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I cant play this game anymore...


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Is very frustrating load a save game and all falls apart in few cycles, when it was working, every dupes do whatever they want and not what you need to do, the priority system is a mess. 

When the finish version is up , i will give a try , now ... is a mess. 

 

I can basically guarantee that the problem is in you refusing to use the system correctly, not in the system. Especially because if you turn off job-based priorities and put everyone on equal priority for every task, it becomes equivalent to the old system.

The priority system has been changed.  The numbers 1-9 are no longer the primary deciders of which tasks a dupe does, but rather they use their internal priorities.  If a dupe is set to prioritize cooking over mining, then they will do cooking at priority 1 over mining at priority 9.

I do hope they add an urgent button that overrides the internal priorities though.  (like the star from one of the previous previews).

I personally really like the new system, as it lets me have dupes who are dedicated to a task and still have other dupes work on it at other times.  I have farmers (who spend all their time in the farm boosting plants), then I have regular people who do other jobs and farm when their main jobs are done.  If all the plants are boosted, the farmers will go do something else in the base.  I can be more liberal with my use of priority 9 and not suffer.  Only the miners or the people mining really care about priority 9 on mining.  The couriers will still deliver to the deoxidizers.

1 hour ago, Zarquan said:

The priority system has been changed.  The numbers 1-9 are no longer the primary deciders of which tasks a dupe does, but rather they use their internal priorities.  If a dupe is set to prioritize cooking over mining, then they will do cooking at priority 1 over mining at priority 9.

I do hope they add an urgent button that overrides the internal priorities though.  (like the star from one of the previous previews).

I personally really like the new system, as it lets me have dupes who are dedicated to a task and still have other dupes work on it at other times.  I have farmers (who spend all their time in the farm boosting plants), then I have regular people who do other jobs and farm when their main jobs are done.  If all the plants are boosted, the farmers will go do something else in the base.  I can be more liberal with my use of priority 9 and not suffer.  Only the miners or the people mining really care about priority 9 on mining.  The couriers will still deliver to the deoxidizers.

I agree with you.  I also like being able to choose whether or not I cross train my dupes.  I usually do cross train the miners, gofers, and architects.  But the rest can specialize if you want them to - or not.  

I'll be honest it will take some getting use to.  I have a new colony (1736593)  going   and plan to slowly add priorities in as I get new duplicates.  But for now its mostly set to (-) for everything.  My goal is to have a set of (maybe 4) dups with high pri on operation.  Then start using others as I need.  Not sure if that will work or not, but hey, give it go at least.  BTW for anyone interested the seed above has 2 water vents and 1 natural gas very close to the starting biome.

The system is great for experienced users, but people new to the game or who even have been out for like half a year or so I can imagine they can't seem to get a grip on these mechanics.

I feel there should be a standard ingame option that forcefully pauses the game when you use a certain tool and tells you what that tool does. You could turn that option off in the option menu.

There should also be an introductory run that explains all the ingame mechanics. So a test map with everything unlocked and tons of food in store and whatnot, with a voice (or even better a dupe!) that commands you things like  "go to the "preference menu and now change Liam's preference for digging", "build this and let's get some oil", etc.

Yes, yes, that might be a bit early with the developers constantly adding stuff. However, I do feel if the developers want to keep new players attached to the game instead of scaring them off, they should do that and update the trial and forced tooltips at every upgrade.

I am an experienced player and sometimes even I feel a bit lost with the seemingly overwelming options. Next to the facts some options are still useless.

Maybe the game also needs to involve some sort of basic campaign to gradually introduce buildings? That way you can narrow the options of the player and get them to know these options well enough before they are introduced to more.

