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Found 6 results

  1. Jobs were recently revamped to be more like an RPG skill system, rather than a Jobs mastery system, this does that the more perks you stack onto a Dupe, the more morale expectation it will have, instead of it just being based on max-tier. Thats great because now its a bit more "Build your dupe" that you add what you think is important. However, as it stands, there arent all too many skills that grant unique perks. Sure, there's Pipe Emptying and Transport-Rails, but there should be more. Some should be related to the regular life of a Dupe, and not always about being able to perform a new kind of work. For example, Improved Digging I at the moment is underwhelming for being an end-tier job. Thats why I believe that some job trees should end in two branching final paths, lets say, 2 paths. You can master both but they cost considerable Morale expectation increase. Miner and Architect branches into "Master Architect/Miner" and "Leader Architect/Miner". Master will improve their build or mining range by one tile, a basic but great all-round buff to have, and Leader will improve the respective workspeed of other fellow duplicants in its vincinity. I think that "Grilling removes germs" should be tied to a masterable Skill, like Sous chef has no chance to remove bacteria, regular Chef has 50% to do so, and an optional high-tier of Chef that doesnt improve the cooking stat, but does that they'll always remove bacteria from what they cook, incase you're a germaphobe. There can be a skill that branches off Exosuit Engineer called "Eco-Jetpack Flying" that when mastered, does that this duplicant spends less fuel and leaves less CO2 when flying with Jetpack Suits. Some Skills should offer more mundane things, what about a job that branches off Doctor that is called "Therapist" or "Negotiator", which does that every time this Duplicant does a social interaction(Greet, chitchat, etc) with another dupe, the stress reduction will last twice as long, plus they'll overide any other current stress reduction. This would be a great job for Leaders where not only do you make your peers work faster, they also get more stress reduced. Just some examples, I think the goal of Skills is that well educated Dupes can offer significant bonuses, capabilities of work, and perks to a colony, while not neccessarily becoming a one-man army thanks to it becoming costly with the Morale requirements. Some more jobs with oddly specific perks will let people build their own dupes more as they go.
  2. I had put this in the discussion thread for the newest patch notes, but thought it'd probably be best to make a formal thread in the Suggestions Forum. It would be wonderful if in the Skills screen the attribute boxes for duplicants that are lower on the list are fully visible. As of right now any dupe that is 7th or lower on the left hand list has the bottom of their attribute box cut off. The lower they are the more than it cut off. Since we cannot scroll them up either, there is no way to move them up in order to make the box fully visible. Would be fabulous if that box was prevented from ever being off screen in any manner so the full list is always visible. Not sure I worded that well, so here is a visual aide. : ) By the time you get down to poor ol' Meep, the only attribute visible is Construction.
  3. I noticed this in some of my early testing but have not seen it mentioned here, apologies if I missed it. A dupe with operate interest gained 721 exp in a day, non operate dupes gained 468 exp, assuming they run on a hamster wheel all day. A dupe with dig interest gained 675 exp in a day, non dig gained 487 exp, assuming they dig all day. This makes specialized dupes with the relevant interest even more attractive in the early game. For example a specialized digger with dig interest in the early game can gain skill points up to 38% faster meaning you can get to Abyssalite mining faster. Have not tested research interest. Ranching does not "appear" to work this way but that was only a side note in some adjacent testing I was doing a while back so I'm open to having my mind changed. The fastest way to get an Astronaut looks to be get a dupe with the operate interest and run them on a hamster wheel. Additional notes : For the dig test the dupe with the highest dig speed got the lowest exp despite mining more tiles than the other dupes. I believe this is because as they move forward to get in range of the next tile to mine they are not gaining exp. Since they spend more time moving than weaker digging dupes they gain less exp. It was only 2% less exp. This indicates that exp is not linked with completing tasks but the time spend doing tasks regardless of efficiency. Also athletics will decrease the wasted time between jobs so increase exp gain at least slightly. Testing For operate I took three dupes. "Operate" dupe with 0 tinkering, "Grease monkey" dupe with 3 tinkering and "Smart" dupe with 5 learning and 0 tinkering. Used debug to put all three onto hamster wheels the moment the game started and ran them for a day then noted exp at end of shift. Testing For Dig I took three dupes. "Dig" 0 digging, "Mole hands" with 3 digging, "5 dig" with 5 digging. Used debug to set them all up to start digging from start to end of day non stop.
