NIIIIIIIIIIIIIICE!!!
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#2
Ideas / Re: Your Cheapest Ideas
October 12, 2016, 07:13:10 AM
Cheap idea #1: in-game lua scripting for work tasks/priorities. Cheap in the sense that it would cover A LOT related to work priorities, incl many of the following. Maybe do it in a one tab per script way: allow the script to define custom input controls and give it some output area (text) below the input controls for "debug"/simple user interaction.
Cheap idea #2: split doctoring into nursing, basic treatment and surgeries. Alternatively, let me check a box that says "only the best doc according to success chance is allowed to do the surgery".
Cheap idea #3: allow me to set minimum and maximum time spent on cleaning/work tasks etc. Allow me to set thresholds. Allow me to set cooldowns for work tasks. Maybe allow me to set a percentage of time spent on task types.
Cheap idea #4: make haulers prioritize harvested food based on deterioration/deterioration rate. Maybe include hauling harvested raw food with the grower task: harvest 100 items, haul those 100 items. Don't make the player use tricks like restriction areas to force his colonists to do proper work.
Cheap idea #5: doctors sleeping while patients are bleeding. WTF?!? Bed rest priority does not work very well. And in real life ppl can easily forego large amounts of sleep, ofc with increasing consciousness issues. Base gets assaulted and there is stuff to repair? Well, I'm tired, so let's go to sleep..... come on, don't give me this nonsense XD.
Cheap idea #6: sort the tabs!!!! Ever played the game with more than 10 colonists and tried to use the work tab? Most likely not.
Cheap idea #7: architect sub menu shortcuts. plz do it.
Cheap idea #8: UI font size: plz let me adjust it. I don't care if there are issues, but unreadable colonist names in the colonist bar is just a no-go.
Cheap idea #9: ambient noise volume. or just let me disable it. jungle ambient noise is just, well, a pain.
Cheap idea #10: right click -> "reserved by", wtf? Just let me click and force it. Every time I want my best doc to do an operation, I have to draft the entire colony just to prevent my "nurses" from trying to do it.
Cheap idea #11: Hauling. I use nearby high prioriuty storage areas for cooking. Every time the cook cooks a meal, a hauler tends to refill that storage. Give me a solution for that plz. Currently I restrict the cook to an area and set him/her on nightshift. Plz don't make me circumvent shortcomings of the game as often as we have to atm. There are many solutions to that problem: restrict hauling to a specific storage zone to specific pawns, or allow me to set threshold levels at which hauling to a specific storage area starts/stops. Genereally, thresholds, cooldowns etc. could be beneficial to many work aspects in the game, ie. cooking, growing, hunting (don't go on hunt when your rest level will be at zero shortly......).
Cheap idea #2: split doctoring into nursing, basic treatment and surgeries. Alternatively, let me check a box that says "only the best doc according to success chance is allowed to do the surgery".
Cheap idea #3: allow me to set minimum and maximum time spent on cleaning/work tasks etc. Allow me to set thresholds. Allow me to set cooldowns for work tasks. Maybe allow me to set a percentage of time spent on task types.
Cheap idea #4: make haulers prioritize harvested food based on deterioration/deterioration rate. Maybe include hauling harvested raw food with the grower task: harvest 100 items, haul those 100 items. Don't make the player use tricks like restriction areas to force his colonists to do proper work.
Cheap idea #5: doctors sleeping while patients are bleeding. WTF?!? Bed rest priority does not work very well. And in real life ppl can easily forego large amounts of sleep, ofc with increasing consciousness issues. Base gets assaulted and there is stuff to repair? Well, I'm tired, so let's go to sleep..... come on, don't give me this nonsense XD.
Cheap idea #6: sort the tabs!!!! Ever played the game with more than 10 colonists and tried to use the work tab? Most likely not.
Cheap idea #7: architect sub menu shortcuts. plz do it.
Cheap idea #8: UI font size: plz let me adjust it. I don't care if there are issues, but unreadable colonist names in the colonist bar is just a no-go.
Cheap idea #9: ambient noise volume. or just let me disable it. jungle ambient noise is just, well, a pain.
Cheap idea #10: right click -> "reserved by", wtf? Just let me click and force it. Every time I want my best doc to do an operation, I have to draft the entire colony just to prevent my "nurses" from trying to do it.
Cheap idea #11: Hauling. I use nearby high prioriuty storage areas for cooking. Every time the cook cooks a meal, a hauler tends to refill that storage. Give me a solution for that plz. Currently I restrict the cook to an area and set him/her on nightshift. Plz don't make me circumvent shortcomings of the game as often as we have to atm. There are many solutions to that problem: restrict hauling to a specific storage zone to specific pawns, or allow me to set threshold levels at which hauling to a specific storage area starts/stops. Genereally, thresholds, cooldowns etc. could be beneficial to many work aspects in the game, ie. cooking, growing, hunting (don't go on hunt when your rest level will be at zero shortly......).
#3
Ideas / My Top 14 Usability Issues
October 12, 2016, 06:51:54 AM
1. Better support for high res monitor. Please let me adjust the UI font size at least. I don't care if it gives strange effects in some places. But having unreadable colonist names below the colonist bar icons is just a no-go.
2. Work tabs: if you have more than 10 colonists, finding one on the work tab or restriction tab is a pain. This is a serious usability issue. They are not even sorted by name! Please remove this unnecessary minigame of "find the colonist".
