Schedule I

Schedule I

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「AMOEBA」 Apr 20 @ 9:45am
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Schedule 1's endgame is unreasonable
As I finally achieve my first million in this game, I think I've reached a valid point in this game where I can say from experience that Schedule 1's endgame is atrocious. I get that Tyler probably wasn't expecting this game to get nearly as big as it has, but considering the achievements he willingly put into the game, he clearly expected his players to play this game for some amount of time which is why I feel somewhat justified in making this post.

Now this isn't a "waah I can't get my achievement" post, but I think the fact that a 10 million net worth achievement exists shines a big light on how poorly thought out this game's endgame is and I'd like to highlight some of the biggest issues I've faced and hopefully offer some solutions on how they can be resolved. In my opinion these are in order of importance so if Tyler graces this thread, he can have some idea on what to improve upon or put in his development cycle. I'd like to offer both an easy to implement solution as well as a harder, more long term solution to each problem so this doesn't seem like a long rant and again produce some direction to Tyler who I'm sure has ideas on how to move forward already.

Overall we all want the same things, we want this game to be better and I don't want Tyler to feel like he did a bad job, he didn't. I would just like this game to have a fulfilling progression from beginning to end and here are my suggestions on how to do so. The following suggestions in my opinion are in order of importance:

1. Schedule 1's endgame is a delivery simulator - Once you're able to justify building and producing enough product to support 3-6 dealers as well as your own personal clients, you quickly start to realize that maintaining this level of production is not fun in the slightest. Rather than exploring and making deals, you're constantly ordering deliveries or doing them yourself and driving them to where they need to go. This is extremely time-consuming, monotonous, and overall a stark contrast to the enjoyment Schedule 1's early game offers.

Solution: Improve the delivery app - this is one of the easiest things to do and it's so essential I would recommend anybody who hates this portion of the game to download any of the delivery mods available. I promise it is gamechanging. I'm talking about saving favorite deliveries so you don't have to reenter the same order, over and over again, setting up recurring deliveries. Another change I'd recommend is:

Add an unloader/delivery worker - Even though the delivery system is now improved, you still have to be physically be there to unload the product and organize it for your employees to use. Hire someone to do it for you! That's what I'm paying them for after all. Heck you can ever tack it onto the cleaner worker's duties, hardly anybody uses them anyway so now they'll have more of a use in the game.


2. Schedule 1's endgame has next to no scaling - What do I mean by this? Let's say you're at coke, you're making good money but you realize there's nothing left to go for. You say okay, and experiment or look up to eventually find the most optimal $735 mixture to maximize your profits. Now what? Well... nothing. There's nothing left. You've unlocked all the dealers, you've maximized all of your locations productions. There's nothing left. You want to keep playing the game, so you look up the achievements and you see 2 standouts. Achieve $1 million networth and Achieve $10 million networth. How the hell are you supposed to do that in any reasonable amount of time?

Solution, there's a few: Give customers more money to spend - It's dumb, but realistically this is the easiest thing to do. You can even add a condition so that for example once you unlock the last couple of areas, everybody starts getting more money to spend so it doesn't ruin earlier portions of the game.

Let the player list products for more than $999 - Same as the previous, it's dumb, but come on I know these guys have more money, let me get it.

Add a better money-sink than the Casino - The Casino's purpose, outside of giving fun minigames, is to be a money-sink. The problem is it does a bad job of it once you're at even a medium networth. You can only bet $500 which will hardly make any sort of a dent in your cashflow when you're selling coke for upwards of $1500 a pop to your highspending customers. Adding a higher limit to the casino, adding new games like horse racing, or even adding a stock market option could alleviate some of the woes players are feeling at this stage of the game

Add another product beyond coke - It sounds simple, I get it though, this one is hard. I'm not expecting it any time soon tbh.