  4. I love this game, but sometimes its really difficult to love. I've got over 350 hours in it, so I'm not new, but I'm definitely not up there with some people. These are just some of the main features I see this game needing to truly become what it can be. Over my last play through of about 400 cycles, which had to end due to real life responsibilities, I made a list of the stuff I still saw the game needed. PROJECT MANAGEMENT This is the topmost problem with the game IMO. Dupes still have issues working on the correct stuff, even after meticulously organizing their priorities. I think the problem is that any dupe can pick up any job any where at any time. This is fine for the default case and early game, but at some point you only want specific dupes working on certain things. This is how complex systems of workers get stuff done IRL, and ONI needs this infrastructure. Specialization via skills is fine, but that just makes dupes better at their job, it doesn't help dictate which job they work on. People IRL work in teams, not alone(most of the time). Ex1. two miners, and two large mining projects one in the slime biome to the left of base, and one in the oil biome below. I can set one project's priority over the other, but then both miners work on that one. I want to split the two miners between the projects. Ex2. Order the building of a vertical ladder and mine out one tile on either side. Two to three dupes will run out to work on that, but the miners inevitably go faster than the builders and thus the builder bottlenecks the build. This is fine as it's part of the mechanics. What's not fine is the miners running all the way back to base to sweep a piece of dirt into storage then running back when another job opens up. SO MUCH WASTED TIME. They should have just idled at the ladder. Solution: New building at a certain research point after and in the research line of the job board, Duplicant Collaboration Matrix or something. Create "projects" by selecting a bunch of build orders and giving them a name. Assign them priority. This priority is assigned in a new "Project List" box, and exclusive only to duplicant teams. Random dupes are barred from work on projects. Only teams are allowed to build inside that box you draw. Allow the ability to shut off all work on a project. Create named teams of duplicants which generally try to work adjacent to each other. Assign them to projects "Force only project work" toggle on the dupe in their team overlay entry. (set to on by default) This forces them to only pick up jobs in their projects. While assigned to a project, if they run out of stuff to do on that project, they just idle until there is another task in the project to do. (prompting either a new "project idle" notification or just the normal "idle" notification. This lets some dupes work only on the project and others come in and out if necessary. Increased morale while working with friends in a team. Decreased morale when team members are stressed. QoL Some of us aren't here for the exploration part of the game. I like to build a well laid out base and that is made tediously difficult by not knowing what I have access to from the start. I don't want to use debug mode or sandbox cause that eliminates resource management, which is the core part of the game. I want to see what I'm getting into before I dedicate my next 50+ hours to a map. Fog is mostly just a time sink IMO and definitely one for players like myself. "Start world with fog" toggle in advanced world generation. "Pick dupes after map generation" toggle in advanced world generation. Put the name of the overlays and plans into the hotkey menu. I don't know which overlay is "overlay 12". In each gas/material entry in the database, link the buildings which create it, and the buildings which use it. If no buildings make it, give a description of how it is created. Add the unlock-able overlays and plans to the hotkey menu b4 they are researched(still can't open them even if hotkey is set) Deconstruct tool works on bridges in their respective overlays Allow dupes to "pack a lunch" and just carry a piece of food with them. Allow us to destroy artifacts like tables and lockers Mass disable auto-disinfect/auto-repair tool
