Jump to content

[Suggestion] Job related extra priority


Recommended Posts

The actual system of priority have some flaws, but it's actually hard to find a better alternative. One of the mayor flaws it has, is that dupes rarely do things related to its job, unless they have everything else banned. It's not rare to saw an Operator digging, while the digger is constructing and the constructor is running in the energy wheel.

One simple solution that I found (that may not be so simple from the dev side, I don't know how the system is implemented), is make that, by default, every dupe saw things related to it's job with +1 priority. What this means?

Well, as a short example, if you have a unnemployed dupe, and you don't touch the priorities, he will saw every task with 5 priority. Now, if you set that dupe as a miner, he will saw every task related to that job as +6 in the priority list, so he will tend to do things related to it's job before any other task. This is good, because the dupe still will help with everything in general, but when you have many task to perform, and many dupes, everyone will try first to do the things they are good at, and then other kind of tasks.

And a cool fact is that, if you want everyone in your base helping with one thing you want to be finished ipso facto (like, a oxygen generation room with electrolyzers), you can still set something like 9 priority, and everyone will come to help, regardless their job. And even better, thanks to the +1, everyone that comes to help will try to help first with the tasks they are good at.

Link to comment
Share on other sites

Here was a dev log post about why the system is how it currently is 

 

https://forums.kleientertainment.com/topic/87047-game-update-253538/

 

On ‎2018‎-‎02‎-‎02 at 10:13 AM, Ipsquiggle said:

Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update.

Please keep posting your feedback, we really appreciate it!

  • Priorities are now 1-9.
  • Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
  • Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations
  • Job attribute bonuses adjust to account for permanent perks
  • Jobs can only be changed at the Jobs Desk, construct one to unlock job management
  • A very larger number of Duplicants can be assigned to a single job
  • Re-enabled attribute leveling, reduced max attribute base level to 20
  • Reintroduced strength attribute to determine carrying amount
  • Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore
  • Add experience gaining and attribute speed bonuses for more chore types
  • Steam turbine should properly stop if entombed or disabled
  • Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.
  • Liquids will now only sublimate to a max pressure.
  • Conveyor contents should no longer melt when loading a save file.
  • Multiple instances of a building in a room should now be porperly considered inside that room.
  • Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.
  • Dig damage texture should no longer disappear just before a tile is properly dug out.
  • Fixed an issue where Duplicants would become unselectable.
  • Tiles can no longer be build on top of Tempshift Plates.
  • Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.
  • Coal Generator is now automatable.
  • Duplicant job progression is now displayed at the bottom of the stats tab.
  • Duplicants with jobs should now properly prioritize the Massage Table if it is the highest set player prioritized building.

 

View full update

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...