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Quality of life improvements and inconsistencies…


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Hi there,

I've been playing ONI for about 25 hours by now and I noticed a couple of UI nuisances and QoL-features that are missing. I've included reasoning for everything unless it's blatantly obvious why implementing it is a good idea. There's also a balance section, however everything in there I consider an actual QoL-improvement. Last but not list there's a bunch of bugs at the end of the list and these are just here because I organize all my thoughts in the same document (and well, thread now). Those will obviously also be added to the bug tracker once I get around to that. :)

User Interface:

  • window that lists all duplicants by their stats and traits
    • Obvious
  • display stress on Massage Table UI
    • Obvious
  • option to disable all Storage Compactors except for "this" one
    • Currently when you want to sweep an area completely (for example before closing it off) the fastest way is to build a Storage Compactor close to it. However, Duplicants are dumb and keep using other Storage Compactors that are considerably further away and the only way to prevent it is to disable every other Storage Compactor one by one. A "solo" option on Storage Compactors that disables every other Storage Compactor while it is checked would make this considerably less cumbersome.

Gameplay:

  • option to restrain certain Duplicants to certain areas
    • Makes micromanaging Duplicants less of a hassle.
  • option to permit Duplicants from fetching water from certain pools/areas
    • If you want to use a water basin as a reservoir later on, currently the only way is to wall that basin off completely. You can't even use doors because of a pathing bug. Furthermore, once you decide to build your reservoir, Duplicants will start fetching water from that basin again until you finished building it and closing it off. It's pretty annoying.
  • prioritization on Algae Deoxydizers
    • Obvious
  • Coal/Hydrogen Generators could use a threshold bar similar to manual generators
    • Obvious. Especially for Coal Generators it is a huge nuisance that they pollute the air as soon as 0.01kJ are missing from a battery.
  • "smart digging prioritization"
    • When you want to dig out a relatively big area you ideally want to do it from top to bottom (because of the limited three block reach of your Duplicants). Usually you do this by prioritizing the area line by line from top to bottom (as in 9 for the top row, 8 for the row below it, then 7 etc.). The prioritization could have a tenth option right next to the 9 that does exactly this, because if you wanna play fast and effective you tend to do that a lot. Especially because the alternative of building scaffolding with ladders easily takes 5-10 times as long.
      There is also the alternative of using the keys 1-9 for the priotization levels while the priotization overlay is enabled because there is llitte to no reason to scroll through the building categories at that time. Still would require a lot more clicks than it needs to, but at least you don't have to move your mouse to the bottom right corner for every second one. ;)
  • liquids sipping through player built blocks feels incredibly inconsistent and needs some work
    • As far as I can tell liquids destroying Wall Tiles only happens when you built a Wall Tile on a tile where that liquid existed in the first place. This makes building reservoirs more cumbersome because the only way to securely prevent it is to build the walls more than one block away from the liquid. Even if you surround the liquid with Wall Tiles that touch the outside of the basin (but are not "directly" inside it) this happens every now and then because of the variation of time between destroying the dirt/sand/algae/whatever and actually building the Wall Tile to replace it. Building a Wall tile inside liquid should either destroy the liquid or should lead to your Duplicants bottling up the liquid in that tile before finally placing the Wall tile, because the alternative of breaking your walls feels inconsistent.
  • the game should allow you to construct ladders through player built tiles
    • Currently if you want to build a ladder through a floor you have to deconscruct a tile in the floor first, then wait until that is done, then build the ladder. With natural tiles, building a ladder through them makes your duplicants dig through them automatically. The only reason to not have the same behaviour with player built tiles is missclicks, which I don't think is a strong enough reason.
      However there is also an alternative that gets rid of this issue while still having missclick prevention:
  • allow build commands and deconstuct commands on the same tile
    • Instead of waiting for the deconstruct to finish to setup a build command in the same tile(s), it would be nice if we could queue up the build command on structures that are not yet deconstructed so the new thing gets build once the deconstruct is finished. Especially for pipes and wires this would be a big timesaver.

