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Security: Increase how long it takes thieves to steal exhibits (this should help give security enough time to reach to camera's spotting thieves)
Security: Increase the cooldown of thief guild raids in lower crime levels
I'm not sure if this will fully ease your frustrations but it may help... and we're also tracking all the player feedback and will make more changes/tweaks/updates in future patches :) We started work on an indoor freestanding security camera today as well!
This is currently the only problem i have with the game.
I say this as someone that really likes your game a lot.
I'm going to be kind of bold and suggest considering a major overhaul to the crime system, because it's SUCH a fun-dampener for so many people. It misses the mark by such a large margin.
For me, it just seems to off-theme and ridiculous to have to turn my museums into basically maximum security facilities. It's not fun and it heavily contrasts with the rest of the game.
Sooo much real time is wasted when a thief steals something, it's just plain frustrating. I would save scum if I could. Honestly it makes me want to turn the game off and play something else. It feels like an aspect of some third-rate game that doesn't respect the players' time.... which totally doesn't fit the rest of the TPM experience at all.
I think you put it right with the word "frustrations". I don't play TPM for stress and frustration, nobody does. This is people's after-work chill experience.
Decreasing how often this happens isn't going to feel much better, because the problem is that it happens at all.
For what it's worth, my feedback is:
1) to remove thieves from the game completely
2) or let us turn them off (I suspect the vast majority of players will)
3) or have thieves... do something else other than steal exhibits
Think big on a solution because this isn't a small problem.
Anyway thanks for listening and being such cool active developers. I'm glad you're taking action on this to help this cool fun game out!
My personal suggestion that would not take out security and cameras - because I do see the definite need for them from a money sink standpoint as well as diversifying expedition teams, not to mention nixing security would lead to massive expedition rewrites - is to change the system so that if you don't have enough security coverage, then thieves are activated, but if you have sufficient coverage, they don't appear in your museum period. That way you still have the money sink and don't have to rewrite expeditions, and people still see the value of investing in them, but far less monitors will be punched.
So far my thieves seem to be caught running out the main entrance and my security guys never ran fast enough. Got security gates and cameras. The map I'm on now, the entrance/doorway from my museum is right next to the exit on the map. So by the time I have got the message and clicked on it, the thief is out the door and gone.
The worst pop up is when a guard is actively peppering the MF'r. He is already gooned why am I getting a pop up for that?
Still had a blast playing it until security was unlocked.
Hire more guards. Make sure you have cameras. Use security doors as much as possible, especially on your entrance.
If you have money issues. Have 5 different interactive things. If a kid uses 5 they will donate 10k.
The thieves are clearly giving countless people a huge headache, turning away players and the devs solution is 'But, come ooooon we are building standing cameras!' *Facepalm - missing the point entirely.
The easiest solution WITHOUT changing the game is literally 1 additional setting in the options menu:
Thieves: [ On ] <> [ Off ]
TAH DAH
Players can now play the game without getting annoyed, and all the players who WANT there to be thieves, can leave the option turned on for an extra layer of difficulty - Well looky at that!
And here's the kicker, players can still build a security room, man it and build cameras! you know, to add a little extra to their museums without it being an actual headache.
The stupid thing is: This setting .... already exists in sandbox mode lol
Solution two:
Exhibits that are pristine can have a anti-theft perk installed for free, you don't need to fine these perks all exhibits have them, but can only be installed in pristine exhibits, it takes up a perk slot, sure, and the devs can even make it so these perks reduce the buzz by a little as a balancing thing, the exhibit is now protected, but it offers a reduced buzz experience.
People aren't complaining about the security as a whole, they are complaining because they lose exhibits << this is the ONLY core factor why its frustrating to so many players, having to deal with it constantly, dumping standing cameras all over the place is not a good alternative.
.... adding a standing camera *exasperated sigh
But also a word to the devs . . . please, please don't make the mistake of ignoring the players when they request a time-consuming, buggy, and constantly occurring mechanic be overhauled, toggleable, or scrapped. I've seen far too many devs die on a hill of something the playerbase wants to change or be able to turn off being "way too important to the feel of the game" or whatever, and lose player goodwill over it. You folks obviously have put a ton of time and work into it, I get that, but with a few exceptions (myself being one), it's not working for the players and i really don't think a few little tweaks is going to fix something that after it is tweaked, is still going to see players lose played time and game income because of where a thief spawned, a camera being one square off of optimal, or a guard getting stuck in a crowd.
Personally, I'm not here for the difficulty. I was here for the adventure, and I *LOVED* it.
If security worked like real life, with proper shift changes and guards who didn't stop every 10 ft (rather than continue running, so they could actually catch the thieves), I would be fine with it as-is. I welcome improvements anyhow, though.