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Yes i can't agree more those orders are crap.
Poor customers shouldn't demand premium ware in first place or rare.
Normal customers can demand sometimes rare.
Quality customers can demand more often rare and sometimes premium
High quality customers starting with rare and can demand premium.
Rich customers premium only.
thats how i would settle this.
Its a shame, but if you want to progress, just take the cheapest car, drive to the house, do the tasks and drive back. dont even bother opening the back of your van. its a waste of time - unfortunatly. reduces the game to a very simplistic repetetive chore. sad
The tetris part is not such a big problem for my taste i like it i just wish you could just turn the packages or the doors a bit better.
But the rest yea it is rare to get a good paying order i became pretty picky and destroy the rest which is more worth then disassembling the stuff and sell it.
The rate at which orders can even feasibly move items from your warehouse, and the size of the warehouse, means carefully breaking down houses with an absolute minimum of lost materials is effectively off the table. That feeling of walking up to a huge ship, stripping it down piece by piece (to the mud) without destroying any components, and selling off half a million metric tons of recovered materials at the end is just ... not here.
The current systems seem to be driving the player toward the experience of playing a Demolition Simulator rather than a Deconstruction Simulator, since they push you to demolish *almost everything* and ignore deconstruction for everything the customer didn't specifically request.
Support hardware is absolutely a great example. I have SO FEW orders for boards or wallboard or bricks (and the handful of brick orders I've seen have been like $500 for EIGHT pallets) so there currently is absolutely no point to actually being meticulous.
I'd like items to be labeled damaged, if they're shown as such in the house, and for us to be able to buy a repair bench to fix them. But only if the baseline offers are fixed first.
I also like the idea of being able to sell things individually by listing them ourselves since most of the requests we get want things I don't have and usually can't be found on the current job.
I get that we get the items for free but if you're going to make scanning them a feature the value in the scanner should actually mean something.
I think this would be the best solution. It would give players more of a choice.
I kind of like the meticulous taking apart of items. I don't like spending ages trying to fit items into a vehicle, but now that I've bought the biggest vehicle that's much less of an issue (I went from the starter van to the $15K box lorry).
What I now have is a warehouse full of racks of stuff lining the walls and pallets of stuff covering the floor and no way of selling them faster than I can get them (apart from boxes of small items - those sell well enough) and the knowledge that I'd be better off smashing everything and selling the scrap. There's good money in scrap in this game and it's easy and guaranteed. But I'd be fine with selling retrieved items on an ingame "online" marketplace and getting much less than stated value for them.
On top of that, I think that the order system has a bad UI anyway. You can't scroll through orders - you have to scroll and click each order one at a time. Your stock inventory system obviously interfaces with the ordering system, since it tells you if you have items for an order in stock. So why can't you sort the orders on the basis of which ones you can fulfill, then which ones you can partially fulfill?
would like it if the orders took into account what you have and ask for those items. i mean your computer has a stock section to check on what you have in your warehouse, so the people buying stuff from you should be able to see the stock as well.
Instead after a few hours of playing I’ve reached the same conclusion as OP… the real money is in nuking the house and bagging up the mess.
It’s really disappointing. I hope they have plans to address this.
I kind of agree with that. If they want to focus on "dismantling is not destruction" like what's mentioned in the tutorial, there needs to be more incentive to stash lots of stuff and be able to sell it, and more penalty for leaving a mess.
Right now you can do a lot of missions by loading up the items that are required in the mission, wrecking ball the house and scram. There's no penalty for leaving a pile of rubble, you will get the full contract payout, only missing out on the cleanup bonus.
It would be a lot more challenging and fun to have large orders of building materials (beams, planks, drywalls, common furniture, etc.) that remain outstanding so you need to take more materials from the site. Maybe then the game also turns a little into Hardware Store Simulator, but I don't think that's a big deal and it could be part of the game's goal.
The way the orders work now also means the "value" on the scanner is kind of meaningless, so either don't display it or allow us to sell the items based on that value.
The problem with orders is that they seem to be completely randomly generated with no logical boundaries. You get lots of orders that are calling for totally insane amounts of disassembled items that you have very limited ability to store meaningful amounts of. You also get orders paying almost nothing that are calling for crazy amounts of and/or high tier items. There seems to be no rhyme or reason to what the order pays in comparison to what items it's calling for. There needs to be some semblance of sense to it, and orders that call for large quantities of building supplies should not also be calling for TVs and sofas etc.