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Strength Stat Now Passively trained! (OC - 253538)


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So now that all stats passively train, What is the point in picking out 'special' attributes, No more shuffling for strength or as of recent athletics, Only real attribute to go for now is divers lungs and just let your dupes get to base level max of 20 and everything is good, Is there any other attributes worth looking out for or is it purely just divers lungs now? 

3 minutes ago, magei said:

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So now that all stats passively train, What is the point in picking out 'special' attributes, No more shuffling for strength or as of recent athletics, Only real attribute to go for now is divers lungs and just let your dupes get to base level max of 20 and everything is good, Is there any other attributes worth looking out for or is it purely just divers lungs now? 

Not all stats passively go up they never have.You should still role for good dupes only.

Do you not see the screen snip I took showing strength went up to level 1? As of today's patch, All dupes in previous version saves start with 0 strength or 2 strength if they are in the Gofer or Courier role at the time of loading into the new update

I'm confused as well.  I don't see what's the point in giving dupes jobs if they'll passively improve up to level 20 on attributes naturally.  Jobs might give them a slight boost, but level 20 on attributes still makes a super-effective duplicant.

1 minute ago, chemie said:

Athletics are not trained by any job according to patch notes.  Does it still increase by walking or is athletics locked?  If locked, it still means getting dups to go a distance will be paunful.

Dupes athletics now passively train, My dupes I'm testing for max skills whether they are hard capped at 20 or just passive training to 20 is the cap, Shouldn't take long for athletics hehe

1 minute ago, magei said:

Dupes athletics now passively train, My dupes I'm testing for max skills whether they are hard capped at 20 or just passive training to 20 is the cap, Shouldn't take long for athletics hehe

So basically the old system except strength levels too and caps at 20.  

18 minutes ago, midjones said:

I'm confused as well.  I don't see what's the point in giving dupes jobs if they'll passively improve up to level 20 on attributes naturally.  Jobs might give them a slight boost, but level 20 on attributes still makes a super-effective duplicant.

Jobs finely tunes dupe task assignments, it still gives boosts, and you need specialists to operate buildings and make conveyor belts.

Just now, BT_20 said:

So dose this mean that I can have 20/20 athletes and strengths for dupes.

Looking that way, I'm going to test whether emptying and filling compactors speeds up strength training or whether distance makes strength go faster

From the past few days It's not that hard even with the messed up job update to survive to cycle 100 (Done it twice now without losing colony) It only took 40 cycles to get most if not all my dupes from 0 athletics to max of 20 (Base) You can still get over the cap with like bounty said, Rolling dupes with good starting stats as shown below

image.thumb.png.1b7837c50ff6e3cb57755fafc33546da.png

It did however take 40 cycles to get the same dupe strength up +2 from 0

 image.thumb.png.0383e4312fd93ca07b939bf2fff818bf.png

So going for a higher strength seems like a good choice although you can put more than 2 dupes in the courier role now which gives +800kg carrying capacity! xD

1 hour ago, Soulwind said:

 You still need jobs specialists to use the machines.   Only cooks can use the grill,  only farmers can use the farming station, etc

At least I think that's how it works

Is this confirmed?  Will mastering the chef line not allow me to change my chef to a farmer and still fry the mushrooms he grows?

6 minutes ago, goboking said:

Is this confirmed?  Will mastering the chef line not allow me to change my chef to a farmer and still fry the mushrooms he grows?

My suspicion is that if chef is active job, then he can't use the farming station, but he can still harvest. I'm not sure though so would love some confirmation too!

1 hour ago, bountygiver said:

why would you still not roll dupes with good starting stat, yes they might all be op late game but you need to survive early game first.

This is TRUE.

While all attributes now passively go up.    It's the early starting game where picking out DUPES 'at the start'  makes a difference.

At least now, it doesn't have to take forever to roll for that single stats that can't be raised.

