goboking Posted October 10, 2021 Share Posted October 10, 2021 Vitamin chews boost germ resistance by +0.5 for 1 cycle, while immuno boosters boost it by +1.0 for 2 cycles. They both require 1kg of material to make. So the latter is twice as potent and lasts twice as long as the former. Even if germs were something players feared, I can't imagine anyone bothering to supply their dupes with daily doses of vitamin chews. +0.5 germ resistance for 1 cycle just isn't worth the time needed to produce them. I don't know what the solution should be (or if it even matters, given how toothless diseases currently are), but I do feel that producing vitamin chews should be a worthwhile use of a doctor's time. Link to comment https://forums.kleientertainment.com/forums/topic/134365-vitamin-chews-vs-immuno-boosters-need-a-buff/ Share on other sites More sharing options...
Sasza22 Posted October 10, 2021 Share Posted October 10, 2021 The time it takes to make is the biggest issue. They should make 10 pills at a time for it to be reasonable. Otherwise you`d need 3 dupes producing those constantly or just give it to dupes with weak immunity. Link to comment https://forums.kleientertainment.com/forums/topic/134365-vitamin-chews-vs-immuno-boosters-need-a-buff/#findComment-1503424 Share on other sites More sharing options...
pether Posted October 10, 2021 Share Posted October 10, 2021 The biggest issue is they can be ignored without any consequenes. Everything related to germs, cures and diseases need a big overhaul with many rebalances and settings to increase severity. Without it, all diseases can be just ignored. I have more than 500 hrs steam time and I have no idea what pills are you talking about because I never do them (even when I play max disease difficulty...) Link to comment https://forums.kleientertainment.com/forums/topic/134365-vitamin-chews-vs-immuno-boosters-need-a-buff/#findComment-1503433 Share on other sites More sharing options...
Sanchozz Posted October 10, 2021 Share Posted October 10, 2021 The last time I used vitamin chews was about three years ago, when the old subsystem of diseases was still operating and the Slimelung was fatal. And that's only because I played at maximum difficulty and with a challenge to use exosuits only in really hot places. Link to comment https://forums.kleientertainment.com/forums/topic/134365-vitamin-chews-vs-immuno-boosters-need-a-buff/#findComment-1503442 Share on other sites More sharing options...
Spoonwood Posted October 10, 2021 Share Posted October 10, 2021 1 hour ago, pether said: The biggest issue is they can be ignored without any consequenes. Everything related to germs, cures and diseases need a big overhaul with many rebalances and settings to increase severity. Without it, all diseases can be just ignored. I have more than 500 hrs steam time and I have no idea what pills are you talking about because I never do them (even when I play max disease difficulty...) As long as they don't remove the low disease and no disease settings options, I'm inclined to agree. I didn't play when slimelung was deadly, but couldn't people just turn disease off when it was deadly? And if so, why did Klei nerf these diseases when players could have just nerfed them by changing settings in the startup screen? Link to comment https://forums.kleientertainment.com/forums/topic/134365-vitamin-chews-vs-immuno-boosters-need-a-buff/#findComment-1503447 Share on other sites More sharing options...
pether Posted October 10, 2021 Share Posted October 10, 2021 24 minutes ago, Spoonwood said: As long as they don't remove the low disease and no disease settings options, I'm inclined to agree. Yeah, thats the idea behind the settings - you want to chill, you set them to easiest, you want to suffer and die, you set them to hardest. Everything for everybody. I really like how they made settings for suits durability, I really hated that system, but there were people who loved it. Now we all are happy 26 minutes ago, Spoonwood said: And if so, why did Klei nerf these diseases when players could have just nerfed them by changing settings in the startup screen? I didn't play back then, but my guess is that severe diseases were too hard for many players and it was easier to nerf them overall than add customizable settings. Note that settings for durability were super easy - it changed just one number. Diseases would require much more work, different effects for each setting, other animations, etc, it wasn't super easy change. Still, easy or not, it should be done, becasue current diseases do nothing except killing my performance with useless operations. Link to comment https://forums.kleientertainment.com/forums/topic/134365-vitamin-chews-vs-immuno-boosters-need-a-buff/#findComment-1503449 Share on other sites More sharing options...
KonfigSys Posted October 13, 2021 Share Posted October 13, 2021 I played at the time when the diseases were severe and it did not bring anything good to the game. No, it was not possible to turn off diseases or make it less severe. Some players quit the game and deleted it just because of the diseases. I am talking about some of my friends who completely deleted the game at the time and never came back. I personally started the first session, got the whole colony killed in a dozen of cycles and lost any interest to continue with the game. Half a year later I decided to try again. This time I avoided all slimelung biomes (so I did not have gold for construction), was very careful in digging and sanitation. When I had atmosuits and medicine and opened the slimelung biomes to find out they are not deadly anymore. Did I enjoy this type of experience? Definitely, NO. So let's say you have two options: 1. You have a group of people (not clearly the main portion of the whole) who wants diseases to be really bad (many of them did not experience how bad was the old system). This may lead to some new comers (new players) dislike the game even before they get to the midpoint of the game. So affectively you loose some customers right away. 2. You allow an easy start. New comers can really enjoy the game figuring out how the game mechanics work. Some old players may want more challenge and do not want an easy start but they are experienced enough to load a mod or even many mods to customize the game to their personal needs. Which option is preferable? Yes, it could be the third option - to have an in-game option to turn it off and on. Also when we start a game the map which we choose is always "easy". Klei may (I do not imply they will) in future create harder maps with more challenges and even new "killing" diseases on the new maps. Link to comment https://forums.kleientertainment.com/forums/topic/134365-vitamin-chews-vs-immuno-boosters-need-a-buff/#findComment-1504052 Share on other sites More sharing options...
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