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Miserable immunity on preview branch


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3 hours ago, Junksteel said:

But notice the immune system was removed. Even if you have the visual display yet, the system isn't there anymore. That's why it will be at 100% all the time.

I prefer slimelung to be deadlier and less random.

If the chance of getting sick is the same for a dup exposed to 1 germ and another exposed to 10 million, that just means you will ignore it since you have no real control over infection.

Just now, chemie said:

If the chance of getting sick is the same for a dup exposed to 1 germ and another exposed to 10 million, that just means you will ignore it since you have no real control over infection.

Exactly. Even more if the effect is only a debuff you can pretty much ignore.

37 minutes ago, chemie said:

If the chance of getting sick is the same for a dup exposed to 1 germ and another exposed to 10 million, that just means you will ignore it since you have no real control over infection.

I'll bet that at some point there will be ways to prevent infection at lower germ levels and that, if it isn't already implemented, lower germ levels will have lower infection rates. 

I highly doubt Klei would leave things with a flat 10% (I'm making the number up) infection rate from 1 germ to 10s of millions. 

I've not played the preview branch but RNG system sounds very good to me.

And adds more unpredictability and risk to cheesing your way through the game. Since usually you can just send one dupe to mine out the slime biome without any protection for a set amount of time. Then take them out before immunity hits 0, then replace them with a new duplicant and repeat the process. The random element is a much needed solution to the boring gameplay mechanics. You actually have a chance to catch the disease when you're cheesing the game mechanics like that.

 

I rather liked how serious the consequences were for slimelung. At a minimum, your Dupe was down for bed rest for 2-3 cycles and out of the labor pool. At worst, if you didn't do a good job of taking care of your sick Dupes, they'd die. The new effect is like a minor cold that doesn't even put you in bed.

As a new player, I felt virtuous because I built a fairly decent med bay that could keep my Dupes alive long enough to recover. Little did I know that I really should have been preventing it entirely, but I'm not thrilled that it now feels more ignorable than hypothermia.

56 minutes ago, Gus Smedstad said:

As a new player, I felt virtuous because I built a fairly decent med bay that could keep my Dupes alive long enough to recover. Little did I know that I really should have been preventing it entirely, but I'm not thrilled that it now feels more ignorable than hypothermia.

The situation is slightly worse than that.  If you're not hyper-attentive to the messages in the top left you will miss the transient message telling you someone got slimelung at all and they could easily be recovered before you notice the sneezing or sick bubbles emitting from their skull.

POI in the oil biome -- Permanent message about overheated/flooded/broken equipment that you never built, used, wanted or even have physical access to.  Dupe has slimelung -- brief message that auto-clears (just like the disease)!

1 hour ago, malloc said:

The situation is slightly worse than that.  If you're not hyper-attentive to the messages in the top left you will miss the transient message telling you someone got slimelung at all and they could easily be recovered before you notice the sneezing or sick bubbles emitting from their skull.

POI in the oil biome -- Permanent message about overheated/flooded/broken equipment that you never built, used, wanted or even have physical access to.  Dupe has slimelung -- brief message that auto-clears (just like the disease)!

you need to fix long commute times, but actual sickness can he ignored  both the notification and the dup infected

5 hours ago, Gus Smedstad said:

I rather liked how serious the consequences were for slimelung. At a minimum, your Dupe was down for bed rest for 2-3 cycles and out of the labor pool. At worst, if you didn't do a good job of taking care of your sick Dupes, they'd die. The new effect is like a minor cold that doesn't even put you in bed.

As a new player, I felt virtuous because I built a fairly decent med bay that could keep my Dupes alive long enough to recover. Little did I know that I really should have been preventing it entirely, but I'm not thrilled that it now feels more ignorable than hypothermia.

The worst was a domino effect that had a good chance of ending your game even on normal difficulty. And that's perfectly fine. I still can't understand why they have decided to scrap the immunity system and replace it with this mess.

You know what we really need? The highest level of medication. Call it the Ultimate Cure. Ingredients are Visco-Gel, Insulation, Super Coolant and Sulfur. Cures every single disease in the game by killing the duplicant instantly and making the corpse dissolve into a puddle of goo.

5 minutes ago, Xuhybrid said:

Don't fix what isn't broken -.-

I feel that the disease system was broken.  I played on miserable immune systems and I never bothered with medicine pre mk 3.  Now, I have to be even more careful than I was before.

Just now, Zarquan said:

I feel that the disease system was broken.  I played on miserable immune systems and I never bothered with medicine pre mk 3.  Now, I have to be even more careful than I was before.

Alright, don't break what isn't broken. Maybe now you get my point.

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