doomchicken Posted November 26, 2020 Share Posted November 26, 2020 In the game with the DLC, there are now more defuffs than ever. Minor/Major skin irritation, Yucky lungs, Hypothermia, Sopping Wet, Sunburn, Food poisioning. Most of the time, I just press fast forward and ignore them all, which is kind of pointless. My researcher can sit at a telescope, holding breath, in -50 degrees C, and he hasn't had a stress reaction yet. Sure it takes a bit longer, but fast forward negates it. Then there are minor things like Wet Feet which I attend to straight away because the pause everytime they step in/out is so much more annoying. What do people do? Do they just ignore them, or do they set up things like piping heated oxygen and setting up heaters if dupes are working in a cold, hostile environment? Should the game force it? Maybe say a dupe won't go further than 10 tiles into an area that's below freezing, for example? Or instead of just a small penalty to construction, give them Frozen Fingers so that they can't dig/construct? Link to comment https://forums.kleientertainment.com/forums/topic/123841-any-comments-regarding-debuffs/ Share on other sites More sharing options...
suicide commando Posted November 26, 2020 Share Posted November 26, 2020 Some of them aren't impactful on regular difficulty, but for instance if you ramp up the stress reaction difficulty bar, they become more relevant as stress inducing factors. Also, some of them are precursors to more impactful things. for instance if they spend too much time in a cold enviroment, they will get hypothermia, which reduces various stats by -5. Working for long times in a hot enviroment, even if it isn't scalding, can lead to heat stroke. Link to comment https://forums.kleientertainment.com/forums/topic/123841-any-comments-regarding-debuffs/#findComment-1395542 Share on other sites More sharing options...
Gurgel Posted November 26, 2020 Share Posted November 26, 2020 I think it is nice that you get more benefits now for taking better care of your dupes. Or see them suffer more if you do not, which may or may not be something you like Link to comment https://forums.kleientertainment.com/forums/topic/123841-any-comments-regarding-debuffs/#findComment-1395639 Share on other sites More sharing options...
Milliways Posted November 27, 2020 Share Posted November 27, 2020 I'm a big fan of the new defuffs. 3 hours ago, doomchicken said: Frozen Fingers That would be a fun one maybe just reducing digging skill. Perhaps it's time for a wardrobe checkpoint so we can start using those sweaters and cold vests to negate the debuffs. Link to comment https://forums.kleientertainment.com/forums/topic/123841-any-comments-regarding-debuffs/#findComment-1395729 Share on other sites More sharing options...
Slvrsrfr Posted November 27, 2020 Share Posted November 27, 2020 2 hours ago, Milliways said: Perhaps it's time for a wardrobe checkpoint so we can start using those sweaters and cold vests to negate the debuffs. nice, I'm in favor of more logistical tools. Link to comment https://forums.kleientertainment.com/forums/topic/123841-any-comments-regarding-debuffs/#findComment-1395852 Share on other sites More sharing options...
Machenoid Posted November 27, 2020 Share Posted November 27, 2020 5 hours ago, Milliways said: Perhaps it's time for a wardrobe checkpoint The best part about this idea is the "clothing locker" art already exists, the lockers just need to be disassembled and repositioned. (hint hint, deconstructible POI's, hint hint) Also, clothing will have to do more than just modify the insulation level of the dupe... There has for a long time been weirdness involving "warm sweaters" protecting from high temperatures just as well as it protects from low temperatures. A dupe with a sweater, a dupe with a vest, and a dupe in just plain clothes step into a pool of crude oil at the same time. No this isn't the start of a joke, but the protection a sweater can provide for keeping a closer-to-normal body temperature in 350C crude oil certainly is. All the dupes will get knocked unconcious at the same time because of the way scalding damage ticks work, but the dupe with the sweater will have a near-normal temperature while the less insulated dupes will be far warmer. The same goes for standing in cold water; the sweater dupe is always the least effected, because the higher insulation value keeps the body temperature stable. In order for clothing other than exosuits to make sense, the functionality behind the clothing needs to be made very specific and "activate" only in those situations (edit - while also doing a better job for lower the resource cost than the more "general" exosuit solution). As always, more options for dupe equipment to deal with debuffs would be nice, but only if the debuffs are actually able to be encountered. Otherwise it's all just as cosmetic as a snazzy suit. Link to comment https://forums.kleientertainment.com/forums/topic/123841-any-comments-regarding-debuffs/#findComment-1395937 Share on other sites More sharing options...
Notecja Posted November 27, 2020 Share Posted November 27, 2020 8 hours ago, Milliways said: Perhaps it's time for a wardrobe checkpoint so we can start using those sweaters and cold vests to negate the debuffs. If I could get something like that, I would finally use these. Otherwise I just go for snazzy suit - even if they die, they will be pretty. Link to comment https://forums.kleientertainment.com/forums/topic/123841-any-comments-regarding-debuffs/#findComment-1396009 Share on other sites More sharing options...
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