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What is the point of Learning and Artistic abilities in the preview?


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Learning tool tip still says it increases skill up speed but skill up have been removed so unless it has an effect on job mastery which I'm not seeing it really is more or less pointless.

A Junior interior designer with just +1 artistic ability from the start can make master pieces. Why would you ever consider having a dupe permanently assigned to such a position? Hat dance him into the role when needed to make art.

I know, increased research and art completion time but that aren't really that important to be honest. High learning comes automatically from higher tiers, and when research is done, he's just another regular dupe because he apparently took a stupid pill when he quit his job as a tenured scientist.

This is the update which should have taken them as long as outbreak.

 EDIT

Seems like this update is just a slew of bullet points from brainstorm session implemented without thinking how they would interact.

Feels very rushed.

Actually, I don't think the artist improves at all.  Crypticfox ran a stream and his artist did 30+ portraits and never made a masterpiece.

So a dup with base +4 artistry might be better since you can assign another job to this dup too.

As an aside, his stream is a great example of how broken things are.  He would go 4 or 5 cycles with nothing getting built until it became critical and he had to force prioritize building.  I think his gofers was prioriting sweep so no one would deliver the materials to allow building.

16 minutes ago, chemie said:

Actually, I don't think the artist improves at all.  Crypticfox ran a stream and his artist did 30+ portraits and never made a masterpiece.

So he set a dupe with zero art skill as his artist then.

Here's proof of the +1 base art skill dupe being able to make master pieces

image.thumb.png.16b4b591bef47d68ac1339c4e11b849f.png

It doesn't take much - even the presence of a blank canvas is a positive decor bonus. This sounds like #minmaxingproblems.

I think it's a bug but the 'artist' tool tip suggests electrical wiring priorities, so barring that oversight. The reason you would want a fully leveled junior artist promoted to being an artist is so that you can decorate quickly and be done with it - one little hat dance and they're back off to their real job.

6 minutes ago, The Plum Gate said:

It doesn't take much - even the presence of a blank canvas is a positive decor bonus. This sounds like #minmaxingproblems.

I think it's a bug but the 'artist' tool tip suggests electrical wiring priorities, so barring that oversight. The reason you would want a fully leveled junior artist promoted to being an artist is so that you can decorate quickly and be done with it - one little hat dance and they're back off to their real job.

Isn't it more efficient to just have 3 dupes do the hat dance into the first tier role and be done with it much faster?

Just now, Saturnus said:

Isn't it more efficient to just have 3 dupes do the hat dance and be done with it much faster? 

It does indeed. I have a tendency to agree about not needed the permanent position.

Maybe they'll turn some of these roles into passively acquired hobbies and require the role or hobby for the work in question. That's assuming that the artist doesn't forget his role bonus - but that's a hot topic in several other threads already.

Well. What I'm sort of hinting to here is that only highly skilled artists should be able to make master pieces. If anyone that knows which end of a paint brush is supposed to be wet can put on a hat and do it why are they considered master pieces? Why aren't those specifically restricted to Artists that have achieved mastery in his craft. It would be sort of logical.

I get that the developers wanted to stop the 26 athletics on dupes, but not having them level at all just seems counterintuitive to me. Base skill levels could have a cap and level a lot slower than they did before. It could even be tied to being assigned to the relevant job. But I want my dupes to become more useful the longer they are with me. Right now things like Anemia are just a no go since those dupes will not be useful in any role except maybe gofer but even then I would pick any other dupe over an Anemic. Before I would take them if their other skills were good since they would outlevel the slowness eventually.

I would like to see more types of artwork with more bonuses, giving the best bonus when using a dupe that has natural creative skill.

1 hour ago, Saturnus said:

It would be sort of logical.

