (and spanking) allowed, and maybe I might like it.

I'll take a stab at this, although I may be wrong.  I believe it is part of kitty pidgin, and means "more."  Check out LOLcats, aka cat macros - here's an example.
http://icanhascheezburger.com/category/moar/

Zazazu:
*begs for Venusy's forgiveness in advance*
Quote from: JCSpencer on 2007 October 30, 15:09:25

On a side note: Will someone slightly more awesome than me explain MOAR to me - I see that acronym a lot. Slight flaming (and spanking) allowed, and maybe I might like it.
MOAR is for more as NAO is for now. It's a very emphatic version. MOAR should be visualized as !!!MORE!!!. Perfectly valid use of MOAR: Need MOAR glowing red balls!

Quote

Still, they never whine or complain or quit or wander off from their assigned tasks, as long as they are overpaid.
Then how are you breaking even? Are you setting everything to ridiculously expensive? See, that's something I don't like doing myself. At my public beach (no employees), the lemonade stand is set at cheap to pull the stupid tourists inside the alcove for a heatstroke break, and the ticket taker suggests $96 as average cost, but I set it at $10. Yes, the sim economy is messed up, but when was the last time you paid the equivalent of a cheap kitchen counter for an hour at the beach? At my businesses, I set almost everything to average, with the exception of the lawn ornaments my self-sim's daughters are selling in order to fund their clothing store. Relevant wages makes it so that my employees, all playables with considerable skills, are set at $40/hour at the most (that's for Kyle, a manager). Until level 5 or so, they barely break even, but after that it's free money. Edmund, selling mostly cheap artwork between $30-$500 a pop and a couple of $1000+ sculptures with two gold-level cashiers, and a double-gold level restocker/manager, makes $17,000 a day at level 10. That's fine...he only works there two days a week and gets $3,000 on the off days, and his pile of money goes into the pot to make neighborhood improvements...parks and the like as the alien overlords see fit. As for the convenience store being run by Kennedy's branch of the family, it takes in about $5000 a day (and they work M-F) with all household workers and items set to cheap, because all items are the crappiest versions of those available and he has warehouse discounts maxed.

Check out this thread by Plasticbox on his three neighborhoods. I stole emulated quite a bit of his to set up my 'hood, and it's great so far. Not bringing in much money as an employee keeps them nice and stuck in their class, unless they become a business owner themselves. Even then, if you don't set your prices over average, it takes a bit to start raking it in.

Venusy:
Quote from: Zazazu on 2007 October 31, 18:19:35

*begs for Venusy's forgiveness in advance*

To be honest, "MOAR" irritates me more than stupid formatting techniques. It's one of the few pieces of lolcat speak which manage to get out of the medium that they're allowed/accepted in (plus, I can block the lolcats without learning how to edit in Greasemonkey, while filtering "MOAR" would take more effort. I don't choose to block the lolcats anymore, as some of them are genuinely funny, but the majority aren't what I would call laugh out loud material). Same with "lulz", what's wrong with doing something for the laugh/laughs? And I hadn't heard "NAO" before, but I'm adding that to the list.

J. M. Pescado:
MOAR is actually portmanteau of "MORE" and "ROAR", and thus of an entirely different class from "LOLcat misspellings". "Lulz" on the other hand, is a term that defines laughs as specifically confined to the context of the Internets, and forms a tighter specification in that the laughing must involve Internets.

JCSpencer:
Ah okay. The only thing I could find pertaining to MOAR was "Mother Of All Retards." It seemed to fit in some cases, but not all.

Quote from: Zazazu on 2007 October 31, 18:19:35

Then how are you breaking even? Are you setting everything to ridiculously expensive?

Oh heck no. I hate doing that too. I usually stick with Average until I'm at 7 or 8 stars, then I bump it up to Above Average. I only use Expensive for 10 star businesses that are supposed to be posh. I've never used ridiculously expensive. However, I have a wide range of goods priced from around §100 to §30,000. I find that everyone can afford something. About three-quarters of my stock is priced at §5,000 and up. I've never really paid close attention to my daily profits, because I'm usually spending it as fast as I make it (house or business renovations mostly, or buying more real estate and fixing that up). I usually stay open for 10-12 hours. My employees are glowing red by that point, so I don't like to push it further. Or I'll send them home and let my Sims keep it going a bit longer (but they're pretty ragged by that point too).

It also depends on the type of business. My art gallery brings in about §50k per day when I play it, my car dealership gets close to that, and my club makes about §25k-ish a day. Of course, just like in real life, their are worse days and better days. I've broken §100k in one day with my car dealership (but my Sims were pretty exhausted at the end of that day). I find that the more items you have, the more you make. Not even taking restocking into consideration, the larger the number of items in my store, the more Sims tend to keep browsing and buying. If I only have a dozen items, half of the Sims that show up just end up chatting with each other, and most customers seem to buy only 1 item at a time. If I have 100 items to choose from, most of the customers that come buy something, and a large number of those will buy multiple items. I don't understand why it works that way, but that's what I've noticed.

Navigation

[0] Message Index

[#] Next page

[*] Previous page