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new skills system is inferior to jobs


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I disagree. I much prefer the new system. Before, I felt like I had to constantly micromanage job assignments or I would be losing dupe potential. Now, with the skill system, I can "bank" a few levels away before assigning stats if my morale isn't sustainable yet.

The one thing missing is that it is really tedious to see *which* dupe has a particular ability. I guess that is what hats are for? Since they serve no other purpose.

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15 hours ago, natanstarke said:

Im with Elerius on this one, they can put some auto prioritize based on hats but removing this system to put the old one is just a step backwards, we still need moral balance for the great hall need say.

 

i just want auto prioritizing back. rest is irrelevant. 

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On 4/22/2019 at 6:30 AM, irOninfernO said:

no auto prioritizing causes me the player to even more micromanaging the little duplicants. 

I mean, ONI is a micromanagement game, I know you shouldn't have to manage when duplicants can breathe, but I think just opening the priority menu and setting the miners jobs to be higher than others isn't really that bad..

 

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21 hours ago, kurzaen said:

I mean, ONI is a micromanagement game, I know you shouldn't have to manage when duplicants can breathe, but I think just opening the priority menu and setting the miners jobs to be higher than others isn't really that bad..

 

Would be nice to have a "copy-paste" for priorities. But otherwise, I agree here. Auto-priority is nice, but every one of my dupes is a little different. So, I end up choosing what each dupe should focus on more.

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On 4/23/2019 at 5:25 AM, EleriusX said:


I disagree. I much prefer the new system. Before, I felt like I had to constantly micromanage job assignments or I would be losing dupe potential. Now, with the skill system, I can "bank" a few levels away before assigning stats if my morale isn't sustainable yet.

The one thing missing is that it is really tedious to see *which* dupe has a particular ability. I guess that is what hats are for? Since they serve no other purpose.

What I am missing from is the ability to see interest in the mouse hover view. Back in the job system, when you hover the dupes, you can see it's interest right away. Now, you need to click on the dupe. It might seems like a small change but when you want to compare which dupe specialise in which, it does get tedious clicking through all of them and see the heart icon on the skill. The hover info made it much easier to manage which dupe is best for certain skill. 

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On 4/24/2019 at 1:03 PM, kurzaen said:

I mean, ONI is a micromanagement game, I know you shouldn't have to manage when duplicants can breathe, but I think just opening the priority menu and setting the miners jobs to be higher than others isn't really that bad..

 

You're not wrong, but the thing we're missing then is the ability to order dupes by hat-type to help facilitate that.

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16 hours ago, Malsqueek said:

You're not wrong, but the thing we're missing then is the ability to order dupes by hat-type to help facilitate that.

I have to use the priority menu as a job focus. All the hats are now is a bookmarking system now.:wilsondisappointed:

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