Two Point Museum

Two Point Museum

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krieglich Mar 12 @ 1:10pm
3
Thieves suck and are annoying
Thieves rob the game of all its fun. There, I said it.
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Showing 31-45 of 284 comments
Need to put police seating next to the entrance or the toilets doors. The mole thieves are the worst and the only way is to have more cameras.
Originally posted by jwwo0o0:
Hey! I just wanted to mention there is a build which is currently on beta which has some tweaks to security: https://steamcommunity.com/app/2185060/discussions/1/595143265765844213/

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!

I'd rather this was a perk to unlock rather than a build thing btw. Is there only two current perks for security?
I ended up doing a career playthrough via Sandbox to have thieves turned off. The notifications and constantly having to be alert was freaking me out. It is a shame since I did like have the security being necessary but it got too stressful for me.
It is not that I didn't do it well enough. Rarely had anything being stolen and plenty of security personal with camera rooms etc. It just caused me too much stress.
Maybe it is because of my health issues but I dislike turning off a whole gaming element. It was just too much for me.
Originally posted by alex010300:
Need to put police seating next to the entrance or the toilets doors. The mole thieves are the worst and the only way is to have more cameras.


I have this but it seems all of my security were on break at the same time because the seating would be empty when a thief came. Not a guard in site. I tried taking away all the donuts but still didn't work. :) I have a lot of security. Hoping this new update helps.
Since the patch I have had two exhibits stolen (one three squares away from a seated guard who did nothing, one from right under a manned camera and it did not alert the guard who was five squares around the corner while his buddy who is normally in the room was eating donuts), and two exhibits vandalized (also in view of cameras and guards).

You know what they DID catch though? My melting cave person for the achievement. I melted him a couple of blocks away from a donation bucket and they busted him as soon as he was done with his "waking up" animation.

So in three hours of gameplay, post patch, I lost two pristine exhibits and had two vandalized, which is more than has happened to my game in the past 90 hours combined. From what I see, the thief issue is far from "better", it's exponentially worse now.
Typha Mar 14 @ 5:29pm 
I agree, it's super frustrating when guards seem to react with a very long delay to a thief right by them, or they simply don't react at all.

it just feels like the game isn't working as intended.
I've been refusing to continue my campaign because they said I'll start attracting thieves. This isn't what I want in my game. I'm hoping they can be removed, toggled off, or otherwise avoided (perk on exhibits to disallow stealing?) soon as I was enjoying the campaign up until now.
Originally posted by JuniferBerries:
I've been refusing to continue my campaign because they said I'll start attracting thieves. This isn't what I want in my game. I'm hoping they can be removed, toggled off, or otherwise avoided (perk on exhibits to disallow stealing?) soon as I was enjoying the campaign up until now.

There is a perk called a "security sticker" that is supposed to discourage thieves from stealing the object, but several people have reported it doesn't do anything. I can't confirm or deny that as I've only got the sticker on three or four exhibits across all my museums, so the fact that those exhibits aren't stolen could just as easily be that there's so many exhibits to choose from.

I'm with you though, if this keeps up I'll probably move to sandbox as well, which sucks because I'm just unlocking the five star campaign points and I was really looking forward to it. But I'm already at the point where my time is partially being wasted because the last thing I have to do to get my fourth 4 star is generate a specific total buzz, which keeps dropping because my exhibits keep getting stolen or vandalized while I can watch the game and see that it's not me doing anything wrong, it's that this system is not working as intended. And I think enough people have reported the same issues since launch that continuing to watch it happen isn't going to provide any new data.
I think there are some features they could implement that are not too far-fetched, but make the thefts easier to deal with:

-Adding an automatic prompt to buy back the stolen item (for all thefts)
-New location: similar to Remedial Springs, but where Security staff can go get back any/all stolen items.
-Ability to lock down the museum (gates/main doors close, staff on alert)
-New item: Floor activated sensors for the moles
-Ability for staff to create replicas in the workshop/new room type, once an item is Pristine or we have 2 Pristines (if we get an art museum, I am expecting some type of forgery room)
Originally posted by Artemisia:
I think there are some features they could implement that are not too far-fetched, but make the thefts easier to deal with:

-Adding an automatic prompt to buy back the stolen item (for all thefts)
-New location: similar to Remedial Springs, but where Security staff can go get back any/all stolen items.
-Ability to lock down the museum (gates/main doors close, staff on alert)
-New item: Floor activated sensors for the moles
-Ability for staff to create replicas in the workshop/new room type, once an item is Pristine or we have 2 Pristines (if we get an art museum, I am expecting some type of forgery room)

Actually, after the patch, the stolen exhibit bases did sell for the full amount after I never received ransom messages for them. I don't know if it was intentional or not or if that is a bug, but it could be said that at least people who get their exhibits stolen are not completely missing out.

Except on the time, expedition costs, and RNG to replace them, the time and costs to farm the perks again, and any delays to advancing the game due to losing them. :/

I think the only reasonable, and probably the fastest to implement, option at this point is the immediate buyback idea as a simple pop-up, and then work on implementing a toggle. Anything more complex I think would just be compounding a broken system by adding brand-new mechanics to something that doesn't work right anyway.
Cris Mar 15 @ 7:42am 
Never had any issue with this. If anything I find thieves way way to easy to handle to the point they are just a mild irritation. Hit pause. Grab a guard. Done. Or just post sitting guard at spawn points or choke points and let the thieves run away fleeing.
I have not seen an improvement since the update. Unfortunately. I just logged in and immediately had a Boggyman Heist popup.
Typha Mar 15 @ 8:23am 
Originally posted by Cris:
Never had any issue with this. If anything I find thieves way way to easy to handle to the point they are just a mild irritation. Hit pause. Grab a guard. Done. Or just post sitting guard at spawn points or choke points and let the thieves run away fleeing.


A lot of people think it's un-fun and boring, having to turn your fun museum into a maximum security facility or else lose hours of play time and effort. :(
Originally posted by Cris:
Never had any issue with this. If anything I find thieves way way to easy to handle to the point they are just a mild irritation. Hit pause. Grab a guard. Done. Or just post sitting guard at spawn points or choke points and let the thieves run away fleeing.

If I wanted to toss people around as part of gameplay, I'd go play Black and White, lol. When a player has to stop a game and move guards or whatever around by hand to try to make them do things that they should be doing naturally, it means the system doesn't work. I for one don't appreciate having to pause whatever I'm working on to go manually correct a broken game mechanic.

It's not bad at all (other than the constant voiceover, but it looks like that's getting nerfed soon finally) when it works as intended, but when you have things set up properly or are even wildly overprepared and you STILL get things stolen and vandalized at a rate of over one an hour while guards just sit there and ignore thieves five steps away, that's not fun even though I like the stealing mechanic in general. I bought the game to build museums, not sit there and watch to see if I have to grab and drop guards all night long.
I know I'm in the minority here, but I actually enjoy the thieves feature. I like having to keep an eye on my museums and I honestly never had any issues with them. I haven't lost a single exhibit yet except one during the mini-game thingy, and I only use a couple cameras and a few guards. I only hire more security when they fall behind on donations but otherwise, it seems to work out quite well.
I do pick up my staff to move them around though. And yes, I have a few stars and have been playing the game for (way too many) hours now so this isn't a new feature to me and a case of "you'll see how it gets!"

Anyway, I know this is the complete opposite of everyone else it seems, but I really hope they give the option to deactivate them for those who are frustrated by it, but leave it as an option for people like me who do enjoy them.
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