Pitchside Empire · published · build 25149369
This update is built almost entirely on player feedback. Thanks to everyone who left a review — a couple of you pointed at exactly the right problems.
The acceptance meter on the phone was lying to you. It showed numbers that had nothing to do with how your offer was really judged — an offer that was certain to be accepted displayed as 86%, which pushed you to ask for less than you could have got. The meter now reflects the real outcome.
Every caller has their own hidden patience, so reading the situation still beats memorising a formula. Counter-offers are no longer simply the customer's maximum, so deliberately overshooting is no longer the one correct move. And the counter-offer has its own countdown now — the customer won't wait forever.
You start with more cash: enough for two purchases on day one instead of one, so your first decision is which two, not whether you can afford anything at all. The second pitch is cheaper and arrives noticeably sooner.
Early callers now mostly want a slot today rather than two weeks out, so answering the phone actually fills your schedule — and you can watch it happen.
When a fight breaks out you get ten seconds and three options: send security (costs money, saves the match and your reputation), stop the match (you lose the remaining fee but keep your reputation), or stay out of it (free, but your reputation takes the hit). Which one is right depends on what that match is worth — and keeping security staff on the payroll finally pays off where you can see it.
- Cars on the road beside the facility drove through each other
- Reputation is no longer docked for walking away from a negotiation, when declining the call outright was always free
- A batch of balance and interface fixes that had been waiting for a release
Keep the feedback coming — this update was made out of it.