Balance:

  • a second (researchable) set of faster Liquid Pumps
    • Currently to refill a reservoir at an acceptable speed you need to build 5+ pumps in a basin.
  • there should be a faster (possibly researchable) way of moving inventory
    • Even if you have 3-5 Duplicants exclusively sweeping ressources all the time it takes way too long to get rid of ressources on the ground, which then leads to Duplicants that have to fetch ressources for building from all over the map.
  • there should be a range upgrade
    • Especially later on when redesigning big-parts of your base, the limited range can be really annoying to work with (this is mostly due to roofing above some of the higher structures). Imho a range upgrade should exist and shouldn't be (exclusively) connected to research but to a Duplicants stat, possibly both. For example every Duplicant with a building or digging stat of more than 7 could have 1 block more range as long as you have researched better DeConstructor-Rifles or whatever they are called.

Bugs:

  • duplicants try to path through closed doors to gather water and get stuck
    • This is especially annoying because it completely prohibits you from not closing a reservoir off completely. Semifixed by the "option to permit Duplicants from fetching water from certain pools/areas" mentioned above, but it is a pathing bug and should itself be fixed, because it probably happens with other ressources too.
  • sometimes Duplicants get stuck in an endless loop when climbing a 2-high ledge under water
    • Pathing bug. Doesn't happen often, but I've seen that happen five times by now when building a pump at the bottom of a water reservoir/basin. Especially annoying in a reservoir because those Duplicants will drown and contaminate your water. Furthermore when fetching the corpses there's the chance that the corpse carrier also gets stuck and drowns.
  • Gas Vents stay overpressurized even if you add a Gas Valve or stop using them altogether
    • Obvious. I seriously doubt this is intentional. Currently you gotta deconstruct and rebuild the Gas Vent.
5 hours ago, Vincie said:

No smart digging, player must be punished for not foreseeing his dumb dups' actions!

I'm not saying digging should be smart, I'm saying digging smart should be less of a nuisance. You can't use hotkeys to go through different priotization levels so even if you just dig out a 10x10 area, digging smart requires eleven mousclicks, half of which require you to move the mouse into the far bottom right corner of the screen.
Alternatively if you want to dig smart without prioritization you dig out 5 seperate 10x2 areas which means waiting for the digging to finish four times and pausing and unpausing the game four times.

Challenge in games like ONI, Towns and Dwarf Fortress comes from handling the simulation effectively, but it should never come from handling a really awkward user interface effectively. Yes you can dig smart right now, but it's annoying and uncomfortable because of the way one has to interact with the user interface. And exactly that can be fixed with an addition that takes a whole of ten minutes to implement at max. One that doesn't make the game easier, it just makes it easier to control. Eleven mouseclicks for something that (with this simple addition) could be done in two clicks and considerably less time in a game where you can pause anyways is nine mousclicks too many.

Fully agree with the user interface suggestions, would add showing damaged dupes in medicine station UI.

Threshold bars for power generators would make resource management smoother. Being able to for example have your coal generator as a backup instead of burning through all your precious coal in one go would make it a more interesting choice than the temporary fix that it currently is.

Being able to change priorities with a hot key (scroll up/down) while in the prioritization screen is a good solution I think, then it benefits building also and is relatively simple for Klei to implement

3 hours ago, Standah said:

Being able to change priorities with a hot key (scroll up/down) while in the prioritization screen is a good solution I think, then it benefits building also and is relatively simple for Klei to implement

Doesn't even need to be scroll up/down. It can literally use the keys 1-9 because while you are in the priotization screen there is no reason to go through the building categories.

55 minutes ago, haschischtasche said:

Doesn't even need to be scroll up/down. It can literally use the keys 1-9 because while you are in the priotization screen there is no reason to go through the building categories.

Sorry for being unclear, I meant that having some hot key bound to changing priority while in the prioritization overlay would also benefit if one wants to set the order of what the dupes should build, not just digging.

22 hours ago, haschischtasche said:
  • option to disable all Storage Compactors except for "this" one
    • Currently when you want to sweep an area completely (for example before closing it off) the fastest way is to build a Storage Compactor close to it. However, Duplicants are dumb and keep using other Storage Compactors that are considerably further away and the only way to prevent it is to disable every other Storage Compactor one by one. A "solo" option on Storage Compactors that disables every other Storage Compactor while it is checked would make this considerably less cumbersome.

 

I think this could be better solved by having a "Sweep into here" button on the storage compactor's info window.  This would switch the ui into sweep mode, but the items marked will be swept into the specific compactor.  This has the benefit of being able to sweep multiple areas into different compactors at the same time.

The UI might indicate a targeted sweep operation by showing the usual icon with an arrow alongside it.

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