The most useful  Trait now, is probably  "Divers Lungs" and "Germ Resistant"    -  The struggle against germs can be real when you have to work in the SlimeLung Biome

It's good to have at least 1 guy who almost never get sick or recovers fast so he can take care of the others.

So they've turned passive leveling back on, which is good.  But...  they didn't decrease the rate at which Athletics is gained, which means they've taken a complete 180 on the intent of avoiding "Super Dupes", which has been stated in the past as a concern they have about the game.

I'm just a tad confused.

3 minutes ago, PhailRaptor said:

So they've turned passive leveling back on, which is good.  But...  they didn't decrease the rate at which Athletics is gained, which means they've taken a complete 180 on the intent of avoiding "Super Dupes", which has been stated in the past as a concern they have about the game.

I'm just a tad confused.

I have to agree despite arguing with the people saying "jobs is pointless now". I said in threads before this patch that I hoped they would turn on passive leveling or retain job mastery, and they did both haha. I'm not necessarily against that either, but a cap of 20 still seems high to me, and being able to reach 20 athletics in 40 cycles is... well, I'm getting whiplash from these updates!! Super speed, crawling, now super speed again!

I hope that if they keep passive leveling on, they slow it down, like how strength slowly levels.

Or perhaps the best solution is, they can make skill leveling / job training rates a custom game setting. You know, like stress and disease, you can have normal, nerfed, or buffed. Make the baseline somewhere in the middle of these polar opposite patches we've been going through :p

1 minute ago, Byste said:

I have to agree despite arguing with the people saying "jobs is pointless now". I said in threads before this patch that I hoped they would turn on passive leveling or retain job mastery, and they did both haha. I'm not necessarily against that either, but a cap of 20 still seems high to me, and being able to reach 20 athletics in 40 cycles is... well, I'm getting whiplash from these updates!! Super speed, crawling, now super speed again!

I hope that if they keep passive leveling on, they slow it down, like how strength slowly levels.

Or perhaps the best solution is, they can make skill leveling / job training rates a custom game setting. You know, like stress and disease, you can have normal, nerfed, or buffed. Make the baseline somewhere in the middle of these polar opposite patches we've been going through :p

Honestly I expected all passive leveling to be very slow, then when enrolled in a given Job, the stats associated with that Job would level faster.  Seems it would be a much stronger marriage of the 2 systems that accomplishes the aim of the Devs (encouraging Dupe specialization and inhibiting the onset of Super Dupes) without punishing the players for actually learning how to use the systems effectively.

3 minutes ago, PhailRaptor said:

Honestly I expected all passive leveling to be very slow, then when enrolled in a given Job, the stats associated with that Job would level faster.  Seems it would be a much stronger marriage of the 2 systems that accomplishes the aim of the Devs (encouraging Dupe specialization and inhibiting the onset of Super Dupes) without punishing the players for actually learning how to use the systems effectively.

That's an interesting idea, but seems redundant with having to train in a job anyway that gives stat bonuses. Or would you just not give stat bonuses for jobs, just increased passive leveling rate? I wouldn't want to do away with the job training since that stuff is how they're gating specialists and I really like that.

7 minutes ago, Byste said:

That's an interesting idea, but seems redundant with having to train in a job anyway that gives stat bonuses. Or would you just not give stat bonuses for jobs, just increased passive leveling rate? I wouldn't want to do away with the job training since that stuff is how they're gating specialists and I really like that.

The idea I got in my head when I heard "new job system" was that mastering a tier in a given Job would grant some sort of perk, something other than raw stats, that would be beneficial for that Job.  Since then though, I've kind of been scratching my head as to how you would come up with bonuses that are not simply stats by a different name.

Then again, I was also thinking that reaching the passive level cap would take until something like cycle 300 or so to go from 0 to 20.  *shellshocked stare at Athletics*  In that scenario, it would make sense for working in a Job to accelerate the passive growth rate.

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