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 76-90 of 289 comments
Originally posted by Luminaro:
Originally posted by Myst:


All you need is something like this at the entrance.... for walkers...

https://steamcommunity.com/sharedfiles/filedetails/?id=3449231006

Molers don't give a rat's behind about your secure entrance. lol
Emphasis added.
Myst Mar 21 @ 6:17pm 
Thats why you have cameras.............. and ZONES as also stated by myself..

Or Panoptic Pillars... though it's a PAIN revealing 30 manually for tier 2....
Last edited by Myst; Mar 21 @ 6:17pm
Saeko Mar 21 @ 6:22pm 
Originally posted by Myst:

Or Panoptic Pillars... though it's a PAIN revealing 30 manually for tier 2....


They should change how to upgrade to level, 3, got 5 stars on tech museum, and it's my only missing gold sticker, but it's so much unfunny to level the panoptic pillars
I think thieves in concept are great as a reason to necessitate having plenty of guards and cameras and such, but I dislike that I can't ever trust my staff to get the job done. If I have well-trained staff, full camera coverage with full camera upgrades and backup camera room guys, etc, I still have to be super vigilant and manually handle invasions. Even with the increased time it takes to steal, thieves are so incredibly quick that I've had staff with speed traits unable to trigger the thief to be caught, even when they were outrunning the thief, they would just stutter step behind them. You need to stick the staff manually in front of where they're running once they take off to guarantee it'll work. The thieves who come into the bathroom are practically gone once they're even near the bathroom, as the staff can not seem to halt them once the thief decides it's going to use a toilet. The worst thing that happens is a camera room staff decides it's break time, and someone takes something in the time that they're handing off the job to the staff who's en route. Make the camera guys automatically work overtime during an active invasion. I would just like to be able to trust my security a little more. Don't get me wrong, I very rarely lose anything, but it just stinks so much to lose a pristine exhibit of any kind and I absolutely would lose them here and there if I didn't manually drop staff onto thieves. I do not mind the risk of losing things as a reason to need security, I just don't want it to feel like I have to be dropping the staff onto the thief every other time.

Also annoying: the random guys who walk into the front door, get spotted immediately, then bolt. Staff literally never catches them. They aren't taking anything, but the game makes me feel like I should be apprehending them.
Last edited by Friendzie; Mar 21 @ 6:37pm
Myst Mar 21 @ 6:45pm 
""Also annoying: the random guys who walk into the front door, get spotted immediately, then bolt. Staff literally never catches them. They aren't taking anything, but the game makes me feel like I should be apprehending them.""

these dont matter though since you dont really get anything for nabbing them and they did nothing inside your museum.
I actually prefer the one who bolt before they even buy a ticket because they tie up my security resources for the least amount of time as they’re gone so quickly.
Originally posted by GhostWolfe:
I actually prefer the one who bolt before they even buy a ticket because they tie up my security resources for the least amount of time as they’re gone so quickly.

Yeah, they're not so bad, other than the pop-up spam. Is that fixed now? Please tell me it's fixed.
MrImpiz Mar 22 @ 1:20am 
Golden molars is the real problem here i HATE them! Thiefs ruin this game.
It can take HOURS to grind prestine exhibitions because of the RNG but 5mins for it to be stolen from some random ♥♥♥♥♥♥♥♥.

Toilet and walkers i can set up cameras and security doors for but the molars are just stupid.

I have been saying the ransom thing should always be a thing on prestine since advanced access.
LL-woLf Mar 22 @ 3:05am 
Originally posted by Myst:
Originally posted by Luminaro:

I use all of them. It's not a 100% catch. And when they steal an exhibit that took hours to assemble that having less than 100% makes a huge difference. The only way to make it 100% is by picking up the guard by the collar and dropping them in front of the thief, and it's 0 fun.

It needs to be fixed or adjusted.


All you need is something like this at the entrance.... for walkers...

https://steamcommunity.com/sharedfiles/filedetails/?id=3449231006

we also need toilet security entrance lol
Lily Mar 22 @ 3:19am 
I think this is similar in issue to Two Point Hospital and the game mechanic they had with patients who camouflaged themselves. I noticed a lot of complaining for that similar to this. I think it comes down to people not pushing pause when they receive the notification.

