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Thread: Broken Hearts Club

  1. #61
    Host(ess) inkedgemini84's Avatar
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    ☆did the pic show up? not sure lol...☆

  2. #62
    Fashion Designer
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    Quote Originally Posted by inkedgemini84 View Post
    ☆did the pic show up? not sure lol...☆
    It showed up. You have a lot of clothes racks and very few dressing rooms. I would add one more to start and see how things go. The picture is fuzzy but the green box above the customer's head looks like a dressing room.

  3. #63
    Fashion Designer
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    If you're seeimg mirrors above their heads you might add another mirror too. None of your wall mirrors are accessible because you have items in front of them, but you do have 3 floor mirrors and fewer accessory tables than clothes racks so 3 mirrors might be enough.

    Customers who want to buy an item from a rack go to visit a dressung room before purchase. Customers who want to but an accessory from a table need to look in a mirror before purchase.

    Your shop is very pretty by the way! :-)

  4. #64
    Host(ess) inkedgemini84's Avatar
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    ☆thank u! I need to expand so bad but I keep spending the money lol! I have more dressing rooms in storage but my shop is so small that it makes it look crowded... I guess it keeps coming down to shop score vs what I think looks right lol... but when it drops to 30 it's really weird... I haven't heard of anyone elses doing that... and I am always looking for good friends if u would like to add me cricket! u r very sweet to take your time and help us with this! id inkedgemini84 ♥#^_^#♥

  5. #65
    Fashion Designer
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    No problem! I sent you an invite. :-)

    I hate having to alter my design to keep the broken hearts away too. One time I had a symmetrical design along the right wall, and I had to remove one item to keep them happy. No matter how I tried to reconfigure it, it was just one too many items against the wall so I gave up and removed it. It was so annoying!

    Now that my shop is fully expanded I don't worry about it anymore, but lately I haven't redecorated anything in a way that makes them angry anyway. It figures now that I don't care! LOL

  6. #66
    Host(ess) inkedgemini84's Avatar
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    ☆I know right?! I used to be more concerned with rating but figure that since I have to look at my shop all the time it might as well please my eye lol; ) but I don't think it's very good when my rating drops so low... :/ I will have to let u know when it happens again... ☆

  7. #67
    The number of customers entering, examining items, buying items, and leaving the store per min/hour does not seem to vary regardless of the number of doors or store layout as such.
    If a purple 'I'm angry - broken heart' or green 'I want something - broken heart' occurs, then check and modify the accessibility & product/store facilities/layouts as indicated below.

    In my humble opinion, the best Fashion Story strategy is to have;
    - 100% pink 'unbroken hearts',
    - maximize coin income by selling items that earn 5 coins per unit versus 2 coins per unit sold,
    (I'm currently at level 53 so the number of coins per unit sold may increase at higher levels)
    - maximize gem income by repeated catalog slot purchases of the same item,
    - maximize unit stock levels by purchasing items with a higher number of units per catalog slot,
    - minimize waste due to expired catalog slot purchases,
    - minimize the coins/gems spent on, or store space occupied by, 'decorative' items,
    (at least until you have so many coins/gems you don't know what to do with them)
    ('decorative' items are any design item that is not a; rack, counter, changing room, mirror, or cash register)
    - maximize coin/gem 'bank' levels by only purchasing 'basic class' design items,
    (a Basic rack costing 1,000 coins is just as useful as a 'decorative' International rack costing 30,000 coins).

    In my humble opinion, achieving the Fashion Story 100% pink 'unbroken hearts' trick is to ensure that;
    - all racks, counters, changing rooms, mirrors, cash registers, and doors are accessible from at least one side (they have front, back, & 2 sides),
    - there is an adequate number of racks versus changing rooms/booths ratio,
    - there is an adequate number of counters versus mirrors ratio,
    - there is an adequate number of purchasers versus cash registers ratio.
    I do not yet know what the 'ideal' numbers for these ratios are.
    - there is an adequate number of items available on racks & counters,
    And finally, there is adequate distance (number of 'squares' in a route) between each door, rack/counter, changing room/mirror, and cash register(s).

    So, given that items can be divided into two classes;
    - rack items (gowns, dresses, shirts, shorts, etc), and
    - counter items (boots, shoes, necklaces, bracelets, bags, hats, etc),
    then the purchase process appears to be;
    - customer enters via door and visits one or more racks/counters containing an item,
    (purple 'I'm angry - broken heart' is shown if not enough items are available/accessible),
    - if customer decides to purchase a rack item - then customer visits a changing room/booth,
    (green 'changing room/booth - broken heart' shown if not enough changing rooms/booths are available), or,
    - if customer decides to purchase a counter item - then customer visits a mirror,
    (green 'mirror - broken heart' shown if not enough mirrors are available),
    when customer shows 'pink heart' - wants to buy product,
    then customer visits a cash register,
    (purple 'I'm angry - broken heart' shown if not enough cash registers available/accessible),
    then customer shows 'a bag in hand',
    then customer exits via door,
    and sale coins are added to running sales/coins total.
    OR something very similar.

