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Found 4 results

  1. As it stands now some machinery reduces decor, possibly because it is ugly, smelly, etc. But what about noisy machines? Some machines (eg. generators, pumps) might cause noises and disrupt sleep, and possibly affect stress and/or decor. By the same token, certain tiles, doors, etc should block sound, while those tiles that allow gasses through should not. Just a thought
  2. So, first of all, I like what this game has to offer (and most Klei games, for that matter). The liquid and gas systems are super cool, the latter I haven't really seen in any game before. The temperature, electricity, food are all handled well and clear. But when I went around to look at some of the colonies of other folks, I saw things like this: (this one is just a random screenshot from google) Seriously. Is this a museum simulator or something? I can understand why the decor system is in place - to add an additional challenge besides actual food, and oxygen and what not. And this purpose is great. I totally love managing complex stuff. But at the moment, solving stress is less of a clever challenge and more of a bruteforce solution. Yay, let's spam paintings! I suppose some people would ask now "so, what's wrong with that? If we need more water, we build more pumps. If we need more decor, we build more statues". Well, from an objective, solely rational standpoint, it's true. But that... Doesn't really feel like a space colony to me. Also, I understand that the game is in Early Access, so maybe features will be added, that will change the situation. So what do you propose? Here are a few suggestions: Give us wallpaper! For real So that it can be put on a wall behind all objects, and look pretty. (it will probably hinder the readability of gasses in a room a bit, but we have overlays) What if we had upgraded versions of batteries, generators and stuff, that add to decor, rather than subtract from it. Like a super cool-looking sci-fi pump, that duplicants will love to set the eyes on. Use the textile station to make lovely blankets for beds, and pretty tablecloths for mess tables, that add decor bonuses to said objects Colonywide decor buildings, that rise decor everywhere, but can only be built once. Something like a world wonder in civ games. Think giant statue, or a fountain, or stuff like that. Make diminishing returns from same decor objects. Say, one painting per room is nice. Two, is fine. Three is marginally better. Everything more than that is negligible. Maybe a bigger bonus to regular tile decor from materials? More varied decor objects and decor combos? Like, placing a painting near a vase gives bonus decor. *** Here, thanks for reading this far. Maybe you have better ideas. Lemme know your thoughts.
  3. Even when you are capable of feeding a large number of dublicants, increasingly higher population causes dublicants to start disregarding the option to go to the massage table to relax. They seem far too fixated on working and there is just not much else to do. More powerful relaxing mode switch: When a dublicant becomes very stressed, there should be an option in the tasks menu to set when they should enter relaxing mode. Also, you should be able to force a dublicant into relaxing mode by stripping all tasks from it. More spare time activities: All the dublicants can do when they have no tasks is to eat, shower, use the toilet, use the massage table or sleep. There should be more structures to offer more methods for them to spend their free time, like baskedball, art, videogames, etc. Depending on the personality of the dublicant, they will prefer some leasure time activities over others and matching ones reduce the stress more efficiently. Dublicant interactions: The dublicants dont really acknowledge each other as of yet. In my humble opinion, they should be more human and actually talk to each other in their leasure time. Or maybe make them smile at each other or high five while they pass one another during their jobs. Dublicant relationships: The state of mind of dublicants should be far more dynamic, adding an element of randomness to their stress level. Dublicants should be able to befriend each other while talking or performing activities together. Furthermore, dublicants should be able to fall in love with each other if they match well and spend a lot of time together. That also goes into the opposite direction. Dublicants could have fights when they are stressed or one dublicant treated another badly. Relationships should also be able to end, making one or both dublicants sad. Here some examples of possible status messages: Talking: This dublicant is spending some quality time with another dublicant. -5% stress per cycle New Friendship: This dublicant made a new best friend! -20% stress per cycle Friend nearby: This dublicant is happy to see their friend. -10% stress per cycle Love: This dublicant has developed a crush on another dublicant. How sweet! -20% stress per cycle New Couple: This dublicant just started a relationship with another dublicant! So romantic! -70% stress per cycle Partner nearby: This dublicant is in the presence of their loved one. -30% stress per cycle Lonely: This dublicant hasn't spend any meaningful amount of time with others in a while. +10% stress per cycle Arguing: This dublicant is having a verbal fight with another dublicant. +10% stress per cycle Enemy nearby: This dublicant is trying to avoid eye contact with a person they had a fight with recently. +15% stress per cycle Friendship ended: This dublicant has lost a friend and is feeling bad. +30% stress per cycle fight with loved one: This dublicant is having a fight with their partner. Oh no! +30% stress per cycle Breakup: This dublicant is fresh out of a relationship. They are very sad. +50% stress per cycle Mourning a friend: This dublicant feels miserable over the death of their friend. +40% stress per cycle Mourning a lover: This dublicant has lost their partner! What a terrible tragedy! +70% stress per cycle Dublicant interaction control: Despite the randomness, there should be a way to somewhat control the ways dublicants interact. Like a therapy sofa. One or two dublicants who have social issues should be able to be assigned to the sofa, then a third joins them in the role of a therapist to help them overcome their issues. Therapy should also be able to reduce the debuff from mourning and with enough sessions, friendships and romances can be saved.
  4. So one thing I always liked doing is making characters that look like me and my friends, or making them look as close to us as we can based on the avatars shown. Well I won't give a speech on making the avatars customize-able in some way, regardless of how neat that would be, but instead, I will simply ask this; Why would you make certain characters have one set stress response?!?! I used to try to make each of my people only destructive people and at times that made it hard cause I'd end up with one character only and REALLY need a new Dupe, but only get the chance to get destructive people.....forcing me to either choose someone destructive, or restart in most scenarios. Well now, the character I chose a MY sprite (Nikola) and the one I set as my Fiance's sprite (Bubbles) are forced to be destructive and a binge eater. I really dislike this because I get that it will make the game harder, but now in my opinion the game is becoming more stress inducing than it's really worth...I literally end up with 3 of my least favorite avatars and I have to re-select those 3 or so avatars when I need/want a new person in my station and that's IF they are worth getting!!! None of them look like anyone I know (and I get this seems really petty, I do) but that was a big part of the fun in this for me, the total randomness of each character, Nikola #1 could be a angry ****** while Nikola #2 was a puke machine that is stressed by and disgusted by everything, and I was hoping for Nikola #3 to be a Whiny cry-baby.....but now I get Nikola being nothing but a angry hulk nonstop This has taken SO MUCH of the fun I had, and I hope Klei will undo this and make it randomly generated again. I've barely been able to even test the new stuff in game because I can't gather the people to make enough progress to get anything done!! Because people are always either eating EVERYTHING or breaking EVERYTHING, thus making people spend all their time fixing things, then breaking what they fix, just so someone else can come fix it again -_- It is so annoying that I've rage quit more times than I care to admit. At this point I'm just waiting for the next update so I can see if it's fixed, cause I don't know if I can even play it at this point, which is terribly disappointing, because previously I Loved this game. ~ V