3. Make everything (that is, the menus) accessible via keyboard. The architect menu currently is a pain to use because the sub menus must be accessed via mouse.
4. Restriction areas. We have only max 5 and they are a pain to adjust to current structures. This should be changed to something that is either based on rooms or there should be a tool to allow easy adjustment of areas using rooms.
5. Work tab priorities. There is no reason not to allow setting priorities up to 9.
6. Task switching: we need sth to prevent colonists from switching between tasks too frequently, ie. hunting and wardening. One solution would be to somehow combine the work priorities with the restriction tab, ie. limit wardening to a specific time of day, set a minimum time for hunting, restrict cleaning to 3 hours of a day, restrict task changes by distance, set minimum amount of dirt to start cleaning, prioritize tasks based on last execution etc. etc. maybe even introduce in-game lua scripting for work managment so players can more freely adjust the logic to control their pawns.
7. Hauling: I don't want to exploit restriction areas to force colonists to get the harvest in and not let it rot outside while they are hauling BRICKS! So there should definitely be something to configure hauling priority, maybe based on item type. Or just include hauling corn with the grower task: a pawn could try to harvest only as much corn as it can haul in at the end of the day before going to sleep/eat whatever. Or just let the player set a maximum of harvested corn per pawn before they start hauling in the same amount.
8. In general the current task prio system does not work particularly well if you only have a few pawns. One example is cleaning. It should be high priority, but if you do that, nothing else gets done. In-game lua scripting with given counters would be nice as an allround solution to most of such problems. In the case of cleaning, some thresholds, cooldowns and limit of time spent (percentage?) could help.
9. Global work tab and restriction tab configuration save and restores: I tend to use different restriction setup for battles, harvest time etc., and switching between them is a pain. Plz let me save current work tab and restriction tab configurations.
10. Doctoring. Only the best doc for surgeries plz. There should be a medicine skill level requirement configurable by the player for surgeries. Or separate the work tasks from doctoring into nursing, basic treatments and surgeries. There should also be an option to block any stoned or sick doc from doing surgeries.
11. "Already reserved by", ie. when I want my best doc to do a surgery, all my other docs come in and block me. That's annoying. Just let me force it plz and dont make me draft all my other docs first.
12. Forbidden doors. Colonists should be allowed to repair them.
13. Rebuilding structures: the game should remember destroyed structures' layouts and colonists should be able to rebuild them without me having to re-layout them.
14. Material types used to build structures: somewhat related to the previous point, there should be a separation between structure layout and material types used. The structure layout should be something that is immaterial and constant. That would provide for a way to change material types easily when you run out of certain materials (which currently is a real pain) or want to upgrade structures.
2. Work tabs: if you have more than 10 colonists, finding one on the work tab or restriction tab is a pain. This is a serious usability issue. They are not even sorted by name! Please remove this unnecessary minigame of "find the colonist".
3. Make everything (that is, the menus) accessible via keyboard. The architect menu currently is a pain to use because the sub menus must be accessed via mouse.
4. Restriction areas. We have only max 5 and they are a pain to adjust to current structures. This should be changed to something that is either based on rooms or there should be a tool to allow easy adjustment of areas using rooms.
5. Work tab priorities. There is no reason not to allow setting priorities up to 9.
6. Task switching: we need sth to prevent colonists from switching between tasks too frequently, ie. hunting and wardening. One solution would be to somehow combine the work priorities with the restriction tab, ie. limit wardening to a specific time of day, set a minimum time for hunting, restrict cleaning to 3 hours of a day, restrict task changes by distance, set minimum amount of dirt to start cleaning, prioritize tasks based on last execution etc. etc. maybe even introduce in-game lua scripting for work managment so players can more freely adjust the logic to control their pawns.
7. Hauling: I don't want to exploit restriction areas to force colonists to get the harvest in and not let it rot outside while they are hauling BRICKS! So there should definitely be something to configure hauling priority, maybe based on item type. Or just include hauling corn with the grower task: a pawn could try to harvest only as much corn as it can haul in at the end of the day before going to sleep/eat whatever. Or just let the player set a maximum of harvested corn per pawn before they start hauling in the same amount.
8. In general the current task prio system does not work particularly well if you only have a few pawns. One example is cleaning. It should be high priority, but if you do that, nothing else gets done. In-game lua scripting with given counters would be nice as an allround solution to most of such problems. In the case of cleaning, some thresholds, cooldowns and limit of time spent (percentage?) could help.
9. Global work tab and restriction tab configuration save and restores: I tend to use different restriction setup for battles, harvest time etc., and switching between them is a pain. Plz let me save current work tab and restriction tab configurations.
10. Doctoring. Only the best doc for surgeries plz. There should be a medicine skill level requirement configurable by the player for surgeries. Or separate the work tasks from doctoring into nursing, basic treatments and surgeries. There should also be an option to block any stoned or sick doc from doing surgeries.
11. "Already reserved by", ie. when I want my best doc to do a surgery, all my other docs come in and block me. That's annoying. Just let me force it plz and dont make me draft all my other docs first.
12. Forbidden doors. Colonists should be allowed to repair them.
13. Rebuilding structures: the game should remember destroyed structures' layouts and colonists should be able to rebuild them without me having to re-layout them.
14. Material types used to build structures: somewhat related to the previous point, there should be a separation between structure layout and material types used. The structure layout should be something that is immaterial and constant. That would provide for a way to change material types easily when you run out of certain materials (which currently is a real pain) or want to upgrade structures.
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