3. Schedule 1's endgame doesn't have anything to do - It seems like Tyler already has plans for this like Police Raids being the most up to date example which is why this problem is at the bottom of the list. Even if the endgame is fixed, you're still doing the same thing over and over again, it gets boring ya know?

Solution: Make the police stronger - Right now the police have checkpoints setup but nothing feels like it's justifying it. Maybe make it so the more outrageous your products' effects are, the more police walk around? Maybe the more you get caught out of curfew, more checkpoints pop up or police are on patrol making deals harder? Maybe even your suppliers refuse to show up if there's too much heat?

Add cartel/gang wars - There's the mysterious cartel that we hear about in the beginning of the game that never once comes up again. Maybe in the future Tyler can take some time to expand on this? Maybe make a territory system where some customers won't buy from you if the cartel have control over a certain area?

Just some thoughts, I really enjoy this game and honestly Tyler don't let the pressure get to you, if you need help from other developers or have to take a break, by all means do it. It's just a game after all and you've made your well deserved bag.
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Showing 1-15 of 146 comments
#1 Pervitin Enjoyer Apr 20 @ 9:50am 
2
The "endgame" has nothing to do because its not actually endgame. People are reading way, way too much into arbitrarily setting a couple of money based achievements, which almost certainly aren't intended to be obsessively ground out a month into the game's release.
Originally posted by #1 Pervitin Enjoyer:
The "endgame" has nothing to do because its not actually endgame. People are reading way, way too much into arbitrarily setting a couple of money based achievements, which almost certainly aren't intended to be obsessively ground out a month into the game's release.
I don't feel you actually read my post considering I talk about more than just "money" in terms of how the endgame of the game is structured. I also define the endgame much more in terms of money earned, product being produced and more importantly quantity of product being produced. While yes ultimate goals are being defined by the $1 million and $10 million dollar achievements, it doesn't matter what else Tyler adds to the game when the current endgame grind is so unbearable to play.
Maligner Apr 20 @ 10:51am 
I'm thinking the quality vs. quantity is underbaked for sure. At least as far as how customers react to products offered. There's also the lack of competition and how it affects your business. Essentially, customers buy everything from you no matter what you make. The game is way more early in design than I'd realized. Very good basics though. Much potential.
Amaroq Apr 20 @ 10:52am 
The only thing I can think of (I'm new to the game) that would make you more money than a thousand per, is if the dev added human trafficking to the game.

Maybe you could "mix" them by feeding them the ingredients and the auto-generated names for your recipes would be based on pizza toppings.
Last edited by Amaroq; Apr 20 @ 10:56am
「AMOEBA」 Apr 20 @ 11:50am 
Originally posted by Amaroq:
The only thing I can think of (I'm new to the game) that would make you more money than a thousand per, is if the dev added human trafficking to the game.

Maybe you could "mix" them by feeding them the ingredients and the auto-generated names for your recipes would be based on pizza toppings.
Bro what?
Kappieri Apr 20 @ 1:25pm 
Originally posted by Amaroq:
The only thing I can think of (I'm new to the game) that would make you more money than a thousand per, is if the dev added human trafficking to the game.

Maybe you could "mix" them by feeding them the ingredients and the auto-generated names for your recipes would be based on pizza toppings.
Can you show us your basement? I'm trying to see smthn.
I think it's important to remember that the current endgame is early access. I'd almost guarantee that 10m achievement was intended for a more fleshed out version of the game, with the developer being okay with the small percentage that knocks it out sooner.