    I suspect there is a minimum/optimum 'route/congestion' store layout, such that each customer has to be able to move across/through at least one 'square/tile' between one activity and the next activity - a count of three squares in total for the route.
    For example;
    Customer enters through a door and crosses one square, then moves through/across at least one other square, and stands on a third square to examine a product.
    Customer stands on one square to examine a product and decides to buy, then moves through/across at least one other square, to occupy a third square inside a changing room/booth or in front of a mirror.
    Customer leaves changing room/booth/mirror square, then moves through/across at least one other square, to occupy a third square by a cash register.
    As your store increase in size, customers seem to prefer longer, rather than shorter, routes.

    I hope this helps.

  8. #68
    New Resident
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    Can't open file

  9. #69
    Farm Supplier
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    Quote Originally Posted by kerriescastro View Post
    The number of customers entering, examining items, buying items, and leaving the store per min/hour does not seem to vary regardless of the number of doors or store layout as such.
    If a purple 'I'm angry - broken heart' or green 'I want something - broken heart' occurs, then check and modify the accessibility & product/store facilities/layouts as indicated below.

    In my humble opinion, the best Fashion Story strategy is to have;
    - 100% pink 'unbroken hearts',
    - maximize coin income by selling items that earn 5 coins per unit versus 2 coins per unit sold,
    (I'm currently at level 53 so the number of coins per unit sold may increase at higher levels)
    - maximize gem income by repeated catalog slot purchases of the same item,
    - maximize unit stock levels by purchasing items with a higher number of units per catalog slot,
    - minimize waste due to expired catalog slot purchases,
    - minimize the coins/gems spent on, or store space occupied by, 'decorative' items,
    (at least until you have so many coins/gems you don't know what to do with them)
    ('decorative' items are any design item that is not a; rack, counter, changing room, mirror, or cash register)
    - maximize coin/gem 'bank' levels by only purchasing 'basic class' design items,
    (a Basic rack costing 1,000 coins is just as useful as a 'decorative' International rack costing 30,000 coins).

    In my humble opinion, achieving the Fashion Story 100% pink 'unbroken hearts' trick is to ensure that;
    - all racks, counters, changing rooms, mirrors, cash registers, and doors are accessible from at least one side (they have front, back, & 2 sides),
    - there is an adequate number of racks versus changing rooms/booths ratio,
    - there is an adequate number of counters versus mirrors ratio,
    - there is an adequate number of purchasers versus cash registers ratio.
    I do not yet know what the 'ideal' numbers for these ratios are.
    - there is an adequate number of items available on racks & counters,
    And finally, there is adequate distance (number of 'squares' in a route) between each door, rack/counter, changing room/mirror, and cash register(s).

    So, given that items can be divided into two classes;
    - rack items (gowns, dresses, shirts, shorts, etc), and
    - counter items (boots, shoes, necklaces, bracelets, bags, hats, etc),
    then the purchase process appears to be;
    - customer enters via door and visits one or more racks/counters containing an item,
    (purple 'I'm angry - broken heart' is shown if not enough items are available/accessible),
    - if customer decides to purchase a rack item - then customer visits a changing room/booth,
    (green 'changing room/booth - broken heart' shown if not enough changing rooms/booths are available), or,
    - if customer decides to purchase a counter item - then customer visits a mirror,
    (green 'mirror - broken heart' shown if not enough mirrors are available),
    when customer shows 'pink heart' - wants to buy product,
    then customer visits a cash register,
    (purple 'I'm angry - broken heart' shown if not enough cash registers available/accessible),
    then customer shows 'a bag in hand',
    then customer exits via door,
    and sale coins are added to running sales/coins total.
    OR something very similar.

    I suspect there is a minimum/optimum 'route/congestion' store layout, such that each customer has to be able to move across/through at least one 'square/tile' between one activity and the next activity - a count of three squares in total for the route.
    For example;
    Customer enters through a door and crosses one square, then moves through/across at least one other square, and stands on a third square to examine a product.
    Customer stands on one square to examine a product and decides to buy, then moves through/across at least one other square, to occupy a third square inside a changing room/booth or in front of a mirror.
    Customer leaves changing room/booth/mirror square, then moves through/across at least one other square, to occupy a third square by a cash register.
    As your store increase in size, customers seem to prefer longer, rather than shorter, routes.

    I hope this helps.
    Great piece & thanks for taking time to write it all.

    GAMER GIRL
    <3 <3 <3 <3

  10. #70
    Rhino Keeper Bellamiux's Avatar
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    I am not good at explaining reasons or looking at every detail but I always waited to see if all my clients had hearts or broken hearts after a remodeling I found out (I think) the problem was on where I placed my register, if my register had one paying all other clients would get out of changing room broken hearted so I used to have a hard time finding the right way (I guess the other details are similar this is just how I saw it)

    Now I placed one next to each door (usually have 1 door on each side) and they both take more than one client so always have good hearts. (Hope I made sense )

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