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AvramBelinksi's avatar
10 years ago

House Prices

AvramBelinksi wrote:
Hey Guys

My question is whether this pricing structure has always been part of the game. Is it somehow tied to property value (I'm building on more expensive land now)? Is this a way to inhibit this mode of wealth accrual and force players to earn money through time-consuming, premium-focused (read: donut purchase) strategies?




Just became live with the last patch.
  • Billowy Backpacks

    I was looking through my inventory and I have 52 brown houses in there. Must have been from some event where I put them out for neighbors to tap.
  • I had not noticed that on the flip side of this change our selling prices had also increased. So thanks to all who commented on that aspect in this thread. That is definitely useful information to know. And yes, I know LPNItaly warned us as usual, and I noticed the part about the increase in prices. but I don't remember him mentioning this part, so not sure if this was expected or not. Anyway, I can see where some people really made a nice, shiny, penny on in game cash of their hoarded former house farms. Kinda like anyone who did not open their mystery boxes before, they look like geniuses now for not selling out.
  • I'm a bit annoyed by it.

    I don't build houses to farm cash. I don't see the point in that. Until game cash can be turned into donuts, there's no use in farming and money being lost by EA here.

    I'm annoyed because I build homes to fill out empty space for aesthetic purposes, and now that's more difficult. I just spent about 1.5 million bucks building eight houses.
  • It's very bad this. You buy all these new top level buildings and they cost 1 000 000. They produce 150 like evey 8hrs. You nevet get a building like that in to profit. The only way to do it is to farm with the buildings which are economical. That was the houses. Now this punitive measure by EA makes the houses uneconomical to.

    The only way to start this game now is to build a house farm to speed through the levels cover and aquire land and the clear it buy selling houses and play it the way the rest of us do.

    Knowing what a new player faces now who here could recomend to somebody to start playing TSTO?

    I know I couldn't.

    The game is now facing death as there will be no new players.
  • iain51269522 wrote:
    It's very bad this. You buy all these new top level buildings and they cost 1 000 000. They produce 150 like evey 8hrs. You nevet get a building like that in to profit. The only way to do it is to farm with the buildings which are economical. That was the houses. Now this punitive measure by EA makes the houses uneconomical to.

    The only way to start this game now is to build a house farm to speed through the levels cover and aquire land and the clear it buy selling houses and play it the way the rest of us do.

    Knowing what a new player faces now who here could recomend to somebody to start playing TSTO?

    I know I couldn't.

    The game is now facing death as there will be no new players.


    I started playing in September. Hit level 50 this week. Had fun along the way. I have about 30 brown houses for aesthetic reasons (countryside/camping/bad side of town), never really tapped them for income, so they didn't really have anything to do with my progress.

    the only bad side-effect I can see of the demise of house farms is that there will be fewer houses to tap when visiting neighbors. No farms means people are more likely to be tapping their other buildings for income, so fewer available buildings in neighbor's houses to tap.
  • TSTOGame wrote:
    Players who had a house farm tended to have far more currency than those who didn’t. One of the first thing players tended to do with that currency was buy up all the land expansions. Additionally all the extra XP pushed players to higher levels quicker than they could complete quests. This is when players would find themselves frustrated at not being able to unlock buildings that (for example) required level 30, when they hadn’t even completed quests from several levels earlier.

    All the extra currency also had players buying up expensive decorations (such as the Bloodmobile) because it yields a high amount of XP, which in turn helped to push players to the bonus level faster to get dozens of free donuts.

    It became so advantageous to house farm that many players stopped playing the game as it was intended. Designing a town was something put on the back-burner, as players found themselves caught in a cycle of always wanting just a little more currency, land, or donuts chances. Why bother sending characters on jobs? A house farm not only netted you more income, but was easier to collect. House farming was beginning to ruin the game, so it was clear something had to be done to scale back this activity.
  • johncolombo wrote:
    krae_man wrote:
    I get why EA did this(and changed the Donuts to money conversion rate to something based on your level) re to make it more likely people buy money with donuts. Problem is its still not worth it. The most expensive donut items are $10-$15 If you buy a boatload. With aspirationals, It's like $140. Granted that's better then the $1500+ It was before but its still way too expensive to even consider. Even with them taking away a faster way of aquirung money without spending donuts.


    I've never had a house farm and I have 150,000,000 in cash plus all land and aspirationals. It can be done, you just have to play the game!
    :mrgreen:

    Correction: not play, but buy (with real money)

    That multiplier you have wasn't exactly free. Granted it didn't cost a fortune either (arguably) but it still didn't just come through normal means.

    House farming was a freemiums way of making money.

    Buying items to increase the multiplier is a premium players way of making money.

    Personally I hate house farming. Even when I was a freemium player with a tight budget I never fell down that hole. Designing a town is the fun of the game for me. Not the incredibly ludicrous numbers.
  • LPNintendoITA wrote:
    TSTOGame wrote:
    Players who had a house farm tended to have far more currency than those who didn’t. One of the first thing players tended to do with that currency was buy up all the land expansions. Additionally all the extra XP pushed players to higher levels quicker than they could complete quests. This is when players would find themselves frustrated at not being able to unlock buildings that (for example) required level 30, when they hadn’t even completed quests from several levels earlier.

    All the extra currency also had players buying up expensive decorations (such as the Bloodmobile) because it yields a high amount of XP, which in turn helped to push players to the bonus level faster to get dozens of free donuts.

    It became so advantageous to house farm that many players stopped playing the game as it was intended. Designing a town was something put on the back-burner, as players found themselves caught in a cycle of always wanting just a little more currency, land, or donuts chances. Why bother sending characters on jobs? A house farm not only netted you more income, but was easier to collect. House farming was beginning to ruin the game, so it was clear something had to be done to scale back this activity.

    This is easily the best explanation for why they created a tiered pricing system.

    I'm sure there will still be new farmers out there though. This only slowed them down. :(
  • chrisgyo wrote:
    so do the prices of the houses decrease once you start selling them?




    anyone know the answer to this?

    right now I can get 48k for a white house...but apparently after I sell a few this price will start falling....is this the case? :? if so then I wont sell a thing

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