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On 7/12/2018 at 7:53 PM, Ipsquiggle said:

We encourage you to comment on the game as you're currently experiencing it, as we'll be considering your feedback while we develop these systems.

I don't like this upgrade. It's not interactive, and doesn't add to gameplay besides some visuals.

14 minutes ago, Grimgaw said:

I don't like this upgrade. It's not interactive, and doesn't add to gameplay besides some visuals.

How far through did you play?  It required me to change my standard methodology particularly in the early game.

I think the expressions and conversations are a nice touch, and can serve as hint towards base improvement - don't know what to do next - hear what the dupes have to say...

Some further development of this system could be:

1.Dupes having the same job could converse about the job, sharing and boosting each others experience

2. Dupes having personal preference to specific pass time activity.

3. Regular actions and placement modifiers, I.e some dupes might enjoy hunting local creatures (while other dupes might find it upholding and immensely stressful), some might prefer working with plants, while other - working with machinery. Workaholics suffer stress while being idle / lazy dupes gaining QOL while being idle. Sensibility to smell/noise/light could cause stress while being in proximity of specific machinery and so on. This could add personal strategy to each dupe and a whole new layer of depth

  • Like 3

Some dupes seem to be stuck on their jobs sometimes, like running on a hamster wheel. When that happens they end up taking almost no leisure time and won't be able to eat or socialise.

Ranching seems to have the same problem, although it's even weirder because asking the dupe to move doesn't "free" him from his task, he's going back to it (maybe he likes the hatchlings more than the other dupes :p).

I wouldn't mind the update if it had been correctly impelmened but it's clearit was rushed and thngswer overlooked

 I mean as it is now, I have an epidemy of slielung in my base and for the first time it's actualy a chalenge but for all the wrong reasons. Because, for me at least, as far as I can tell the update breaks quarantine.

Apparently being in a sickbed is considered a 'workshift' activity, So once the break is over my duplicants go feth their food an go to eat it on the medbay table (swhih is kind o dumb,  you'd think carng duplicants should be the one o bring food the sick inorder to maitian quarantine but whatev, thats not new, that hasn't chnaged, altough now thye have a lot less time to do so) And THEN if they still have time, they will go out of the sickbay to go talk with the others AND then when night arrive they go back to their cot to sleep (I tried removing their ownership of the cot, in hat case they just fall asleep whereever they are like any duplicants when there aren't enough beds) rather than go back in the sickbed !

That completly break the whole point of the sickbay, I'm prEtty sure that's not inTentional but Seriously this is one hell of a thing to overlook.

Am I the only one having that problem ?

Edited by Smuch
  • Like 3
  • Thanks 1

I read this thread, and I see a lot of gaps from different updates.
It seems it would be better if KLEI made a full upgrade, which would complement the previously created directions. Would make their a smoother thoughtful and finished.

Edited by Yury Ko
9 hours ago, dehtona said:

meu jogo está com bug nas plantações, não está reconhecendo as plantas nas fazendas então pede para plantar novamente sendo que ainda está com a planta.

isso está resolvido agora

(sorry for bad Portuguese)

  • Haha 1
On ‎7‎/‎17‎/‎2018 at 9:29 PM, Smuch said:

That completly break the whole point of the sickbay, I'm prEtty sure that's not inTentional but Seriously this is one hell of a thing to overlook.

Care 'job' is rather incomplete at the moment - Personally I think that care job should be the one to distribute pills, food, sweep resources and clean toilets in sickbay, e t c. At least it should do that during quarantine...

So far EU does not much. Sure we can schedule stuff, but EU has no impact so far.
It needs some gamebased impact.
Settings on miserable/fatalistic are not real a challenge, more of "unfair" feeling.
Light is still not implemented and i hope expressions get more love.
Dupes showing icons above heads is nice feature (for 10 cycles),.

I see not causing it stress, or dupes real interaction (friends/foes).
I use a hard schedule and dupes eat only when starving and sleep is there not much, but 0% stress.
 

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