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Strength Stat Now Passively trained! (OC - 253538)


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This feels a lot better than before, I think there needs to still be balancing on athletics, 40 cycles to max it is a bit too quick, but the 20 stat cap is nice and passive gains again is nice.

I have no problem with dupes that live for a long time being strong, efficient and fast, 40 cycles isn't quite long enough though - maybe athletics needs to slow down a little and stretch out to 150-200?

Balancing aside though, this is much nicer that being locked into job stats that you don't retain when swapping.

Very pleased so far :D 

22 minutes ago, TheOlz said:

This feels a lot better than before, I think there needs to still be balancing on athletics, 40 cycles to max it is a bit too quick, but the 20 stat cap is nice and passive gains again is nice.

I have no problem with dupes that live for a long time being strong, efficient and fast, 40 cycles isn't quite long enough though - maybe athletics needs to slow down a little and stretch out to 150-200?

Balancing aside though, this is much nicer that being locked into job stats that you don't retain when swapping.

Very pleased so far :D 

Should be 5x that.  200 cycles for max.  40 cycles you are just finishing up research and have not even broken out yet

Just now, chemie said:

Should be 5x that.  200 cycles for max.  40 cycles you are just finishing up research and have not even broken out yet

Pretty sure that's exactly what I said :D

Long lived dupes should be "levelled up", 40 is not long lived.

The rate is reasonable now for alpha, and could easily be changed later. I like 100 cycles for athletics. You should have all the research and be working on sustainability (and fixing mistakes) and avoiding frying/freezing so your early game dupe management should ease up a little. You could also have 30+ dupes at that point.

I am really happy they brought back passive levelling. I was avoiding the beta because I didn't like the changes about the job system, but it feels really good to know that Klei is listening to us and still making system adjustments. Updating now and going to fire off a new colony.

Seeing how this is a preview I am expecting a nerf to at least athletics passive training, I had literally made my out of base airlock by cycle 60, I like to take my time setting up my main base before having to deal with slimelung and the likes of temperature differences between biomes so dupes can recover from too much slimelung in a non rushed medbay or able to destress in a 5 star relaxation room xD Point been having athletics maxed before I even think about cracking the outer wall of the base really doesn't pose a challenge to exploring and expanding the base and creating infrastructure to become sustainable as you don't have to worry about the slow walk through a slimelung infested walkway, Before they put passive training back on, One of my dupes got to 20% immunity in the slime biome just outside the airlock as he took that long to walk through it, That added a challenge and made disease a threat again bringing that micromanagement of health a thing again (This was with strong immune systems too!!) So hopefully Klei will nerf at least athletics passive training, Maybe make it so running on the hamster wheel generator is the only real way to train athletics instead of it training tinkering because to be honest, Running on a wheel isn't tinkering haha

23 minutes ago, chemie said:

Yes, athletics should be slower to level, perhaps cap at 10 or 15 and only be learned by specific tasks, not just living.

Or maybe active training aka a training room. So if you want more athletics you have to suffer :p 

It should be something with is drop down attributes like erase them to food grade, like if dupes eat low grade food they start fill them self bad and loose some attributes that they got trained, every time they eating low grade food -1 to all attributes untill it reach basic stats when you select dupe, and rest thinks in the world should drop attributes too, like if they sick by hypertermia - loose 5 attributes for period of sickness and when sickness is over they getting back only 3, so sickness will erase attributes, but again should be some end like -3 attributes to basic attributes, after that they should became like sleepy dupes and walk instead of runing so if you feed dupes with bad food and let them work in hostile envorment w/o suits they will became slow, game have to be more harder, more hardcore, cose for now it's very softcore.

how does this work exactly? my dupe Ada is a seasoned farmer and can use the farm station, then after the update i switch her job to general engineer, but she can still use the farm station even thou shes no longer a seasoned farmer by name, 

woah dupe Joshua according to his tooltip he finished farmer job up to seasoned farmer, i only assigned him to courier

it think the permanent stat is ok, even in real life you retain what you learn, even if your only a dupe, a dupe has the RIGHT to LEARN! Fight for Dupe!
 

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