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Custom Merchandising


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[QUOTE=Eisen-verse;505404]Is there any benefit from doing Custom Merchandising? I thought of possibly using it in my new SWF game and didn't know if it was worth it or not. Seems interesting. Cheers.[/QUOTE] I can't remember every hearing from ANYONE us it, probably on account of the obvious risk you take in it. Its a shame, as I'd love to give it a whirl and know who's buying what of my workers. I want to know that kids everywhere are buying Boris Kiriyakin action figures!
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How can you tell how much to sell, will a popular heel sell as much as a popular face? And how much is very high and much is low? And what is the difference between the different peices of merchendise, which ones should you use? :eek: Soz about the lot a questions, but on one of my games I screwed up ELPF by having everyone have all the merchendise on very High. I call shenanigans:cool:
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[QUOTE=The Masked Orange;506034]How can you tell how much to sell, will a popular heel sell as much as a popular face? And how much is very high and much is low? And what is the difference between the different peices of merchendise, which ones should you use? :eek: Soz about the lot a questions, but on one of my games I screwed up ELPF by having everyone have all the merchendise on very High. I call shenanigans:cool:[/QUOTE] It's really not that difficult. It just requires common sense and micromanagement. Think about it. The common sense part comes in when deciding who gets the higher levels of custom merch. Do you give it to the worker treading water with no active storyline or do you give it to the worker being actively pushed to take the top title? Which parts you use is all up to you. Custom merch is never going to make you bucketloads of money. But, it does allow you to streamline your merchandising and [I][B]take advantage of worker popularity and momentum[/B][/I] to make a bit more money on the side. How's that for a hint? :)
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