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View Full Version : Skill Based Customer Interaction?



redink1
12-18-2002, 12:15 AM
As Funeral Quest is right now, customer interaction is essentially a matrix of slot machines. If you know that Confused people need Sympathy, Chipper people need Guilt, and so on, its just mood them until their resistance is low, and sell them randomly priced items until they get pissed.

Sure, you can get Psych upgrades and such, but its still based around random customers, random priced items, etc.

So... I've been trying (and failing) to think of ways to get some sort of Skill involved with customer interaction. One crappy idea is like in Mario Golf... you have to determine your swing strength by stopping two cursors at two positions on a bar... the cursor moves, and you only have one shot. Perhaps you could have different prices on that bar, randomly placed and random amounts...

But I don't really like that idea... but I can't think of anything else. But it'd be nice to be able to think, "Boy, I really screwed up, what a crappy day" instead of "Boy, what luck, I got a whole bunch of pissed customers today"

Seth
12-18-2002, 12:20 AM
I'm purposefully steering clear of any arcade/reaction based methods because they would be too simple to hack up the Flash to to insure perfect 'swings' every time.

I agree other ways besides Psyche should be involved, I think the best way is to continue to add tools and options. For instance, being able to get richer customers by advertising certain places or partnering with the church.

Or a kind of "Super skill" you can use once per day after earning it to instantly double a limit, or kill resistance or whatever.

12-18-2002, 09:33 AM
Hello,

By reading posts made months ago; several good ideas were presented by several people for buying objects for the Funeral Parlor.

signs, advertising, additional hearses, limos, parlor additions . . . see previous posts for more.

Perhaps for a 'donation' the church:
1) can 'bless' you?
2) 'recommend' your services and folks would be less resistant to your services?
3) bless a 'rabbits' foot for luck?
{ DiMart can sell the rabbits foot and guarantee (10?) luck? }

Mr Yang can chant an ancient oriental curse to remove luck given by church or rabbits foot?

Just a few idea's,
Robert
http://www.rtsoft.com/iB_html/non-cgi/emoticons/biggrin.gif

12-18-2002, 09:42 AM
Hello again,

A message can appear directing you to go to the Hospital for a ' pick-up ' IF you go right away - you can get the sale of the grieving family - IF you wait and go later they used the phone book to find another parlor?

I really like this one!

Robert http://www.rtsoft.com/iB_html/non-cgi/emoticons/ghostface.gif

mimifish
12-18-2002, 01:22 PM
Since now Seth is leaning to make the game more complicated, I would like to bring up a few of my old suggestions again. http://www.rtsoft.com/iB_html/non-cgi/emoticons/tounge.gif

The best way is to add a customer satisfactory parameter like word of mouth to attract better customers, less irritating mood and/or richer people. Even two different parameters to handle mood and maximum spending differently. But I guess Seth won't go that far. http://www.rtsoft.com/iB_html/non-cgi/emoticons/wow.gif

Without altering the main gameplay too much, it might be better to add another two functions on top of the main playing Sympathy/Guilt/HardSell/SoftSell structure. Rebate and discount.

My basic ideas would be as followed:

Rebate:
1. You give up 25% of your BP's. For example, you make a $5300 sale, you give your customer 25% rebate, i.e. $1325 less. So you can only get 25 BP's instead of 33.
2. Why do you want to do that? A rebate offer would make the mood of the customer much better. 20% to 50% for example. Currently, you can only guess sympathy/guilt if the customer comes in with bad mood.
3. Customers' allowance won't change. For example, the maximum allowance is $7504, and you make the rebate offer and make $7450 sale. In the end, you only get 34 BP's and a gold tag. (You can't get the within $50 or $100 limit bonus since you only make $5588 in this case.)

Discount:

1. One-time offer only. Once you make the offer and succeed, you can't do anything else or go back. If the customer rejects, the resistance increases by 50%.
2. Failure rate:
A. Beyond customers' limit: fail.
B. Within limit:
5% failure rate for resistance less than 55%
(resistance - 50%) for higher resistance
3. Discount items:
Economical silver casket: $2000
Economical gold casket: $4000
4. Maybe you can even add something twisted calculation here so that if the customers are willing to pay more and you tried to sell less, it would piss the customer and fail to make the discounted sale.
5. The benefit of this would increase your chance to gather better tags even if you don't get good customers.