That's it.

If you pause and drag a security person on top of the thief, nothing will ever be vandalized or stolen. It takes a second and requires you're attentive your entire playtime. This is why the game is designed this way, to make you stay attentive the entire time, which reduces players just turning on the game and leaving it unattended to collect money. They designed this to make sure you are actively playing and taking advantage of your God-like ability to control time and people.
Myst Mar 22 @ 1:01pm 
Originally posted by LL-woLf:
Originally posted by Myst:


All you need is something like this at the entrance.... for walkers...

https://steamcommunity.com/sharedfiles/filedetails/?id=3449231006

we also need toilet security entrance lol

You joke... i did that exact thing at my toilets.......
Syren Mar 22 @ 2:31pm 
Hi all - Just wanted to add a little in here - been playing TPM now for 148 hours and I do have to say the thieves are the very worst part of the game. As people have already said, we spend hours in real time going on explorations to find exhibits up to pristine level, and two seconds later, it gets stolen - sometimes so fast, you don't have time to react. It makes me very frustrated. My neighbours would never think I was playing something so tame as TPM.

I, like everyone else, employ the coping strategy to act like the chief security guard, stop playing and take the nearest security guard to drop down on the thief's head. However, sometimes more than one thief spawns at the same time, or there is a lone thief and they are harder to deal with because of the time it takes to stop what I am doing and deal with them. It is VERY freaking annoying to have to do. It stops 'nice' game-play completely in favour of 'bad' game-play elements - over and over and over again. Sometimes, I can't get anything done because I just keep getting interrupted and this has made me want to stop playing at times. I am trying to manage the whole museum, and all I am really doing is managing thieves. It feels like I am playing Two Point Jail, not Two Point Museum!

It's also annoying when there are four or five security guards mingling around and the thief runs right past all of them and they do absolutely sweet FA! Nothing, zilch, zero reaction. I mean, come on - what the heck is that?! And don't talk to me about zones and security doors, been there, done that. I also tweak assignments to make sure they are all doing what they are meant to be doing - but still they don't.

There's one map (can't remember which one now) where we are told at the beginning that there will be heightened criminal activity - oh lord, I am surprised I have any hair left. It was heartbreaking.

The four things I would like, in no particular order are: 1. more time to stop what we're doing to try and deal with the thief, 2. pristine exhibits are protected from being stolen, 3. the latest one I encountered twice yesterday, stopping thieves SPAWNING IN STAFF ONLY TOILETS because they get stuck and you have to move the entire room to get rid of them!!! What the actual? And 4. when we reach a certain level of security, i.e. have a camera room, an 'x' number of guards, cameras etc., that the thieves stop spawning completely, or just make the guards more sensitive to react more swiftly - or even just at all! This last point would be great, because there has to be a win for the player at some point, no? We have trained guards, we have cameras, we have security doors, the camera room is jacked up. why doesn't it work properly? We need a win here - not, there goes another pristine exhibit it took me ten hours to collect!

Getting rid of them completely would affect too many other things, and I like that my security guards have something to do, but come on - there is way too much criminal activity in TPM. Devs - who even are you guys?

I do like, however, the 'pepper spray' - that's inspired, and it's very cute that the caught villain often follows very meekly along BEHIND the security guard on his way out, but can we just tone down the crims please - turn down the 'thievery' dial a tad - thanks.
Last edited by Syren; Mar 22 @ 3:55pm
Typha Mar 22 @ 4:00pm 
Originally posted by Friendzie:
I think thieves in concept are great as a reason to necessitate having plenty of guards and cameras and such, but I dislike that I can't ever trust my staff to get the job done. If I have well-trained staff, full camera coverage with full camera upgrades and backup camera room guys, etc, I still have to be super vigilant and manually handle invasions. Even with the increased time it takes to steal, thieves are so incredibly quick that I've had staff with speed traits unable to trigger the thief to be caught, even when they were outrunning the thief, they would just stutter step behind them. You need to stick the staff manually in front of where they're running once they take off to guarantee it'll work. The thieves who come into the bathroom are practically gone once they're even near the bathroom, as the staff can not seem to halt them once the thief decides it's going to use a toilet. The worst thing that happens is a camera room staff decides it's break time, and someone takes something in the time that they're handing off the job to the staff who's en route. Make the camera guys automatically work overtime during an active invasion. I would just like to be able to trust my security a little more. Don't get me wrong, I very rarely lose anything, but it just stinks so much to lose a pristine exhibit of any kind and I absolutely would lose them here and there if I didn't manually drop staff onto thieves. I do not mind the risk of losing things as a reason to need security, I just don't want it to feel like I have to be dropping the staff onto the thief every other time.

