In this guide, I’ll help you navigate the intricacies of customer behavior in TCG Card Shop Simulator. From spending habits to decision-making processes, I’ve got you covered. You’ll also learn how customers engage in games at your shop and how to handle those pesky “stinky” customers.
Customer Spending Capacity
How Much Can Customers Spend?
The amount a customer can spend varies based on several factors:
- Shop Level
- Number of Shop Expansions unlocked
- Shop Lot B status and its expansions
Spending Formula
To calculate the maximum spending amount for a customer, use the following formula:
Max Spending=100+(Shop Level×100)+(Shop A Expansions×250)+500 (if Shop B is unlocked)+(Shop B Expansions×400)\text{Max Spending} = 100 + (\text{Shop Level} \times 100) + (\text{Shop A Expansions} \times 250) + 500 \text{ (if Shop B is unlocked)} + (\text{Shop B Expansions} \times 400)
Let’s break it Down:
- Start with $100.
- Add $100 for each Shop Level (e.g., $10,000 at Level 100).
- Add $250 for each Shop A Expansion (up to $5,000).
- If Shop B is unlocked, add $500.
- Add $400 for each Shop B Expansion (up to $3,200).
The maximum a customer can have is $18,800, which updates with every level up, play table placement, or expansion.
Randomness Factor
There’s an element of randomness in customer spending:
- 0.3% chance (if a random number is below 3): Spend between $300 and $75,200.
- 5% chance (if below 50): Spend between $40 and $37,600.
- If neither condition is met: Spend between $20 and $18,800.
Absolute Maximum
With luck, a customer can have up to $75,200!
Customer Capacity
How Many Customers Can I Have?
The number of customers present in your shop at any time is determined by:
- Shop Level
- Number of Shop A Expansions unlocked
- Current players at tables
Customer Capacity Formula
Here’s how it breaks down:
Shop Level Increases:
Level Range | Additional Customers |
---|---|
Levels 1-2 | +2 |
Levels 3-5 | +3 |
Levels 6-9 | +4 |
Levels 10-14 | +5 |
Levels 15-20 | +6 |
Levels 21-27 | +7 |
Levels 28-35 | +8 |
Levels 36-44 | +9 |
Levels 45-54 | +10 |
Levels 55-65 | +11 |
Levels 66-77 | +12 |
Levels 78-90 | +13 |
Levels 91-100 | +14 |
Shop A Expansion Increases:
Expansions | Additional Customers |
---|---|
0 Expansions | +1 |
1-2 Expansions | +2 |
3-5 Expansions | +3 |
6-9 Expansions | +5 |
10-14 Expansions | +6 |
15-20 Expansions | +7 |
Final Customer Count Formula
Total Customers=1+Shop Level Value+Shop A Expansion Value+Ceil(Num of Customers Playing2)\text{Total Customers} = 1 + \text{Shop Level Value} + \text{Shop A Expansion Value} + \text{Ceil}\left(\frac{\text{Num of Customers Playing}}{2}\right)
Note: There is a maximum cap of 28 customers.
Also Read: Workshop Bulk Box Guide for TCG Card Shop Simulator
Customer Purchase Motivation
What Makes a Customer Buy?
Several factors influence a customer’s likelihood to make a purchase:
- Target Item: Customers may have specific items in mind. The likelihood of having a target item increases with shop levels:
- Levels 1-2: 5% chance
- Levels 3-4: 12% chance
- Levels 5-9: 25% chance
- Levels 10+: 40% chance
- Shelf Selection: Customers will either head to a random shelf or go directly to their target item if it’s available. If not, they’ll browse randomly.
- Price Evaluation: Once at a shelf, customers evaluate prices based on market value. Here’s the evaluation scale:
Price Difference | Purchase Probability |
---|---|
-20% | 100% |
-10% | 95% |
0% | 90% |
+10% | 75% |
+20% | 60% |
+30% | 45% |
+40% | 15% |
+50% | 5% |
+60% | 1% |
Over +60% | 0% |
Customer Constraints
Customers also check if they have enough money. If they don’t, they might leave or look elsewhere.
Customer Purchase Behavior
How Many Items Will Customers Buy?
Customers first check the shelf quantity. They’ll randomly select a number to purchase (up to 14). Note that some items, like booster packs, allow multiple purchases, while others are capped at 3.
Playing Games
Some customers come to play games. The chance varies by time of day:
Time of Day | Chance of Playing |
---|---|
Morning | 18% |
Afternoon | 33% |
Evening | 63% |
Night | 73% |
If a player is already at a table, add 25% to the chance.
If no one joins after 5-30 seconds, they leave.
Stinky Customers
Handling Stinky Customers
A “stinky” customer can spawn based on your shop level:
Chance=2+(0<Shop Level2<15)%\text{Chance} = 2 + \left(0 < \frac{\text{Shop Level}}{2} < 15\right) \%
Up to 17% of customers can be stinky at higher levels. You can have:
(Shop Level5)+1\left(\frac{\text{Shop Level}}{5}\right) + 1
At Level 100, you can have up to 21 stinky customers.
Effects of Stinky Customers:
- Stinky customers can annoy others. If someone is within 3 units, they have a 15% chance of leaving or checking out.
Tips for Success
- Some customers walk faster due to a random speed boost of up to 25%.
- Approximately 10% of customers are chatty and may share comments.
- If a customer can’t find their item after 1-5 tries, they will leave.
- Customers may also leave if they can’t navigate to a shelf after 1-5 attempts.
This guide should equip you with the essential knowledge to enhance customer interaction and boost your shop’s success in TCG Card Shop Simulator!