This is how I thought the system worked initially, that much makes sense. I was taken aback by the insta-buffs - I could only really think of one reason why they would do that. I'm of the opinion that the way the system works at this time is more like what you'll get once they have 100% finished the job. It doesn't make much sense that the tenured scientist gains experience at all ( something is missing from this logic or there's another related role the tenured scientist could play? ) - what would make more sense is if those job role level completions gradually added to the base skills - and what we're seeing is more like a preview of what it would be like to see them finish the training. This makes these roles playable for the purposes of testing. What's not implemented is the gradual and permanent skill level increases. Essentially, we're given the end result of a role immediately...but without much recourse if we need them to do something else while we're testing the system as it is in its current state.

39 minutes ago, NiennaNeryam said:

Right now things like Anemia are just a no go since those dupes will not be useful in any role except maybe gofer but even then I would pick any other dupe over an Anemic

Under the aforementioned leveling conditions ( above this quote ), one could cure anemia to a workable state. There are numerous positions which add to the athletics. I can't reconcile their choice to leave anemic duplicants in the game unless gradual leveling was the intended means by which the job system is supposed to work.

As of this post - we are missing medics and doctors in the job tree. I think once they've added all the job roles corresponding to all the valid roles - then, they will tweak what experience is supposed to do across the entire board. I'm thinking scientist types will be linked with surgeons or some high level healer, but that's just a guess.

There is an easy solution to the artist problem that also solves the groundskeeper problem of not having progression:

Merge the artist with the groundskeeper. They both serve a very similar purpose, which is keeping the base nice and clean and thus decreasing stress. This way the groundskeeper/artist both has a progression and a steady job.

3 hours ago, chemie said:

I think his gofers was prioriting sweep so no one would deliver the materials to allow building.

Easy trap, but very avoidable. The priority on the storage bin acts as a job priority for the gophers. So, if you say, put a bin for just coal near the power, and set it to 5. No sweepers do anything else until it is full. If you have a base storage bin (set to hold almost everything), somewhere, and maybe set it to 3: then no sweepers do any 1 or 2 priorities until it is full.

Had my colony start to wobble at near turn 200 last night. On a new one now. No major problems until then, but I found no geysers until very late. And Then I only found one, a water, within 10 tiles of the edge of the map. The slower explore can hurt. I overextended getting there and that got me. I did need a "halfway house" with a bathroom and an algae thingy. That gave them somewhere to potty and catch air.

Another issue is wounds. Going to put that in observations.

 

1 hour ago, The Plum Gate said:

I can't reconcile their choice to leave anemic duplicants in the game unless gradual leveling was the intended means by which the job system is supposed to work.

Maybe they want to add an adrenaline pill to the Apothecary that boosts Athletics for a cycle or two?

 

33 minutes ago, clickrush said:

There is an easy solution to the artist problem that also solves the groundskeeper problem of not having progression:

Merge the artist with the groundskeeper. They both serve a very similar purpose, which is keeping the base nice and clean and thus decreasing stress. This way the groundskeeper/artist both has a progression and a steady job.

You just compared Jackson Pollock to Groundskeeper Willy.

Just now, goboking said:

Maybe they want to add an adrenaline pill to the Apothecary that boosts Athletics for a cycle or two?

 

You just compared Jackson Pollock to Groundskeeper Willy.

We're talking about duplicants and not human beings :p

45 minutes ago, Hechicera said:

Easy trap, but very avoidable. The priority on the storage bin acts as a job priority for the gophers. So, if you say, put a bin for just coal near the power, and set it to 5. No sweepers do anything else until it is full. If you have a base storage bin (set to hold almost everything), somewhere, and maybe set it to 3: then no sweepers do any 1 or 2 priorities until it is full.

Had my colony start to wobble at near turn 200 last night. On a new one now. No major problems until then, but I found no geysers until very late. And Then I only found one, a water, within 10 tiles of the edge of the map. The slower explore can hurt. I overextended getting there and that got me. I did need a "halfway house" with a bathroom and an algae thingy. That gave them somewhere to potty and catch air.

Another issue is wounds. Going to put that in observations.

 

Everything was on 2 (until he had to force building)

21 minutes ago, goboking said:

Maybe they want to add an adrenaline pill to the Apothecary that boosts Athletics for a cycle or two?

Oh yeah, that's just what I want.  Having to deal with a dupe going through withdrawals, lol.

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