Also annoying: the random guys who walk into the front door, get spotted immediately, then bolt. Staff literally never catches them. They aren't taking anything, but the game makes me feel like I should be apprehending them.


This is the fundamental problem and I hope the Devs read this.
Typha Mar 22 @ 4:07pm 
Originally posted by smelouney:
Hi all - Just wanted to add a little in here - been playing TPM now for 148 hours and I do have to say the thieves are the very worst part of the game. As people have already said, we spend hours in real time going on explorations to find exhibits up to pristine level, and two seconds later, it gets stolen - sometimes so fast, you don't have time to react. It makes me very frustrated. My neighbours would never think I was playing something so tame as TPM.

I, like everyone else, employ the coping strategy to act like the chief security guard, stop playing and take the nearest security guard to drop down on the thief's head. However, sometimes more than one thief spawns at the same time, or there is a lone thief and they are harder to deal with because of the time it takes to stop what I am doing and deal with them. It is VERY freaking annoying to have to do. It stops 'nice' game-play completely in favour of 'bad' game-play elements - over and over and over again. Sometimes, I can't get anything done because I just keep getting interrupted and this has made me want to stop playing at times. I am trying to manage the whole museum, and all I am really doing is managing thieves. It feels like I am playing Two Point Jail, not Two Point Museum!

It's also annoying when there are four or five security guards mingling around and the thief runs right past all of them and they do absolutely sweet FA! Nothing, zilch, zero reaction. I mean, come on - what the heck is that?! And don't talk to me about zones and security doors, been there, done that. I also tweak assignments to make sure they are all doing what they are meant to be doing - but still they don't.

There's one map (can't remember which one now) where we are told at the beginning that there will be heightened criminal activity - oh lord, I am surprised I have any hair left. It was heartbreaking.

The four things I would like, in no particular order are: 1. more time to stop what we're doing to try and deal with the thief, 2. pristine exhibits are protected from being stolen, 3. the latest one I encountered twice yesterday, stopping thieves SPAWNING IN STAFF ONLY TOILETS because they get stuck and you have to move the entire room to get rid of them!!! What the actual? And 4. when we reach a certain level of security, i.e. have a camera room, an 'x' number of guards, cameras etc., that the thieves stop spawning completely, or just make the guards more sensitive to react more swiftly - or even just at all! This last point would be great, because there has to be a win for the player at some point, no? We have trained guards, we have cameras, we have security doors, the camera room is jacked up. why doesn't it work properly? We need a win here - not, there goes another pristine exhibit it took me ten hours to collect!

Getting rid of them completely would affect too many other things, and I like that my security guards have something to do, but come on - there is way too much criminal activity in TPM. Devs - who even are you guys?

I do like, however, the 'pepper spray' - that's inspired, and it's very cute that the caught villain often follows very meekly along BEHIND the security guard on his way out, but can we just tone down the crims please - turn down the 'thievery' dial a tad - thanks.


They did tone thievery down and it's still this bad.

I agree, it's terribly designed and not fun the way it's implemented. The idea of it is fun, sure.

But staff like security guards don't function as intended, they are terribly un-alert, slow, and very bad at their jobs.
Myst Mar 22 @ 4:45pm 
Training training training and dont hire people that are slow....
Upgrade and perk camera rooms....
Last edited by Myst; Mar 22 @ 4:45pm
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