The good news is I think a majority of your suggestions are planned for the future! You can take a look at the road map here (or search "schedule 1 trello" if you don't trust the link):
https://trello.com/b/VQQpru3F/schedule-i-roadmap
Last edited by Chicken Little; Apr 20 @ 1:54pm
Rusteve Apr 20 @ 1:57pm 
That's easy - this isn't the finished game and as such no endgame yet.
Originally posted by Rusteve:
That's easy - this isn't the finished game and as such no endgame yet.
What do you call the portion of the game where you have coke, all properties, all business, and all dealers then?
Centuron Apr 20 @ 2:11pm 
Originally posted by 「AMOEBA」:
Originally posted by Rusteve:
That's easy - this isn't the finished game and as such no endgame yet.
What do you call the portion of the game where you have coke, all properties, all business, and all dealers then?
The end of early access content. Like many early access games, most don't have their end game developed. It is something that is generally done later in development when the dev has a much clearer idea on how they want to implement it.
veek Apr 20 @ 2:14pm 
AMOEBA, appreciate your post. Very well thought out in a 14 paragraph post. You write very well. Macho better than me. This is a funky game that cost 20 bucks. End game does not happen. Take it for what it is, you have made a million. I think for me, I will advance to finish level and not play again. An excellent good game comes along every once, this guy is kind of fun at first but turns repetitive. Not a real story here. Just progression to what end.
Originally posted by 「AMOEBA」:
As I finally achieve my first million in this game, I think I've reached a valid point in this game where I can say from experience that Schedule 1's endgame is atrocious. I get that Tyler probably wasn't expecting this game to get nearly as big as it has, but considering the achievements he willingly put into the game, he clearly expected his players to play this game for some amount of time which is why I feel somewhat justified in making this post.

Now this isn't a "waah I can't get my achievement" post, but I think the fact that a 10 million net worth achievement exists shines a big light on how poorly thought out this game's endgame is and I'd like to highlight some of the biggest issues I've faced and hopefully offer some solutions on how they can be resolved. In my opinion these are in order of importance so if Tyler graces this thread, he can have some idea on what to improve upon or put in his development cycle. I'd like to offer both an easy to implement solution as well as a harder, more long term solution to each problem so this doesn't seem like a long rant and again produce some direction to Tyler who I'm sure has ideas on how to move forward already.

Overall we all want the same things, we want this game to be better and I don't want Tyler to feel like he did a bad job, he didn't. I would just like this game to have a fulfilling progression from beginning to end and here are my suggestions on how to do so. The following suggestions in my opinion are in order of importance:

1. Schedule 1's endgame is a delivery simulator - Once you're able to justify building and producing enough product to support 3-6 dealers as well as your own personal clients, you quickly start to realize that maintaining this level of production is not fun in the slightest. Rather than exploring and making deals, you're constantly ordering deliveries or doing them yourself and driving them to where they need to go. This is extremely time-consuming, monotonous, and overall a stark contrast to the enjoyment Schedule 1's early game offers.

Solution: Improve the delivery app - this is one of the easiest things to do and it's so essential I would recommend anybody who hates this portion of the game to download any of the delivery mods available. I promise it is gamechanging. I'm talking about saving favorite deliveries so you don't have to reenter the same order, over and over again, setting up recurring deliveries. Another change I'd recommend is:

Add an unloader/delivery worker - Even though the delivery system is now improved, you still have to be physically be there to unload the product and organize it for your employees to use. Hire someone to do it for you! That's what I'm paying them for after all. Heck you can ever tack it onto the cleaner worker's duties, hardly anybody uses them anyway so now they'll have more of a use in the game.


2. Schedule 1's endgame has next to no scaling - What do I mean by this? Let's say you're at coke, you're making good money but you realize there's nothing left to go for. You say okay, and experiment or look up to eventually find the most optimal $735 mixture to maximize your profits. Now what? Well... nothing. There's nothing left. You've unlocked all the dealers, you've maximized all of your locations productions. There's nothing left. You want to keep playing the game, so you look up the achievements and you see 2 standouts. Achieve $1 million networth and Achieve $10 million networth. How the hell are you supposed to do that in any reasonable amount of time?

Solution, there's a few: Give customers more money to spend - It's dumb, but realistically this is the easiest thing to do. You can even add a condition so that for example once you unlock the last couple of areas, everybody starts getting more money to spend so it doesn't ruin earlier portions of the game.