Funny thing, every time they add an major update, I start a new game.  Every time, I have to unlearn something and adapt.  Sometimes it makes the game so much easier, like when you didn't get major slime lung outbreaks any longer.  Sometimes it changed my whole strategy, like when the massive crops of meal lice that would last forever just went away.  I remember a base where I was over 2000 cycles and had a tank of polluted water in the lower right 1/8th of my map.  Currently, I have to manage water and think about jobs.  I think this priority system has caused me to run more dupes so I can cover all the jobs at all times.  And yes, I yell at my dupes from time to time over the priorities (they won't put in their damn sweaters!). But you recognize, adapt and overcome.  My thoughts anyway.  

in order for the priority to work you have to know which tasks are very important and must be done with every dupe such as life support, tidy etc, and which task must be done by specific dupes such as farming, dig, build, you cant expect a dupe to harvest then run off to dig then build stuff, for example if you have 8 dupes you specify 3 of them to be farmers, ranchers and operators must of the time theyll be at base tending to crops, operating metal refineries, sweeping, etc while the other 5 dupes are digging, building.

a wise man once said:
a jack of all trade is a master of none

The frustrating part to me about the new priority system is that there is one thing the old system didn't do well for me - and the new system still doesn't do it.

I want to say "day to day task X? Leave it to dupe Y unless you've got nothing else to do. priority task X? Everyone pitch in please."

For instance, with sweeping. I want to be able to go "sweep the floor around the dupe who's going stir-crazy from clutter now" (i.e. everyone pitch in) while normally leaving e.g. "sweep the new large apartment complex" to the gofers. Ditto for e.g. digging.

You can't do this with the new system, as far as I can tell. Either your miner has tidy to higher priority than digging (in which case it will take sweeping over digging), or it has tidy at the same level (or less) as digging (in which case it won't always take normal digs over normal sweeps).

(And if you response "just change the priority for everyone"... That approach gets old fast with larger numbers of dupes. It also requires you remembering to set it back once the high-priority thing is done.)

(Really, what I want is for dupes to have a per-dupe modifier on tasks. So my miner might have +3 to dig, meaning that it treats a p2 dig as a p5... This would allow this sort of thing.)

On 3/29/2018 at 4:24 AM, BlueLance said:

Just disable the new priority system and you have your old one back? There is even a reset priorities button

That's largely what I've done - and good for the devs to not break this (well, too utterly at least.) But it's at best a shame to have a brand new priority system that people just ignore in favor of the old one.

18 minutes ago, TLW said:

For instance, with sweeping. I want to be able to go "sweep the floor around the dupe who's going stir-crazy from clutter now" (i.e. everyone pitch in) while normally leaving e.g. "sweep the new large apartment complex" to the gofers. Ditto for e.g. digging.

You can't do this with the new system, as far as I can tell. Either your miner has tidy to higher priority than digging (in which case it will take sweeping over digging), or it has tidy at the same level (or less) as digging (in which case it won't always take normal digs over normal sweeps).

You are correct to a degree.

If you had a priority sweep job you wanted everyone to participate in, then your only option would be to temporarily increase everyone's sweep personal sweep priorities. But it is accomplish-able, even if it is a little fiddly with micromanagement in raising then lowering personal priorities. I think general storing and sweeping are different tasks though.

I haven't tested it, but tidy and supply include the sweep task, storage does not.

So to do what you want, you could give a few gofers high storage/tidy priority, while giving everyone high supply priority. Then when you issue a sweep command, everyone will prioritize it. But in general, only those with storage priority will grab stuff to put into compactors.

Edit:I suppose, you'd pick tidy. So people don't constantly try to supply buildings you don't care about instead of finishing projects. Almost all the actions tidy governs can be configured to be player command only.

The sub-priority is great, it is actually easy to manage now then before.
But! I agree that game itself is a mess right now. Water disappears too fast (geysers are not that big comparing to before).
And the main problem is the FOOD priority system. Since the release dupes don't care about starving once, I had some times that I had to do NOTHING for ten cycles (even more) to just regulate who can eat or not. In the meantime, game doesn't stop and there come new problems like heat regulation or coal

57 minutes ago, Whispershade said:

You are correct to a degree.

If you had a priority sweep job you wanted everyone to participate in, then your only option would be to temporarily increase everyone's sweep personal sweep priorities. But it is accomplish-able, even if it is a little fiddly with micromanagement in raising then lowering personal priorities.

Perhaps dig would be a better example than tidy.