  5. Hi there, I have few ideas to make DS Together a more fun experience, since there will be more players playing. Philosophy: As with all survival and every work position in the world - specialization is the key to success. The team is stronger, if each player is specialized in something which gives him and the team benefits in the end. Where I aim - it would be great, if players had a set of skills they could explore and get better at. I am not saying it should look like some old RPG stuff, loaded with clutter of useless stuff. Just some basics. Skills: - hunting/fighting skills - crafting skills - cooking skills - harvesting skills Mechanic: - levels of each skills - basic, intermediate, expert - all skills would be increased by a small amount when the character would be doing the thing (either fighting, crafting, cooking meals or cutting trees or rocks down) - after some time (up to developers to decide, but should be long, so it is not easy), a player would become an expert and would have some benefits - benefits could be for example: - 10/20/30 % increased damage and armor for basic, intermediate and expert (hunting/fighting) - 10/20/30 % less resources needed for crafting - 10/20/30 % less resources or time of cooking needed - 10/20/30 % less time to cut down or pick up anything This way players would have another goal and could specify their place in the team of survivors. It is always like that - when few people are surviving, not everyone is making the fire , because they wouldn't last long that way. Also, this could be even more fun to see some combination of characters and roles they would play in the game. For example Woodie would be the best to use and get some harvesting skills. And Wigfried would be best for hunting/fighting. What do you think? Would you like some taint of roles in the survival wilderness? Any feedback appreciated. P.S.: Another idea, which doesn't concern skills - it would be great to have bow and arrow. Even the oldest tribes had bows and arrows. It is just that simple that this weapon is essential in surviving or killing something from a distance.
  6. I've been thinking about this a few times and I think it would be a cool and nifty addition to the already perfect game.Character Levels and leveling -- Something nifty that I've thought of is a character leveling system. It would be nice to get a somewhat more rewarding feeling when you kill a nasty tree bugger or when you successfully defend your home, and possibly your poor defenseless chester, from an incoming hound attack. So what better way to get that F&$% YEAH feeling than leveling up! =DThe variety of what this could do/upgrade on your character could be incredibly fun and addictive, so I wanted to tell a few of my ideas of what leveling up could do for your character.1. Raise your max HP, Starve meter, Sanity, Strength or defense! Doing this could make it easier to survive those harder enemies and bosses that always pester you when you are trying to create your dream.... camp. Or can raise your HP so that when you "accidentally" bite into monster meat, you won't die and than rage quit.. Or is that just me.. IT'S HAPPENED 5 TIMES!!!!1!1! DX2.Leveling could make it so your knowledge for building and improvising increases, making it so you can advance in creating the bigger and better things! Plus it will always give that sense of anticipation when you're so close to finally learning how to build that dark sword you've always wanted!Another thing that can be added to the leveling aspect could be skills. (and possibly skill points?!) Skills could be included in the leveling system and give you an extra OOMPH to your chances of survival by giving you a few helpful boosts that could end up saving your life!Some of the ideas i've been having would be like: "Become able to wear nightmare equipment without going insane" (or reduces the sanity lost)"Become able to eat any type of food, rotten or not." (that may conflict with the robot guy though)"Recieve more HP and become more full when you eat food" *These are just some survival skills. If they really wanted to add some action skills I would be fine with that. :)These features could be included in the adventure mode game type that I don't think really has anything that makes it stand out, does it? Or you could add it to every mode, your choice! (obviously)You could also make an entirely new mode for all I care! Would be a cool addition!You could also have different "skill trees" for each character so that some skills wont clash with the skill they already come with (noted above).Sooooo yeah, I thought these were a couple good ideas that I have thought of and would love to see in a future update maybe! --------------------------------------------------------------------------------------------------------------- Please feel free to comment on these ideas, for I read every comment no matter the amount! Also check out my previous post: http://forums.kleientertainment.com/showthread.php?10424-Caves-and-bows-in-Don-t-Starve-Brandon-s-thoughtsSee ya guys later!