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holo doctors dont have any ractial bonuses or training so patients are generally a bit less happy about being treated by them.
i am confused about the effects of research though
#1: The ability to "lose money" isn't working perfectly. The player does get fined when things go wrong (dead patients, etc), but we've recently discovered that these fines are not actually always applying. So that needs fixing. We also still need to do a little bit of tuning to the overall economy, as it's a smidge too generous at the moment.
#2: The baseline difficulty of keeping patients alive is a little bit too soft right now. Essentially, I'd like to see more dead patients than we're seeing right now
#3: The impact of higher-level staff (and therefore the value of the training room) isn't as powerful as it could be. #2 will help with this a bit, but this is in general one of the harder problems to solve without making the game any easier than it is. We are exploring a few ideas, but they aren't short-term solutions.
#4: Currently, staff make frequent use of nutrition and toilet need fulfilment objects during their breaks, but aren't using the staff lounge that much. I want to make some changes here so most breaks that staff take will involve the staff lounge (without impacting the overall number of breaks too much).
#5: The impact of research is another one that's difficult to tackle without making the game easier. I'm currently okay with where this is at. Something to keep in mind is that a big part of the research system is the narrative component (found in the Pathodex), not just the improvement made to your treatments. This is actually one reason why we kept the per-patient diagnosis process fairly streamlined, as we wanted to use the research system to tell a story with each condition.
Instead, I think only trainees should be available to start, and leveling them should require a combination of working, training, and research experience. Higher level doctors should have more demands and higher upkeep. This time and resource investment would require you to choose which specializations are most important to focus on, and unspecialized doctors should be far more likely to make mistakes.
Also, maybe they can gain random traits over time. Right now I would never hire a psychopath, but if my favorite doctor suddenly developed bloodlust I might learn to live with it.
Also training is useful considering its very hard to run out of money in this game. So just hire more docs than you need and keep swapping them around till everyone is max level.
Just my opinion, i'd reeeaaally love to see difficulty options like in the original theme hospital (like nurse, doctor, consultant) where on nurse its so easy you're free to do what you want, and consultant you always have to worry about money and reputation like killing too many patients or making them leave loses you the game.
If this feedback helps at all, I'd just like to point out that in my nearly 10 hours of play, I actually haven't seen any staff enter the staff room so much as once. It definitely seems to be a recurring theme with people's complaints!
Aside from that, I wholeheartedly agree on patients being extremely easy to keep alive, and I also would LOVE to see more effects from a doctor being higher level.
Thank you for paying attention to our feedback!
TBh i think the research lab upgrades system and the room upgrades needs a complete rework.
-All the lab upgrades seem to do is give me cheaper crafting, useful but not useful enough that i've completely ignored it (aside from that one mission you have to).
If i've missed any other feature of item upgrades then its because its effect is so minimal its hard to tell or you don't get any feedback on whats changing.
-Room upgrades seen very underpowered.
*holodoc-pretty good but now i can't alter any other room stats.
*Aclarity Engine-very minimal speed increase
...thats kind of the only two that really mattered during my gameplay, even if you could put one of each upgrade, per room, i feel the effects would still be rather underwhelming.
The only things i've found that have genuine impact on your hospital when used are the teleporters and slapping down another room copy.
-Upping the staff room usage might affect some of the current levels with more restricted layouts. I think there were two levels where due to room spam to cover a constant increase in a certain illness, i used every feasible bit of space for treatment rooms, only having space for one staff room, accessible by teleporter.
and i was able to have some patient diying ... sometime too long queue . sometimes treatment erro etc ...