Let the player list products for more than $999 - Same as the previous, it's dumb, but come on I know these guys have more money, let me get it.

Add a better money-sink than the Casino - The Casino's purpose, outside of giving fun minigames, is to be a money-sink. The problem is it does a bad job of it once you're at even a medium networth. You can only bet $500 which will hardly make any sort of a dent in your cashflow when you're selling coke for upwards of $1500 a pop to your highspending customers. Adding a higher limit to the casino, adding new games like horse racing, or even adding a stock market option could alleviate some of the woes players are feeling at this stage of the game

Add another product beyond coke - It sounds simple, I get it though, this one is hard. I'm not expecting it any time soon tbh.

3. Schedule 1's endgame doesn't have anything to do - It seems like Tyler already has plans for this like Police Raids being the most up to date example which is why this problem is at the bottom of the list. Even if the endgame is fixed, you're still doing the same thing over and over again, it gets boring ya know?

Solution: Make the police stronger - Right now the police have checkpoints setup but nothing feels like it's justifying it. Maybe make it so the more outrageous your products' effects are, the more police walk around? Maybe the more you get caught out of curfew, more checkpoints pop up or police are on patrol making deals harder? Maybe even your suppliers refuse to show up if there's too much heat?

Add cartel/gang wars - There's the mysterious cartel that we hear about in the beginning of the game that never once comes up again. Maybe in the future Tyler can take some time to expand on this? Maybe make a territory system where some customers won't buy from you if the cartel have control over a certain area?

Just some thoughts, I really enjoy this game and honestly Tyler don't let the pressure get to you, if you need help from other developers or have to take a break, by all means do it. It's just a game after all and you've made your well deserved bag.

i was thinking about this earlier and about the time you unlock coke is when you need inter-city larger map connectedness - that's probably coming though cause right now vehicles have no use and the onramp to the highway is blocked

cop AI needs tons - nemesis isn't in yet - it seems like only 40% of game is in
Rusteve Apr 20 @ 2:15pm 
Originally posted by 「AMOEBA」:
Originally posted by Rusteve:
That's easy - this isn't the finished game and as such no endgame yet.
What do you call the portion of the game where you have coke, all properties, all business, and all dealers then?

Unfinished
Kitty uwu Apr 20 @ 2:19pm 
Originally posted by 「AMOEBA」:
As I finally achieve my first million in this game, I think I've reached a valid point in this game where I can say from experience that Schedule 1's endgame is atrocious. I get that Tyler probably wasn't expecting this game to get nearly as big as it has, but considering the achievements he willingly put into the game, he clearly expected his players to play this game for some amount of time which is why I feel somewhat justified in making this post.

Now this isn't a "waah I can't get my achievement" post, but I think the fact that a 10 million net worth achievement exists shines a big light on how poorly thought out this game's endgame is and I'd like to highlight some of the biggest issues I've faced and hopefully offer some solutions on how they can be resolved. In my opinion these are in order of importance so if Tyler graces this thread, he can have some idea on what to improve upon or put in his development cycle. I'd like to offer both an easy to implement solution as well as a harder, more long term solution to each problem so this doesn't seem like a long rant and again produce some direction to Tyler who I'm sure has ideas on how to move forward already.

Overall we all want the same things, we want this game to be better and I don't want Tyler to feel like he did a bad job, he didn't. I would just like this game to have a fulfilling progression from beginning to end and here are my suggestions on how to do so. The following suggestions in my opinion are in order of importance:

1. Schedule 1's endgame is a delivery simulator - Once you're able to justify building and producing enough product to support 3-6 dealers as well as your own personal clients, you quickly start to realize that maintaining this level of production is not fun in the slightest. Rather than exploring and making deals, you're constantly ordering deliveries or doing them yourself and driving them to where they need to go. This is extremely time-consuming, monotonous, and overall a stark contrast to the enjoyment Schedule 1's early game offers.

