Paperclips



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    A quick 5 min game. No need to parcel out a weekend or anything.



  • :its_a_trap.png:



  • It is a 5 minute game. Once you reach the point you can auto-buy your spools, you can just let it run in the background and live off the profits in retirement.

    Also, I would have thought once you've reached 100% public demand, the sales per second would cap out. There's some economic flaws in the idea that if you lower prices it will always increase demand. Not everyone needs paperclips, so even if you made them free it doesn't mean everyone will get them. You're just oversaturating at that point.



  • ...damn you.



  • @the_quiet_one said in Paperclips:

    ...damn you.

    Mwhahahahahaha


  • Impossible Mission Players - A

    @the_quiet_one
    The game really needs a choice to add additional clipper jobs instead of spending money on machines to do the autoclipping. That way you can stimulate demand by hiring people to make your stuff and they'll have money to buy your stuff. 🍹


  • Impossible Mission Players - A

    100,000 clips created in 28 minutes 19 seconds|

    Wait, I thought this was a 5 minute game 🤔

    CAAAAAAAAAAAAARTMAN!


  • Impossible Mission Players - A

    @cartman82 said in Paperclips:

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    undefined screw your "not worky on mobile" bs. I do what I want!

    @cartman82 said in Paperclips:

    A quick 5 min game. No need to parcel out a weekend or anything.

    0_1513878148473_Screenshot_20171221-100309.png

    Lies!

    I suppose I take the long route, this was my progress after an hour after it crashed my phone (I blame a probable memory leak in Chrome).



  • @The_Quiet_One said in Paperclips:

    It is a 5 minute game. Once you reach the point you can auto-buy your spools, you can just let it run in the background and live off the profits in retirement.

    That works, but the quantum computing and the whole investments and strategies to get Yomi stuff make the game require more attention. Getting more "trust" points in order to get all that is probably the most time-consuming part of it, though.

    Also, I would have thought once you've reached 100% public demand, the sales per second would cap out. There's some economic flaws in the idea that if you lower prices it will always increase demand. Not everyone needs paperclips, so even if you made them free it doesn't mean everyone will get them. You're just oversaturating at that point.

    I think it might make more sense to think of it as the ratio of demand to supply, and not saturation of demand.


  • Impossible Mission Players - A

    Also, boo, if you switch to a different active tab, the game stops simulating.


  • Impossible Mission Players - A

    @djls45
    Eh, it's more of "multiplier being applied to the random number for how many paperclips you sold in the last simulation interval." If it were a D:S ratio, it would vary as you increased the number of autoclippers, and it doesn't.



  • @izzion said in Paperclips:

    Also, boo, if you switch to a different active tab, the game stops simulating.

    That's an easy fix. Pull the tab out to its own window. 😃


  • Impossible Mission Players - A

    @djls45
    What do you think I did before rushing over here to complain? 🍹

    Edit: though at least it seems to pause the timer for how long it took you to hit a milestone, so there is that.



  • Current state:
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  • @cartman82 There's a new Cookie Clicker-type game every single month. They all suck.



  • @izzion said in Paperclips:

    Also, boo, if you switch to a different active tab, the game stops simulating.

    That might be a browser thing rather than a sim thing. I could be wrong, though. Chrome seems to like suspending animation when you're off a tab sometimes.

    @izzion said in Paperclips:

    Eh, it's more of "multiplier being applied to the random number for how many paperclips you sold in the last simulation interval." If it were a D:S ratio, it would vary as you increased the number of autoclippers, and it doesn't.

    Yeah, but the number kinda loses meaning at that point. What is the point of a percentage based on some arbitrary baseline if what I'm really interested in is the average amount sold?

    The way I'd adjust the algorithm is:

    There is a pool of available buyers in a given period. There's no way to go over this max, but there are ways to increase the max (which I'll get to below).

    The percentage of this pool of buyers who buy from you is based solely on your market share, which is adjustable with marketing, trust level, and price. Certain projects, such as the Monopoly, can also increase market share.

    If you want to increase the max, this can be increased over time with marketing efforts (selling clips to someone who was suckered into buying it even though they really have no use for it) or new projects (say, lobbying to make staplers illegal, which introduce a new source of purchasing).


  • Impossible Mission Players - A

    I now feel compelled to see if I can get my lifetime investment P/L ratio to -$1,000,000



  • @djls45 said in Paperclips:

    Getting more "trust" points in order to get all that is probably the most time-consuming part of it, though.

    The first time I played I did something with the trust that completely f'ed my game, and I had to restart.


  • Impossible Mission Players - A

    @izzion

    Lifetime investment revenue report: $859,120

    OK, maybe I can call going from -$150k to that in a single period good enough...



  • @hungrier said in Paperclips:

    @djls45 said in Paperclips:

    Getting more "trust" points in order to get all that is probably the most time-consuming part of it, though.

    The first time I played I did something with the trust that completely f'ed my game, and I had to restart.

    Depending on what point of the game you did this, I discovered something.

    At some point a new project will emerge, "Redistribute Trust" which resets your processors and memory count, and you can redo them. It's probably solely based on time, and it took at least a few hours before I got that opportunity.


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