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New Skills system versus Old Jobs system.


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I already like the new system except by the fact it's unlikely to complete the table for every dupe which really annoys me.

Something M.C. noticed in other thread: if a dupe has interest in a task, it will cost less morale to be mastered which is pretty cool and reduces a tiny bit of cumulative morale requirement if you gonna do job rotation.

With some balance, it's going to be a much superior system than the previous one. Some of us really need that balance.

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16 minutes ago, Junksteel said:

Something M.C. noticed in other thread: if a dupe has interest in a task, it will cost less morale to be mastered which is pretty cool and reduces a tiny bit of cumulative morale requirement if you gonna do job rotation.

Yep. 1 less morale required for a skill the dupe has an interest in. Each interest can affect up to 3 skills, meaning you can get up to a 3 reduction in required morale for a jack of all trades dupe for every interest the dupe has.

At the same time it means you can have a dupe with a lv3 skill that only requires 3 morale. Or an astronaut that only requires morale in the mid-10s. With the new system, if you get the right dupes for the job morale is truly a non-issue.

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48 minutes ago, DarkWalker said:

At the same time it means you can have a dupe with a lv3 skill that only requires 3 morale. Or an astronaut that only requires morale in the mid-10s. With the new system, if you get the right dupes for the job morale is truly a non-issue.

Exactly. Too easy to have an astronaut, but too hard to complete the table. With some small balance changes towards a middle ground and the system will be fine. 

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18 hours ago, M.C. said:

It is. But it's not a new problem. It's the exact same problem that exists today. This change won't force me to make any decisions I am not making already.

I agree. The primary difference as I see it is that previously you would get the skill while wearing the hat or after you finished learning the skill.  Now you get the skill as soon as you assign the points.  It simply removes the 'while learning' part from the equation.

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Something interesting to note: dupes with higher Athletics score earn skill XP much faster. I have two Twinkletoe dupes with 5 and 8 Athletics, and the one with 8 Athletics is already (cycle 15) ahead of the other dupe by a full skill point.

It's probably THE most important dupe stat right now.

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The "Heart" (interests trait)  actually is pretty helpful and now makes more sense and plays a better role in the new system.   Taking on a job/skill that you love gives you a bonus morale point back.    So  getting those early tier 1 skills = free.    And makes it more interesting now to pay attention to new dupe selection on starting the game and coming out of the print pod after the game starts.

35 minutes ago, M.C. said:

Something interesting to note: dupes with higher Athletics score earn skill XP much faster. I have two Twinkletoe dupes with 5 and 8 Athletics, and the one with 8 Athletics is already (cycle 15) ahead of the other dupe by a full skill point.

It's probably THE most important dupe stat right now.

What are their LEARN skill points?

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Just now, M.C. said:

5 on both dupes.

I'm wondering also though if   "Interests" specific task that you do is helping boost the  XP. 
Previously, the "Interest" gives you more XP gain when you're doing a task/job that you like.

What are their interests?

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Just now, RonEmpire said:

I'm wondering also though if   "Interests" specific task that you do is helping boost the  XP. 
Previously, the "Interest" gives you more XP gain when you're doing a task/job that you like.

What are their interests?

One has ranching, the other research and digging (my third dude is doing all the research, for the record).

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Intriguing.   Something worth testing out.   But could also be that he's running faster and completing his tasks more  which could make the athletics really a powerful benefit like you said.   I could have sworn on the first day of release of preview (before the patches/hotfixes)   the Tidy had +2Athletics.  And then it got changed to +2Strength.       

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I did encounter a small "problem" with the new skill selection system.  There is no indicator when a dupe has an inability to perform a specific task.  For example Gastrophobia or Yokel... or a dupe that LOVES mechatronics but is unconstructive... Like Abe.

Spoiler

image.thumb.png.c355e679cf66b239229b36f5180e22c3.png

No indication that he can't actually build things.  *facepalm*  Anyway, I posted in feedback about it.  

 

Edit: This issue has been resolved.  There is now an indicator.  However, other issues were introduced that have been posted about elsewhere.

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5 hours ago, KittenIsAGeek said:

I did encounter a small "problem" with the new skill selection system.  There is no indicator when a dupe has an inability to perform a specific task.  For example Gastrophobia or Yokel... or a dupe that LOVES mechatronics but is unconstructive... Like Abe.

  Reveal hidden contents

image.thumb.png.c355e679cf66b239229b36f5180e22c3.png

No indication that he can't actually build things.  *facepalm*  Anyway, I posted in feedback about it.  



