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[Poll] Which priority system do you think was better?


Which priority system do you think was better  

201 members have voted

  1. 1. Choose which priority system should be released and taken to advance further

    • 1-9 priority system (9 strict levels)
    • 1-5/1*-5* (5 job, 5 strict)
    • I don't know/I didn't get to play under both settings


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I think the 1-5/1*-5* was buggy but had a lot of potential. I think if the bugs were worked out, people would learn to play with and enjoy the new system. It takes a little bit more mental processing to figure out how to prioritize things alongside the job system, but I felt like in the end it was easier to build and upgrade knowing that I could tell mu builders and diggers to highly prioritize certain things, while knowing that my chefs and artists would still prioritize making food and art.

 

I think what a lot of people are failing to see is that the 1-5 system actually had a lot more granularity than a simple 1-9. The 1-5 were basically applied to every different job, meaning 1-5 for digging was different than 1-5 for cooking, which was different than 1-5 for sweeping... etc. I liked that fact that it gave me (hypothetically) such granular control over my dupes. I say hypothetically because there were definitely bugs where dupes did NOT do what they were supposed to be doing, and I think this confused people into thinking the system was confusing/bad. If those bugs could be worked out, I think the experience would feel more positive.

 

With all that being said, I think the skill gains definitely would need to be tweaked to fit with jobs and the new priority system. My suggestion is to allow dupes with a job to skill up in a job related skill faster than other dupes. So Diggers would gain Digging skill faster than other dupes BUT they would also gain other skills slower. Jobless dupes would not have any benefit/penalty to gaining skill ups, and in this way they become more all-around dupes. I would also suggest changing "Jobless" to something more neutral sounding, like "Generalist" so people would understand they can keep dupes without Specialist jobs as a viable option. I think the +skill on mastery is good, but the numbers may need to be tweaked a bit depending on the passive skill cap gain.

1-5/1*-5* definitely had more granularity. Not only was the range 10 instead of 9 but it was 10 per each job\job tree.

I wonder what bugs there actually were. Because some complaints felt like Klei just did not fully think through the ramifications of jobs, namely dupes not delivering stuff related to their job.

I also think some skill gain is a good idea, but your weighted system seems redundant when you consider that dupes will primarily be doing their job, therefore, the associated skills will already be the ones getting leveled the most. I think it might be better to have all skills have a flat cap and to decrease the rate of skill gain. Dupes with good starting stats would still be better to start with, but all Dupes will be able to get to the same base level. Then jobs will be what makes them exceptional one area. Changing the name of Jobless is a good idea too.

As i see it, it's more like educations, then actual jobs. If it was actually jobs, the dupes would perform their job, but seeing as it is just an education, to become a bit better / able to do certain things, it makes more sense. At least for me

From the upgrade release notes:

Quote

During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.

So don't fret peeps, an improved system is not off the table just because it was reverted for now :D

1 minute ago, Keyimin said:

From the upgrade release notes:

So don't fret peeps, an improved system is not off the table just because it was reverted for now :D

That is good to hear. With the restrictions that the job system introduces a more flexible and nuanced priority system is a must. I hate to be that guy, but I will not be updating ONI until we have a priority system that takes jobs into account.

On 4/2/2018 at 2:25 AM, ScottFree said:

I liked the 1-5*

People are grappling with the reality that some jobs will not get done. This fact is true of all the systems used. The job system emphasize this fact because players will need to print more duplicants and/or assign dupes to most pressing job titles at the moment. Or scale back their expectations for what's possible each cycle. There has to be a trade off somewhere. The super dupes of the past were not intended and I don't think they would be as fun.

Here is my suggestion for priorities


1-"Idle", tasks to completed by idle duplicants of any job

2-"Queued", tasks added to the end of the queue for that specific job type

3-"Expedite", tasks added to the top of the queue for that specific job type

4-"Any", tasks for the first available duplicant (of any job type) after they finish their current task

5-"Immediate", tasks that interrupts the nearest duplicants or all and to be completed before any other

I think giving priorities names help clarify what they do. Blending the job vs any dupe priorities makes it clear which get done and why. I'd go as far as to add a 0th priority just for planning and will not be done until they are raised higher.

I really LOVE this, can I vote THIS instead of the head of the topic? I vote this. Please.


And the planning priority can be a kind of blueprint one, I mean different color in the pre-buildings would help. :) 

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Edit: I see this:

Quote

The tasks in the game have several dimensions.

First, they're "orders" and "chores".

Orders are what the player marks to be done (building, digging, sweeping, deconstruction...) and support tasks for them (delivery of material, digging of the place needed for the building). These need to have their own dimension of priorities in the sense "do this before that".

Chores are tasks generated by the in-game machinery. Running a hamster wheel, fertilizing plants, harvesting etc. Also these need their own priorities (do this chore before that chore).

Then both chores and orders need two classes of priority - normal and urgent. These need to be done in order urgent orders, urgent chores, normal orders, and normal chores.

With 1-9 priorities, this is manageable. 1-4 for normal chores, 5-6 for normal orders, 7-8 for urgent chores, and 9 for urgent orders.   With 1-5 you don't have the resolution. You get 1 for normal chores, 2-3 for normal orders, 3-4 for urgent chores, and 5 for urgent orders. It is manageable but tight, the overlap gets uncomfortable and you lose ability to assign compactors priority levels while still keeping them in normal chore category.

But when the job preference (or need thereof) comes into the picture, it adds another dimension. Every order and chore suddenly needs to be assigned to two categories, how it appears to their job and how it appears to other jobs. And in general, the other jobs can get any of the lower categories, including "don't do that".

 

The system could look something like this: You select a number 1-5 for priority (default could be 1), you select the urgency (e.g. using key "*", default could be "normal") and adjust the category shift for other jobs e.g. using keys "-" and "+" with "0" being shortcut for "don't do it". Default could be one category lower.

Pretty similar to what ScottFree said, just with more options in each level :p

On 2/7/2018 at 6:33 PM, The Arcanian said:

1-5/1*-5* definitely had more granularity. Not only was the range 10 instead of 9 but it was 10 per each job\job tree.

I wonder what bugs there actually were. Because some complaints felt like Klei just did not fully think through the ramifications of jobs, namely dupes not delivering stuff related to their job.

I also think some skill gain is a good idea, but your weighted system seems redundant when you consider that dupes will primarily be doing their job, therefore, the associated skills will already be the ones getting leveled the most. I think it might be better to have all skills have a flat cap and to decrease the rate of skill gain. Dupes with good starting stats would still be better to start with, but all Dupes will be able to get to the same base level. Then jobs will be what makes them exceptional one area. Changing the name of Jobless is a good idea too.

It might be a bit redundant, but I think it kind of goes along with the idea of making "Specialists". 

3 hours ago, LegendarySJ said:

It might be a bit redundant, but I think it kind of goes along with the idea of making "Specialists". 

But why have something there explicitly when it is already there implicitly? Why make the job skills increase faster and the other skills slower when they will already be doing job skills more often the others skills, therefore, making them level faster? The bonuses they get from having that job already specialize them.

With the current system it is time to start turning bases into prisons and not let dupes go anywhere until they get the job done. Oh you are a miner? Well you aren't getting back in base to try and sweep until all the digging is done. Researcher? Locked with a bed and a super computer for 50 cycles. Farmer? Locked with food and a rat wheel to be useful when done.

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