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That would highly reduce the frustrating feeling.
After that... a button on the stolen exhibits to pay off a ransom immediately, so you don't have to wait on a slow random prompt, which you have no way as a new play of knowing can even exist.
Or if you will get it at all. Of the two stolen pieces I've had, I never got one of them back and eventually sold the base for five bucks or something after waiting 18 months or so of game time.
may also be nice if museum pieces were always ransomed back instead of only sometimes.
The thieve pop-ups make me angry at this point XD
Absolutely love the game, been playing a ton, but I think that an additional thing to make thieves less anti-fun would be the suggestion another user made suggesting all stolen exhibits become immediately repurchasable through ransom, the random chance of it stinks, and I think that being charged a lot for ransom every time would be more balanced. Still incentivized to still built security without the sting of permanently losing a nice exhibit.
Would love for this to be an idea floated to the team.
Thanks for the amazing game though!
to stop losing an exhibit
I hand to hit pause then hire a new guard and drop him on the 4th thief - I fire them later if they aren't helpful.
Hint: If you ever see someone stealing, pause your game, pick up a guard and drop them next to the thief, they will get caught immediately.
1. Be stingy with your guards. look at their inherent traits. You want guards with references, such as:
- Peripheral vision (I think is what it's called): for a wider view of their surroundings
- Nimble: for faster movement
These two traits really help either keep your place safer, and help keep cost down. If you pair them with the patrol skill it can really help cover the area that guards can catch
2. Make sure you have maybe 1 or 2 guards with mission traits like:
- Globetrotter: Adds happiness when sent on expeditions
- Photographic Memory: adds +5% survey level to expeditions
These are great traits for anybody you send out on expeditions. I have 1-2 sometimes 3 guards/assistants/janitors. I try to not give them the typical patrol or camera rooms skills unless expeditions ask for them specifically.
3. There are some traits you might consider if you have the first trait you desire.
- Loyal: The person requires less pay than most
- Bean Brain: Coffee increases happiness (Would suggest waiting until you have coffee kiosk or coffee table in break room)
4. SET UP ASSIGNMENTS! (Don't rely on workzones)
On each person you can click what area's to cover, patrols, catching criminals, collecting money, camera room, etc.
for each area I have unlocked:
- I have 1-2 collectors guards.
- I have about 4 patrol guards
- 1-2 guard seats
- finally 1 guard on camera room.
Now I make due with 1 camera man when the camera room guard goes on break. you can set a guard to do both patrols and camera room so when one guard goes on break the other will take over the camera room but that will be based on your preference.
I say don't rely on work zones because for some reason none of my workers follow them, and has cause me more issues than anything else.
And even with tons of security I still get exhibits stolen, and now I'm at the point of save scumming it. it is BEYOND FRUSTRATING. Let thieves steal money or decorations or something but NOT THE EXHIBITS. This is easily the worst aspect of the game.
I also don't need a pop up to say a criminal has been spotted if there is a guard there peppering them already. Having the criminal be escorted to the main door would be enough, the time it takes to escort them all the way off the map is ridiculous.
Also, when a thief is revealed, it'd be nice if the nearest guard (with criminal pursuit enabled) dropped what they were doing to nab them, rather than ignoring them to keep collecting donations while a guard halfway across the museum gets assigned the task.
As for having to walk them off the map, maybe set up a containment area to stick the thieves in until real cops come to haul them off? Maybe a constructable cage kids could throw popcorn at?
Zoning helps, as do security cameras to manage this, however it's not a fun element of gameplay.
If there was another type of guild that replaced the mole guild, maybe an imposter guild that took your staff uniforms as a disguise and nabbed stuff without setting off cameras but can be sniffed out by security staff if close enough. It still requires them to navigate the layout and avoid detection by staff members.
The normal thieves/vandals are fine, same as the boggymen as they are tied to your layout in a way.
I feel like the move to add free-standing cameras misses the point and kinda feels like you're not really understanding what your community is telling you.