#Balance Hotels vs Solo Housing

5 messages · Page 1 of 1 (latest)

steel remnant
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As my landlord this cycle, @rare jacinth, uccinctly put it:

Housing with multiple residents is strongly encouraged by game mechanics. So if you want to go for a high housing value, your best bet is to go to a hotel or build one on your own.

I would like WT to find a way to balance this out, because at the moment it is just being used as UBI sponges because building our own is cost prohibitive for equal value. It really is just that much better.

I don’t know if it is even possible, but I would love to somehow see the number of rooms that count towards a residence’s xp be capped at n rooms of each type averaged, where n equals number of residents. So a 11 floor set hotel would, with 4 residents would only count 4 room sets to the grand total, ideally taking the average value for each room type instead of doing the normal half value for additional type.

With furniture having volume, it would really force players to design rooms to maximize their values instead of building a bunch of small ones over and over again. While also using the wide variety of furniture items out there.

Doing this would move hotels into a “I don’t have time to build my own place” category instead of a must do category.

rare jacinth
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In terms of game-design/balance the question should be: Are multi-resident housing benefits working as intended? And are they balanced in comparison to single-resident housing benefits?
On WT the game mechanics result in large hotels of up to 16 housing slots to achieve a very high housing bonus. Is this something to endorse?
Involved players identified a game mechanic and a market need of other players. They put substantial effort into this and are now profiting from their idea. On the other hand it can be argued that they are profiting too much from it, siphon off UBI from other players and resulting buildings are huge block-like and visually not appealing.
Also game-changes in 10.0 shifts he focus to a more local level (i.e. towns). It can be argued that housing should play the main role here. The sweet spot for housing in terms of benefit per effort can be shifted to a town-sized population with diminishing returns for larger number of residents.
Furthermore: Should individual housing be more attractive in terms of maximized housing bonus?
Or is the housing discussion matter of in-game policies to make the desired forms of housing (financially) more attractive?

Ztaes suggestion can probably best be implemented in a modified way: Adjust the occupancy penalty for housing in a way that will give a further diminishing return for large number of residents.

scarlet berry
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The system gives too much of a bonus to multi-resident housing, with capping near 100%, while the intention is more of a 10% one, but @jolly eagle might be able to fix that for us. It is still supposed to have some advantage.

I had several chats about if that is intended for vanilla and results were inconclusive, so not sure where it would be changed.

brave harness
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I've complained about this before and was told housing did what was intended and that my opinion didn't align with the devs opinion. So I just suffer in silence. If someone wants to start a petition to change the devs minds I'll sign tho 😆

steel remnant