Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They get +5 tired moodlet if they climb 5 stairs back to back.
Maybe I should add something about if the wait is too long go with the stairs no matter what. But I thought solving the crowding issue could be fun. Do you have any suggestions?
It is a bit odd though that you can place stairs anywhere even ontop of things but an Elevator that's in the wall is apparently obstructing everything
I also find this to be a very strange decision by the devs. Shouldn't it be the opposite?
I dislike how the stairs look when they're on top of room objects, so pretty early on I started building proper stairwells, which at least helps when you get to elevators.
It means they don't use any elevator in the middle of it or reach their destination. Because the count resets if so.
It's what you'd do irl and makes sense from a gaming point too as at the minute it just sorta feels anti fun, watching all of them just ignore the stairs they were fine with 5 minutes ago before adding an elevator is annoying.
P.S
Getting them late in the game is stressful as well as it's not really easy to move a room over to the left or right to accommodate the lift shafts you need room for, not if you want to keep the same layout or have rooms on the other side which means moving those rooms or delete objects.
Saying that, it is my first play through, now I know how big they are etc I can plan for that going forward but yeah.
Hope that made sense..
In my initial game when I learned that they get tired after 5 flights, I used elevators to set up 'blocks' of activity. Elevators would only stop every 5 floors and each of those stops connected to the nearest 4 floors through stairs. Pathing ai did not seem to like that setup very much though, saying places were unreachable despite the character only needing to take the elevator up and then descend 4 flights of stairs.
After adding elevators, I suddenly had to add a lot of extra janitors and maintenance employee, as everyone is often stuck just waiting for elevators.
I have a set up of one cabin going 5 floors max, and then you have to switch. Long busy shafts were just not working. Now I am thinking of experimenting with 2 floor shafts :D
I feel like something could be improved on the elevator performance side.
If the elevator is called for going up, it will go to the passenger on the lowest floor that wants to go up first, and then collect people that want to go up on the way up. And ignore the ones that want to go down and vice versa. I've implemented real-world elevator behavior.
But I decided to give the control to the player. You will be able to select when to pick who etc. You deal with this now :P
So the upcoming changes are: people will be more likely to use stairs if elevators are full and elevator behavior controls.
basically if the delivery guy comes in on ground floor and you have elevators on every floor if they have to go up more than 1 floor of stairs they will take the lift, if they bottle neck they ghost the order and leave. this happens with everything when involving elevator.
i found the only way i could cut down queues and stop the ghosting in my hotel was to only making elevator doors 5 floors apart ( ground to 5th floor to 10th floor etc.) i had 8 elevator shafts 2 per 12 block rooms, there would still be queues for elevator but it stopped the -5 tired debuff ever showing even if people were bothered by wait of the elevator any activity stopped you from getting it even if it fails.
the best way i could stop queues building at my elevators was to have alternate shafts, 0 to 5 on left side, 5-10 right side etc. however there were tired debuffs showing up of the elevator was going down and the sim wanted to go up it would just walk up 5+ staircases even with 4 elevators on largest map to choose from.
although it probably wouldnt be realistic but might fix abit of the jank is if you could make one way elevators ( only going down) that way the sim doesnt by pass the elevator.
Dope, I love having more control over things. Much love dev <3
I observed evidence of the elevator going up and then down, whilst some set of people stayed onboard, so basically they would travel needlessly up and down. I also saw cases where the elevator would not go to the highest floor that wants to go down, but just a floor or two, bring down one person, and then go up again to a much higher floor.
For me, and as I read for some others, elevator behavior is a blocking issue that stops me from continuing with the game.
Glad to hear it's on the radar, maybe in the course of implementing the control for the gamer over elevators, some bugs will be ironed out. Looking forward to it!