Lobotomy Corporation

Lobotomy Corporation

Garce Feb 25, 2017 @ 12:14am
The Game Is Unplayable Now
I bought it months ago and it had promise. Now, you've just f*cked it up. The first two days I hire a nice balance of workers. By day three they all magically become Rationalists. The new Murderer anomoly just kills everyone and leaves his cell. What happens when you can't hug a Teddy Bear? Start over? No - f*ck that ♥♥♥♥. Fix your ♥♥♥♥ ass broken game.

♥♥♥♥ this sh*t. I want my money back.
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Showing 1-15 of 18 comments
Darklord Feb 25, 2017 @ 4:38am 
Teddy is not new and you miss the point that this is an E-A-game. Bugs and issues can occur and hopefully will be patched out sooner or later.
Darklord Feb 25, 2017 @ 6:26am 
OK, got it. You're right. Traits changing adds an unneccesary level of difficulty. I'm quite confident that the devs change this behaviour soon.
or miss huh Feb 25, 2017 @ 6:26am 
Originally posted by Darklord:
OK, got it. You're right. Traits changing adds an unneccesary level of difficulty. I'm quite confident that the devs change this behaviour soon.
I hope so, yeah. It's definitely one of the worse changes :(
Watermelon Cat Feb 25, 2017 @ 7:39am 
I wouldn't call the game unplayable. Even if you have some bad luck and get stuck with some incompatible employees, keep in mind that there is always the option of ignoring abnormalities that can't escape or do major harm until you get staff capable of dealing with them.

Teddy is one of them. If you can't deal with it safely just focus on the others and don't send staff to their deaths.

I don't really mind the changing personalities. It isn't a favorite feature for me, but it doesn't really break things.


--------------------

This being said, there is a new mechanic which I do think is broken. There are two abnormalities now in the game that punish you when they are happy.

I don't mind this as a concept, but the game mechanics do not properly support it.

When you get observations or effective staff, that plus RNG randomness essentially put you in a situation where there is no right answer and you are going to have to deal with an escape.

While escapes can be fun and add some challenge, there should be a way of preventing them without punishing the player for wanting to get observations and see the lore for a new creature.


Here would be my suggested changes: (I hope the devs read this.)

1. For any abnormality, a single action can only result in one level of mood shift. Happy to Neutral, Neutral to Happy or Unhappy.

2. For creatures that escape in happy or unhappy states, the timer should either be variable or give the player a reasonable amount of time to respond.

An example of this being done well is Nameless Fetus (Post fix) - When it is in a bad mood, you have a reasonable amount of time to deal with it before it wrecks you.

An example of this being done badly is Arliune (Current) - If it hits green, it is going to escape. There is no question about it. I have tried many times and there is nowhere near enough time to react.



As others have also said, this is an early access game. We are helping play test a work in progress. The developers have been good about patching the truly game breakingthings. If you remember when Nameless Fetus was first introduced, it made the game completely unplayable, but they fixed it within a day. We just need to give them some time and feedback.
Last edited by Watermelon Cat; Feb 25, 2017 @ 7:44am
Watermelon Cat Feb 25, 2017 @ 8:29am 
Thanks Ja!

I have some updates on that one and it is not quite as bad as Alriune, but it still has the same game mechanic problem.

Edit: And a crash issue. I think I've got a fairly complete entry on it now.
Last edited by Watermelon Cat; Feb 25, 2017 @ 11:56am
FL00F3RS Feb 25, 2017 @ 5:38pm 
the murderer loves being fed (the chickin) and wen in a bad mood violance (the whip)...................................feel free to say i know whats wat
wmaitla Feb 26, 2017 @ 1:46am 
Yeah, the first few days are an uphill slog. I had almost the same experience - I would be going fine, til the murderer would break out and kill all my dudes. Now, he's actually one of my favorite Anomalies. Keep him fed and amused and he's alright. Not like that damn book or the weeaboo. Or Inverse Trashbag Santa. I friggin hate Inverse Trashbag Santa. Just keep a list of stuff you've tried on non-orange anomalies to see what worked and what didn't. The Murderer likes different stuff when he's low, so jump on him early in the day with a feeding and try to keep him up high for the rest of it.

The glitch sounds bad, but they'll patch it eventually. Good luck!
FL00F3RS Mar 1, 2017 @ 6:18pm 
i hate the santa the magical girl changes her likes depending on her mood she loves ausement and conservate and wen in a netrul or a bad mood violance (the book i incounterd once and wen i saw the amount of mental damage it did to my lvl one agent "i didint have any higher agent wen the book spawned" i was like nope im not dealing with your ♥♥♥♥♥♥♥♥♥)
Watermelon Cat Mar 1, 2017 @ 6:23pm 
FYI - I recently learned of (Can't take credit for it myself) a method of dealing with the Abnormalities that punish you when they get happy. Specifically you just waste their time with neutral actions over, and over, and over. Mood only moves when agents are not in the room.

I still think they need to be fixed, as it is not much fun to do, but it is better than dealing with constant escapes.
FL00F3RS Mar 4, 2017 @ 3:31pm 
aluirin needs to be nerfed badly and orchestra i dont have much bad things to say other than you do need a stratagey for him but both alurin and ochestra the moods go up by there selfs so once it reaches happy i reccomend useing dislikes (hates have a chance of getting there moods all the way down and they do escape wen there moods are bad or happy)
Last edited by FL00F3RS; Mar 4, 2017 @ 3:34pm
Watermelon Cat Mar 4, 2017 @ 5:25pm 
If anything Orchestra is just a harder version of Alurine. The timer is more forgiving, but the "safe" window is tiny and it does more damage to staff. The trouble is with that the game skips over states and there is so much randomness to it that there is no sure fire way to stop a breakout indefinitely. This being said, doing neutral stuff over and over is an option, but it makes it very, very, labor intensive compared to anything else out there, and you have to monitor it like crazy.

They are just nothing like the other abnormalities in the game in terms of the mechanics of the game.

I am also starting to dislike the Punishing Bird a little bit in that it is just annoying to deal with for the same reason. There is no good way to keep it in line unless there is some trick to it which I've not discovered.
BikeMan Mar 30, 2017 @ 12:10pm 
OP please stay out of the early access category on steam. You are the exact wrong type of person that totally just clouds up the entire process with your fumbling misunderstanding of the entire concept.
Last edited by BikeMan; Mar 30, 2017 @ 12:10pm
Originally posted by BikeMan:
OP please stay out of the early access category on steam. You are the exact wrong type of person that totally just clouds up the entire process with your fumbling misunderstanding of the entire concept.
So you explain it then. Instead of just bashing the op , maybe provide a reason why you think he deserves it.

CyanDoomdragon May 15, 2017 @ 6:05am 
Originally posted by Watermelon Cat | melon.tf:
FYI - I recently learned of (Can't take credit for it myself) a method of dealing with the Abnormalities that punish you when they get happy. Specifically you just waste their time with neutral actions over, and over, and over. Mood only moves when agents are not in the room.

I still think they need to be fixed, as it is not much fun to do, but it is better than dealing with constant escapes.

Or... you could do things they hate to force their mood to lower?
Last edited by CyanDoomdragon; May 16, 2017 @ 8:43am
Watermelon Cat May 15, 2017 @ 5:11pm 
Not exactly an effective tactic when even a low level success can knock them all the way down to the point of causing a breach.

Maybe they patched it though, I haven't played this one for quite a while.
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Date Posted: Feb 25, 2017 @ 12:14am
Posts: 18