Solution: Improve the delivery app - this is one of the easiest things to do and it's so essential I would recommend anybody who hates this portion of the game to download any of the delivery mods available. I promise it is gamechanging. I'm talking about saving favorite deliveries so you don't have to reenter the same order, over and over again, setting up recurring deliveries. Another change I'd recommend is:

Add an unloader/delivery worker - Even though the delivery system is now improved, you still have to be physically be there to unload the product and organize it for your employees to use. Hire someone to do it for you! That's what I'm paying them for after all. Heck you can ever tack it onto the cleaner worker's duties, hardly anybody uses them anyway so now they'll have more of a use in the game.


2. Schedule 1's endgame has next to no scaling - What do I mean by this? Let's say you're at coke, you're making good money but you realize there's nothing left to go for. You say okay, and experiment or look up to eventually find the most optimal $735 mixture to maximize your profits. Now what? Well... nothing. There's nothing left. You've unlocked all the dealers, you've maximized all of your locations productions. There's nothing left. You want to keep playing the game, so you look up the achievements and you see 2 standouts. Achieve $1 million networth and Achieve $10 million networth. How the hell are you supposed to do that in any reasonable amount of time?

Solution, there's a few: Give customers more money to spend - It's dumb, but realistically this is the easiest thing to do. You can even add a condition so that for example once you unlock the last couple of areas, everybody starts getting more money to spend so it doesn't ruin earlier portions of the game.

Let the player list products for more than $999 - Same as the previous, it's dumb, but come on I know these guys have more money, let me get it.

Add a better money-sink than the Casino - The Casino's purpose, outside of giving fun minigames, is to be a money-sink. The problem is it does a bad job of it once you're at even a medium networth. You can only bet $500 which will hardly make any sort of a dent in your cashflow when you're selling coke for upwards of $1500 a pop to your highspending customers. Adding a higher limit to the casino, adding new games like horse racing, or even adding a stock market option could alleviate some of the woes players are feeling at this stage of the game

Add another product beyond coke - It sounds simple, I get it though, this one is hard. I'm not expecting it any time soon tbh.

3. Schedule 1's endgame doesn't have anything to do - It seems like Tyler already has plans for this like Police Raids being the most up to date example which is why this problem is at the bottom of the list. Even if the endgame is fixed, you're still doing the same thing over and over again, it gets boring ya know?

Solution: Make the police stronger - Right now the police have checkpoints setup but nothing feels like it's justifying it. Maybe make it so the more outrageous your products' effects are, the more police walk around? Maybe the more you get caught out of curfew, more checkpoints pop up or police are on patrol making deals harder? Maybe even your suppliers refuse to show up if there's too much heat?

Add cartel/gang wars - There's the mysterious cartel that we hear about in the beginning of the game that never once comes up again. Maybe in the future Tyler can take some time to expand on this? Maybe make a territory system where some customers won't buy from you if the cartel have control over a certain area?

Just some thoughts, I really enjoy this game and honestly Tyler don't let the pressure get to you, if you need help from other developers or have to take a break, by all means do it. It's just a game after all and you've made your well deserved bag.
Your post was sort of invalidated after you said one single thing. You looked up the most effective mix. You did this to yourself, you don't have to sell a mix of 8 different ingredients per product, you're quite literally shooting yourself in the foot by A.) ruining the discovery of new effects and worthwhile ones by simply googling the best one and B.) actually trying to mix it
Vendetta Apr 20 @ 2:20pm 
It looks you put in a lot of time and effort in your post but if you have truly optimised your set up you will have millions of dollars.

Also, game is in early release. Since it has done extremely well Tyler can probably afford to put in more time and resources in the game a lot of your suggestions willo likely come to fruition.

P.s The game is an indy title for like $20-30(depending on your currency) so don't expect 5000 hours worth of content.
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