Hi mate,
First of all thanks for your feedback, it’s clear that you have put some effort into this. Responding to everything would be a bit too overwhelmingly for me, but I’ll pick out what I consider the most important below.
Absolutely! We haven’t even started balancing the game yet, so the game experience will radically change over the summer.
Traffic is hard, and incredible expensive. We already sunk in hundreds of hours making it what is it so far. That being said, all the things you want, we want too. We plan to continue improving traffic years after the release.
We already have support for time-based and location-based traffic volumes. We just haven’t had the time to balance it out yet. I hope we get this done by Beta 4.
This is actually already the case and your own ad will be part of the billboard cycles around the town. However, we have earlier discussed internally if we should increase the chance of seeing your own ads. +1 vote for that now
That’s a good idea! Much more realistic with that being heavily limited. Would be awesome if you submitted that as an individual suggestion for others to vote for.
Another good idea! Would be great setting up an individual thread for that too.
You’re 100% right. Fortunately, it’s coming in Beta 2. You can read more about it here (or join the discussion):
Although, the specific system you’re asking might be out of our relatively small indie budget But we do our best.
You’re right the medium truck is meant just for the warehouses. The regular van allows 2 destinations and the medium truck allows 4. That’s the reason to buy it. We might buff the destinations count later, we’re still collecting feedback.
This is changed in Beta 2. We introduce a preview feature and we also add more data to the building presentation like customer capacity and traffic index. We’ll also add more information to the help system. Discussed here: https://community.bigambitionsgame.com/t/building-layouts/990/3
We’re still busy creating building layouts. We target 2 additional layouts for every beta. Same goes for beta 2.
There’s 2 additional harbor importers located in Murray Hill, which will complete the “import catalog”. This last neighborhood is planned for release in Beta 3.
Beta 2 introduces “Import Price Index” with the new demand system. Prices will vary depending on the current demand for a product. We haven’t yet balanced in-game prices, but it will be very hard to simulate real-life prices as we have much fewer variables affecting revenue in BA.
We’re gonna change that. Completely agree.
Staff management and recruitment are generally implemented with a minimal level of complexity. This is something we expect to improve a lot later on, but for now unplanned.
I never heard about this issue before, but I would love to get a copy of your savegame so we can investigate. We’re badass at fixing lag and performance issues.
To sum everything up, I think your “frustration” comes down to our unusual way of developing games. When I developed my first game, Startup Company, I learnt the power of involving the community early on. Constantly listen to feedback as the game evolves, and admit that we can’t plan out a perfect game on paper, develop it and not make mistakes.
Many of the mechanics, like the employee or marketing systems are left relatively simple, in order to leave space in our budgets and schedules to actually react to player feedback. It’s not part of a bigger “game plan”.
I should also point out that even though we hope to release the game by August, we’re having no plans on ending development. As a studio, we have no “next game” in our pipeline. Our hope and dream is to continue developing the world of Big Ambitions for the next decade.
Thanks again for all your feedback and thanks for playing so far. Almost everything you mention is somewhat already on our radar, which makes me confident that we’re on the right track (which is nice!).