Yea I noticed that too a few days ago and reported it as a bug after their patch that condensed the jobs description.
IT used to be that you can't take certain jobs because it said "required or must be able to perform cooking/digging" for example.
Now you can select anything, and it ignores the negative traits.    Most likely a bug.  


Now the ONLY exception to this rule would probably be "LEARNING" and "Yokel".      
Since +2 cooking is totally useless for a guy who has Gastrophobia,   

But +2 Learning helps leveling up faster.   And the entire research line is the requirement for being an Astronaut.


The Interest trait bug has always been there and has been reported a few times.  
Current bug:
Interests in Cooking (any specific other skill as well, mining, building etc.)
But has a negative trait that refused to do the task.
Starting out from the Print Pod as choices with +X points in the skills they refuse to do.  
Example: refused to cook (gastrophia) but starts out with 4+ cooking skills.   and some worst situations they love to cook. lol.
 



 

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After 300 cycles i can say it made things not better for me!
One thing i can not understand is.
When ONI is soon leaving beta - final release, then why changing a working system, adding fresh bugs to the bugpiletower?
Really dislike and it makes now, not a thin layer of sense.

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6 minutes ago, Oozinator said:

After 300 cycles i can say it made things not better for me!
One thing i can not understand is.
When ONI is soon leaving beta - final release, then why changing a working system, adding fresh bugs to the bugpiletower?
Really dislike and it makes now, not a thin layer of sense.

After restarting from scratch on the preview update,     I'm liking the changes.  The only thing I don't like so far  is the performance of the game increasingly lagging    And then there's the LOAD time for a save file is taking 2-5 minutes and increasingly longer over time (cycles).
 

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7 hours ago, David FRS said:

Hey guys, I'm a bit confused, is this new system already implemented? Or is still in the testing version?

It's in the preview branch, so kinda implemented in a way. I don't see they steping back in favour of the tier system. It will be integrated to the official version in few days.

 

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37 minutes ago, Oozinator said:

After 300 cycles i can say it made things not better for me!
One thing i can not understand is.
When ONI is soon leaving beta - final release, then why changing a working system, adding fresh bugs to the bugpiletower?
Really dislike and it makes now, not a thin layer of sense.

I agree. Things are pretty annoying when you have more than 10 dupes (which is already overwhelming). Everytime I welcome a new dupe I need to spend a lot of time looking to the table and figuring out what's the new best spot for each of the dupes. It's micro management hell.

Even being more dynamic (which is kinda cool), the new system shouldn't demand that much attention of the player since it's far from being the most interesting part of the game. Besides that, I feel zero sense of accomplishment when dealing with the table even for long periods of time as it is near to impossible to complete the table. And to make a little worse, it feels punishing if I decide to just ignore it

I have mixed feelings about it. Even liking the new look of the tab and partly enjoying a more dynamic system, the overall perception of it in the long run isn't good or I'm doing something wrong. I dropped my new 220 cycles colony to wait how it will be in April 16th.

 

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5 minutes ago, Junksteel said:

I have mixed feelings about it.

 

What about, when dupes would learn, by doing?

Main assigment screen would be priority screen.
Let a dupe dig and he will be a fine digger, let the digger mop and he gets a mopping digger.
Leveling would be automatic and require morale for each level of skills gained.
When he reached a certain level of Digging, he gets a hat for the job.
This manually hat assign thing is completely off..
There must be some needs for specialists dupe (portal spawn), not only 5+ researchers.
Jack of all trades is boring and an error in gameplaydesign, if you ask me.
With more then ten dupes this game is like viewing a breakdance competition from 1995.

 

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About this new skill system.

What I like.

  • New UI looks good and easy to use than a drop down of each job (esp. when have too many dupe).
  • A feature to respec dupe
  • Custom hats ?

What I dislike

  • The passive xp gain when doing unrelated things.
  • suddenly master astronaut send him to Mars and then respec him to innocent dupe. (Sounds EASY right?)

A mix of this will be perfect.

  • New UI
  • Can learn every skills by doing every things (old system)
  • Once respec dupe will have to re-learn every things from scratch (Its like when you just got new dupe with high stats?)
  • hats
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On a side note, one of the things I really like about this is your Astronaut is now trained by cycle 25 by running on the hamster wheels since cycle 1.

I imagine a dupe on a treadmill reading nothing but training manuals on a stand in front of them all day while they run.

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43 minutes ago, WanderingKid said:

On a side note, one of the things I really like about this is your Astronaut is now trained by cycle 25 by running on the hamster wheels since cycle 1.

I imagine a dupe on a treadmill reading nothing but training manuals on a stand in front of them all day while they run.

Sry makes no sense for me.

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