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I would not remove old boosts automatically.
I boost most of the time some hauling, which is almost at the buttom of the skill order.
I find myself in the group B from the poll, and dont have much problem with task getting done. I find using boost temperary to change the focus on the people. Might not be the intented way for it, but it works for me.
And more advance option for work could be setting priorities depending on season and weather. For instance, if rain = hauling / take care of item halted by rain. Spring = priority planting / farming, if rain = stop watering plants.
There is one element that is having an huge impact that some players might not notice much, when it comes to task / jobs done related to time, is where all the things are stored and how far people might go. One example, having a log pile storage right next to timber, make at time one clanfolk often just be stationary making logs witch make it goes much faster. I would guess some players find logistic to be hauling there progression.
Have 3 screenshots of first winterday on one play. Its mostly brick and tittle roof. Most of the hired worker where part of the clan by the end off the summer, and the ones that where not I dismissed. I think the most I have seen off task is like 5500. My playstyle might not be they way its intended, but I found a way that works for me.
With your idea, I would always get warnings, when I want, for example, all my log piles hauled together in one place really quick. Or, if I move, as example, a full clothing cabinet. The dropped clothes get boosted, because I don't want the mess.
I don't think strobe lights and sirens would fit into Clanfol, but maybe something along the same conceptual lines of some kind of visual/audio signal that it's an emergency situation rather than just "priority 11" that will also make it (mildly) annoying to the player to have a boosted task active.
This is really kind of the way to play with priority boosts. All P boosts should be for EMERGENCY needs and should be non persistent (IE over quickly). I think and have seen too many people use priority boosts on things like animal water troughs and feed troughs as a set it and forget it feature instead of setting them to higher priority and having their more skilled farmers handle this task.
Maybe, boosts could fade away after 24 ingame hours, if player use it in this kind of fashion and maybe you get some kind of warning/explanation of the system then.
I wouldn't want and need it. I wouldn't want to control my clan so directly.
But from reading the Forums, I have the impression that most of the people that are frustrated by the priority system would like to order pawns more directly.
I am heavily resistant to this is I feel it totally changes the nature of Clanfolk from a chilled out planning game to a micro management game. I really don't want that. I would much prefer to get the priority system to the point where people feel comfortable with it. If I ever cave in and add this feature, I will also never be able to remove it. This is why I have not done it. Adding Forced command would get around many of these growing pains issues with the priority system, but then people will not attempt to learn the system and in the end I think have a much lesser experience.
I think on this daily. My life would be so much easier if I just added forced command mode, but every time I ask people on Discord about it, the consensus is that it will ruin the game too. (These are people who have been playing for 5+ months in the demo beta)
Some day I may have to cave in on this, but I really want to get the priority system working as intended first. If in the end getting people to cut back on boosts and also task count is not enough still, then I may have to consider it once again.
Anyhow as I said, I do think on it a lot, but it feels like such a negative to me vs how I want Clanfolk to feel.
Yeah, and I would agree.
I'm not at all frustrated by the system... maybe I'm an exception. I understand that if my pawns aren't doing what I want them to, it's because they're following the priorities I've established, so I should fix that. I would be annoyed if something boosted just became unboosted, or annoyed by "pop-ups" that tried to warn me. While the "make pawn do action X now" idea seems nice to have in theory, it's not really a replacement since its extraordinarily more micromanaging than the boost system. (It's also a lot of work for you, I expect, as you hinted at, and you have so many other good things to add to the game.) Given a choice, I'd stick with boost.
To turn the question back to you, if I understand correctly, the reason you think it's a problem is that people are not using it effectively, and they're becoming frustrated by that? If so, and you think people are having poorer experiences than they otherwise would because of this, maybe just offer a limited total number of boosts... like 3 or 5 or 10 or whatever seems appropriate. (Personally I wouldn't limit them, or I would allow the user to set the limiting amount... it gets the point across that limiting them is ideal without being preachy and still letting players still play the game their way.) Then you can have an interface which tracks tasks that are boosted. Each new one added bumps the oldest off the list. You can let people manually remove items from the list to make room. Or get fancy and let people reorder that list using the same "priority reordering" style buttons. Such a list would be helpful for players anyway (I don't think the one appearing in the Tasks menu shows all boosted areas, maybe just those that are active?). This would be simpler than having a full list of all tasks and letting the user manage that.
I agree with all this. And it's really not necessary. The system works pretty well. There have been a few ways I've found I've had to "micromanage" in the game with various levels of satisfaction, but I'll save that for another thread. If there's a problem with boost, I don't think the ability to force pawns to take tasks will fix it for most players.
So personally, I would leave it as it is and just let people figure out how the game works. When clanfolk doesn't get their tasks done, people will look into what's going wrong sooner or later on their own.