Oozinator Posted February 2, 2018 Share Posted February 2, 2018 After all that testing: ONI is much harder now. Germs / temps / food. When i have to be fair, i would say the occupational upgrade made it better then before. Changed gameplay a lot. Dupes complaining about limited exousage, but that makes use of medbay and medcare a must, not the worst. Dupes have to shut up and stop complaining! They are testsubjects, nothing else! Link to comment https://forums.kleientertainment.com/forums/topic/86783-do-you-prefer-the-new-job-system-or-the-old/page/5/#findComment-998696 Share on other sites More sharing options...
ScottFree Posted February 2, 2018 Share Posted February 2, 2018 The game is harder but I like it. I try different arrangements of buildings and build orders because the old ways aren't as easy. Before I did what worked. Now, everything can be done a little better. Link to comment https://forums.kleientertainment.com/forums/topic/86783-do-you-prefer-the-new-job-system-or-the-old/page/5/#findComment-998701 Share on other sites More sharing options...
Roxanne4018 Posted February 2, 2018 Share Posted February 2, 2018 5 hours ago, PhailRaptor said: I can only assume that I'm misinterpreting what you're trying to say, because it sounds like you only see a small window of time between "cycle 2" and having a Plastic Factory up and running in order to install Tubes. Yes of course, I was saying that the first 2 cycle of a colony runs smoother with the job system compared to before but not so much after that. Link to comment https://forums.kleientertainment.com/forums/topic/86783-do-you-prefer-the-new-job-system-or-the-old/page/5/#findComment-998716 Share on other sites More sharing options...
Oozinator Posted February 2, 2018 Share Posted February 2, 2018 Just now, Roxanne4018 said: Yes of course, I was saying that the first 2 cycle of a colony runs smoother with the job system compared to before but not so much after that. My english is to basic, to understand that, sry. Link to comment https://forums.kleientertainment.com/forums/topic/86783-do-you-prefer-the-new-job-system-or-the-old/page/5/#findComment-998717 Share on other sites More sharing options...
Cpt. KatKit Posted February 2, 2018 Share Posted February 2, 2018 Doors and airlocks are the real mvp. Snails don't waste time swiping if they can't get to where stuff are getting built\delivered. Link to comment https://forums.kleientertainment.com/forums/topic/86783-do-you-prefer-the-new-job-system-or-the-old/page/5/#findComment-998724 Share on other sites More sharing options...
Roxanne4018 Posted February 2, 2018 Share Posted February 2, 2018 Not sure if someone mentioned it but what if duplicants could upgrade their skills but only the skills that mattered to their job? That way if someone wants duplicants to gain X skill they would set his job accordingly. That would still allow for some progression and players would need to employ a certain level of strategy in order to achieve whay they want. Link to comment https://forums.kleientertainment.com/forums/topic/86783-do-you-prefer-the-new-job-system-or-the-old/page/5/#findComment-998737 Share on other sites More sharing options...
Kabrute Posted February 3, 2018 Share Posted February 3, 2018 12 hours ago, Roxanne4018 said: Yes of course, I was saying that the first 2 cycle of a colony runs smoother with the job system compared to before but not so much after that. This is what they meant, knowing to do this made getting it set up almost easy Link to comment https://forums.kleientertainment.com/forums/topic/86783-do-you-prefer-the-new-job-system-or-the-old/page/5/#findComment-999037 Share on other sites More sharing options...
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