And yes, it's accomplishable with micromanagement. But everything the new priority system does is accomplishable with the old priority system + micromanagement, so I'm not sure why that's a good answer... given that the new system can be emulated with the old system + micromanagement, the advantage of the new system is reducing micromanagement. And yet the single most micromanage-y portion of the old system (well, for me) the new system does nothing for.

59 minutes ago, Whispershade said:

So to do what you want, you could give a few gofers high storage/tidy priority, while giving everyone high supply priority. Then when you issue a sweep command, everyone will prioritize it. But in general, only those with storage priority will grab stuff to put into compactors.

Doesn't help when both the low and high priority thing are the same task, as in my example (sweeping two areas, one of which I want everyone to pitch in on.)

Oxygen Not Included is hard, and way too time consuming nowadays.

but in some aspects, I totally disagree with OP, new priority system works really well. 

try to higher dig priority for a dupe and you'll see how fast a dupe can dig.

on the downside, late game is almost always buggy :/

 

At times it feels like managing a spaceship playing this game :D

-Turn on the generators

--We ran out of coal captain

-Build some hamster wheels and get your *** on there, we gotta convert the polluted water to natural gas now!

--Yes sir

-Deprioritize everything, get to work damn it :D

 

Meep ran out of food / made a mess / base overheated.

 

48 minutes ago, Oozinator said:

Who say's ONI is to hard, never played DS ^^

Especially Reign of giant or shipwrewecked, all this game want you to be a dead body, a and when you began to survive dev made an update to kill you more easily.

I really hope ONI will be like that when full game release will be done

Just now, Flydo said:

Especially Reign of giant or shipwrewecked, all this game want you to be a dead body, a and when you began to survive dev made an update to kill you more easily.

I really hope ONI will be like that when full game release will be done

Yes. So many times died. Got really angry about it, sometimes frustrated, but i always come back to it and die a round ^^

38 minutes ago, Arash70 said:

At times it feels like managing a spaceship playing this game :D

-Turn on the generators

--We ran out of coal captain

-Build some hamster wheels and get your *** on there, we gotta convert the polluted water to natural gas now!

--Yes sir

-Deprioritize everything, get to work damn it :D

_ Captain, Captain we are in trouble, we run out of metal

_ So send Teddy to go inside the lava biome and extract

_ But we don't have enough oxygen for an exosuit, he will die

_ Yes, but we will survive, Captain must take hard decisions sometimes

image.png.3bb6e0bac654865f6efcc7f735f01102.png

5 minutes ago, Oozinator said:

Yes. So many times died. Got really angry about it, sometimes frustrated, but i always come back to it and die a round ^^

Me too, it's pissed me off when it's happen but i always complain about low difficulty in today's game, so if i don't say "challenge accepted" with this game, I'm just a damn coward

Crosstraining dupes with this new system is gold. For some reason, i see dupes that have been trained in everything do everything, instead of just their own job, while still doing that first. I have auto prioritize turned on, and havent been worrying about any of it for quite a while, everything is running incredibly efficiently. It almost seems like when i set a new queue, they will trample each other to see who does it first, because all of them can do everything.

37 minutes ago, Flydo said:

_ Captain, Captain we are in trouble, we run out of metal

_ So send Teddy to go inside the lava biome and extract

_ But we don't have enough oxygen for an exosuit, he will die

_ Yes, but we will survive, Captain must take hard decisions sometimes

image.png.3bb6e0bac654865f6efcc7f735f01102.png

Me too, it's pissed me off when it's happen but i always complain about low difficulty in today's game, so if i don't say "challenge accepted" with this game, I'm just a damn coward

I kind of feel like we need a "Oxygen Not Included: Meep Stories" topic :D to make our own stories for it.

8 hours ago, rafker said:

Water disappears too fast (geysers are not that big comparing to before).
 

I know, right?  Case in point:

image.thumb.png.b8b9cff5e1031b8763671d9905dcf056.png

9.8 Kg/s for an eruption period of 60s/301s during an active period of 29.5 cycles/65.1 cycles = ... 885g/s as a running average output.  Run it through an electrolyzer and you can support the oxygen needs of 4.7 dupes.  

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