In addition, maybe you can add another psych skill "Slightly Over the Limit (less than $50)" in Spirit University. That way, you can eventually get much better chance to get perfect sale if you have very high psych.

Of course, promote and advertising is also a good way to make the game more fun.

Robert's hospital idea is a good one. Maybe you can add more things there. For example, you can visit hospital once in a day. There might be some stories involved, but in the end, if you choose the right one, you can get one or more extra customers directly introduced by the nurse (without taking your regular turn). If you choose the wrong one, you might lose some BP's or some plots.

12-21-2002, 10:20 PM
I see a few people are using the *twins* and most have been unsuccessful attempts so far.

This brings me to thinking about how effective would the smoke alarm be if the batteries died and the parlor owner failed to purchase them at DiMart? The padlock wears out after many abusive picks - how about the smoke alarm? - was it damaged in the small fire or have the batteries died?

Holiday wishes,
Robert http://www.rtsoft.com/iB_html/non-cgi/emoticons/alien.gif

12-22-2002, 04:37 AM
hospital idea is a good one. i agree Maybe you can add more things there and items. For example, you can visit the hospital more than once in a day like you said and have more caos. There might be some stories involved like choosing an ending, similar to those books where you choose your ending to the story i like this one http://www.rtsoft.com/iB_html/non-cgi/emoticons/wow.gif HolidaY Wishes http://www.rtsoft.com/iB_html/non-cgi/emoticons/unclesam.gif <-Santa

12-22-2002, 04:48 AM
are you speaking another language?

Dukie
12-22-2002, 02:59 PM
I agree with redink, so I managed to come up with an idea too&#33; http://www.rtsoft.com/iB_html/non-cgi/emoticons/laugh.gif

How about extra bonusses for customer satisfaction, based on the mood your customer is in when you close the sale. Everyone tries to get within the customers spending limit, which usually results in the client being pissed http://www.rtsoft.com/iB_html/non-cgi/emoticons/smile.gif
If you know that customers spending limit, you don&#39;t always have to do that (ie. when you know you can&#39;t sell anything anymore). Then you might click done when he&#39;s crying or average.

The former could result in bad word-of-mouth (tieing in with advertising idea some other people had) while the latter might give you good word-of-mouth or extra BP&#39;s for customer satisfaction.

I also think you should get another turn if you manage not to let anyone run away all day&#33; (good word-of-mouth&#33; http://www.rtsoft.com/iB_html/non-cgi/emoticons/smile.gif

mimifish
12-23-2002, 05:01 AM
Quote[/b] ]extra bonusses for customer satisfaction, based on the mood your customer is in when you close the sale

I believed that Dukie did not see what I proposed for the WOM, word of mouth back then, but I guessed nice idea won&#39;t be alone. However at that time Seth thought it would be too complicated for the gameplay although I didn&#39;t think that way.

Basically my WOM system has two primary parameters. One is determined by the mood of the customer when the sale is finalized as well as the percentage of your accomplished sales. It would affect the mood of your future customers. The other is based on the resistance of your customer when the deal is done. It would affect the resistance of your future customers. Basically, those two parameters are against each other in a sense. How to balance them to get better customers later on would be a nice strategy move.

And also the spending limit should be determined by how good you pushed your sale. Another parameter can be implanted here. For example, you originally can have a customer with spending limit from &#036;800 to &#036;10000. If you get within 95% of the maximum allowance for that sale, you then can have a customer with spending limit from &#036;900 to &#036;10100 for the next one. On the other hand, if you fail to get more than 60% of the maximum allowance for that sale, you then can have a customer with spending limit from &#036;800 to &#036;9900 for the next one.

To make it better, you should have a way to make the customer happier (with my rebate or discount suggestion) or have an option to reject a customer if you don&#39;t have a way to make the customer happier. A rejected customer is not acounted for WOM.

And you now should see why Seth thought it was too complicated. http://www.rtsoft.com/iB_html/non-cgi/emoticons/biggrin.gif

Dukie
12-23-2002, 09:52 AM
Heh, I didn&#39;t you know you came up with this too :P
Still a nice idea ;)