Schedule I

Schedule I

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「AMOEBA」 20 Nis @ 9:45
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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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İlk olarak 「AMOEBA」 tarafından gönderildi:
What purpose do you gain from doing this? What value have you added to the thread?

Can you tell me what value your thread added in the first place ?
All your complaints are addressed on the roadmap. >~>
En son This PC tarafından düzenlendi; 21 Nis @ 20:14
its crazy a guy cant give his opinion of a product he purchased on a discussion forum without triggering so many zarens gaming is so cooked
İlk olarak kir-kanos tarafından gönderildi:
İlk olarak 「AMOEBA」 tarafından gönderildi:
I'm just gonna mute this thread to be honest. The only thing this thread has done is awaken the elitists in this community that want to be contrarians, that don't want to have genuine discussions, that don't actually care about the game they're discussing, they only care about being right.

We literally have multiple people throughout this thread try and debate with me that the "endgame" is not the end of the game, because that is not Tyler's intended vision of the "endgame" despite the fact that there is literally nothing left to do at the point of the game I'm describing.

What purpose do you gain from doing this? What value have you added to the thread?

Y'all are too much, go argue amongst yourselves lmao.
LOL yes again a end too a game not even 50% done ooook.

And might not and is not guaranteed to be done. Thus, at this point in time, it is the actual end game. And may be the actual end game until the world ends. We don't know. Much is said about "this is EA" but totally ignore that EA means the game may actually never change and is not guaranteed to ever see any more work or be finished. So arguing his attempt at constructive feedback of what's actually real compared to a hypothetical end game that is completely unknown and doesn't exist is ironic.
How do you know the endgame is unreasonable when it isn't actually in the game yet? No one is at the endgame, you are at the end of the early access launch content.
Feedback is great, love to see it.

But again, this is Early Access, the mission objective even stopped at Meth. It's Tyler's decision now to prove us wrong or no, whether he can keep up with providing us with the Endgame.

Again, we can just wait for updates and indeed, the roadmap has shown us about the recent update: https://trello.com/b/VQQpru3F/schedule-i-roadmap

Seeing the monthly updates are called 'Monthly' and has more than 12 cards, probably 1-2 years unless Tyler can consolidated those into one single update. We still got: Heroin, Shrooms, Map Expansion, and Cartel Interaciton.
IT'S NOT THE END! IT'S IN EARLY ACCESS LMFAOO
İlk olarak 「AMOEBA」 tarafından gönderildi:
İlk olarak Rusteve tarafından gönderildi:
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?

You have all that is in FOR NOW != endgame.
It could be, but it also could not be. We don't know.
There is probably a lot of stuff planned that will come "after" what we have now. So what is the end for now, will be the midgame later.... or the game may be abandoned, we just don't know. ;-)

Truth be told tho: Game feels amazing at the start and OPs points are very valid. IF, the current state is considered endgame by the dev and not just a work in progress or a stepping stone. Which it likely is to be fair.
I think this post is a bit misguided but it does highlight the feature that is in the most dire need for an update: deliveries. Deliveries are the only part of each building's operation that can't be automated and it's absolutely miserable. If you have an 8 stage mix you know this. We first and foremost need the ability to save delivery orders, next up is recurring deliveries, and finally allowing more than 1 delivery at once from the gas station or add more buildings you can order mixture ingredients from, so that you can resupply more than 1 building at a time. Ideally handlers should also be able to unload deliveries instead of of adding a new worker, because if we're going to be limited to 10 workers then we need those workers to do more. I seriously think this should be the highest priority on the roadmap.
En son Bro Jogan tarafından düzenlendi; 23 Nis @ 9:23
"No automatic restocks" : answer is too simple. If you restock automatically there is nothing to do in the late game. Even Tyler didnt think game would sell this much. I hope he gets some help with this money and doesn't leave it like this. I have reached 4. Dealer. Only barn weed setup. Just started to make Coke and it Got boring. Because there are no new goals. So no automatic restocks for now. Game has a lot of potential. But making the clock stop at 4 am killed the game for me.
İlk olarak 「AMOEBA」 tarafından gönderildi:
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.


It's not "endgame, it's just an achievement. If it bothers you, thats on you.
its an early access game, its like going to van gogh after the first day where he just drew the outline to his new painting and you're telling him his painting is ♥♥♥♥♥♥♥ ♥♥♥♥. Let it cook, have some patience. "end game" isn't particularly hard to reach. IMO the game needs more combat, else its just a chore simulator like most simulators. This game is too PG13 at the moment, game desperately needs cartel/gang wars + strategy elements. Hopefully one day.
Hey guys, the early access game feels early access.
İlk olarak dtrain77scots tarafından gönderildi:
its crazy a guy cant give his opinion of a product he purchased on a discussion forum without triggering so many zarens gaming is so cooked
The opinion about 'endgame' is flawed and people are absolutely entitled and correct to point that out.

People pretending that opinions cannot be questioned is what is wrong here.

"The problem with today’s world is that everyone believes they have the right to express their opinion AND have others listen to it. The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!" Professor Brian Cox
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