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L0VE
May 3, 2010
I've been going for three stars on every level before moving on and just reached the University. Really hoping later levels are going to make 2 and 3 star interesting. So far I haven't really had to do anything actively.

Game wants me to learn how to train my staff? Definitely make 1 star require training a member of staff! But requiring me to train 10/20 staff for 2 and 3-stars doesn't even require me to buy the other plots of land, just takes a bit of time while the game runs in the background. Maybe I'm doing it wrong and I'm supposed to come back when I've unlocked everything, but that definitely hasn't been necessary so far.

Also I'm finding it rough to muster up the willpower to start a new level, knowing that I'm gonna be decorating 6 rooms for the n'th time before I even hit play, would love if we could get templates or something. All that said the game is extremely fun once you get going.

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L0VE
May 3, 2010

Pornographic Memory posted:


I might be wrong here (I'm not sure if, say, a successful diagnosis from a nurse in general diagnosis for example results in a patient instantly being referred for treatment), but I believe that's roughly the gist of it - failed diagnoses result in extra GP visits that could be rendered unnecessary by better staff and equipment.

No, it's definitely correct that after every diagnosis, even if the diagnosis reaches 100 %, patients must return to a GP for referral to treatment. I'm currently working around this by pausing every few months to go through the patient list since you can manually send a patient for treatment, circumventing the need for the GP last step. But man it's hard on the wrist and I'm only at around 60 patients. Why this is not done automatically when diagnosis hits 100% (or an adjustable threshold?!) is beyond me.

My last map I had the GP queues so clogged that I straight up sent home half the patients. Didn't build/hire any more and after 6 months I had queues again, but they seemed a lot more manageable. Not sure if things would've become hosed if I waited longer.

L0VE
May 3, 2010
There's definitely some strange decisions from the developers in regards to balancing the layout of rooms. Having high prestige rooms is obviously supposed to be desirable (but in practice you want it low to avoid the flood of patients), yet difficult to get. If you use the minimum size for a room and stuff it full of normal items you tend to get to level 3. If you make sure to really squeeze things in, especially on the walls, you can sometimes reach level 4. Naturally this should push you to make larger rooms if you want higher prestige, which would be great if the developers hadn't included a low cost, low footprint item which by itself can take almost any minimum size room to prestige level 5. Even if this item was removed, other decorative items have no clear balance between cost/size to how much prestige it gives so it starts feeling like cost and prestige were just randomly generated for each item.

This isn't even mentioning the non-decorative items like anatomy posters and medicine cabinets, that provide a bonus to training or treatment. I think someone already mentioned the fact that not only do they stack, but are unlimited use. It's pretty nice to have a large training room where classes only take a couple of days and GP's with 99% diagnosis for everything, but it's really frustrating to feel like I'm punished for making normal rooms.

I also don't get the minimum sizes for rooms. Well I get the reason for not wanting players to make 1x1 or 2x2 rooms to optimize their space, but there is no reason to force 3x3 or 4x4 squares when most rooms have large machinery which already makes tiny rooms impossible. If they wanted players to make larger rooms, they could have put in a tile minimum instead of ensuring that every building is a square or rectangle. There is even an existing limit on where you can put the door to avoid too absurd looking rooms!

I think the intent is that players should want high prestige rooms so they get more patients so they get more money. Then having the high prestige rooms require more space, meaning fewer buildings to handle all the patients, requiring you to expand and buy up the empty land around you to build more buildings. It's just a shame that the current rate of patients is way too high and prestige too easy to get. Having too many patients is only a problem if they die before they can pay you enough to keep things running. Having mountains of dead littering the hospital grounds will in no way impact your hospitals reputation, patients are more than willing to die of preventable diseases for a chance to see that great looking fountain in the reception area.


Edit: I just went in to the game for a quick example of item strangeness. In a GP's office both the lamp and the weighing scales cost 300 $. The lamp gives twice the prestige of the scales, yet the scales will block off space in front of it, while the lamp does not.

L0VE fucked around with this message at 17:50 on Sep 4, 2018

L0VE
May 3, 2010

DreamShipWrecked posted:

It is pretty easy (if expensive) to top out rooms at level 5, even the very small ones, by spamming high value wall decorations. It seems like there should definitely be a more aesthetically pleasing method though so all my GP offices don't look like an awards cabinet hellscape

I wouldn't call it expensive. It's 6000 $ for a 3x3 room without anything else in it to get level 5.

L0VE
May 3, 2010
Surprised they didn't fix the infinite money exploit, just tested and it still works.

L0VE
May 3, 2010

Not So Fast posted:

I just 3-starred Flemington. I definitely think having dedicated areas for the GP-Diagnosis-GP loop works well for keeping things under control. Aside from that, the requirements for 3-stars don't seem that hard TBH.

The 3-star requirements for Smogley was something like 50 successful surgeries, train 30 staff and have 90 % cure rate. Definitely alright difficulty wise, but training 30 staff (at a point where most staff should be fairly well trained) ended up being more a chore than a challenge.

Unrelated but I really hope they have more decorative items for the game coming soon. With so many rooms late game things can get a bit samey and the design element is really fun if you ignore efficiency.

L0VE
May 3, 2010
Would love to know which genius decided Fire Extinguishers should be single use. On a map with semi-regular lava igniting half the machinery in your hospital. Thinking this might be the same person that considers manually moving Vending machines around to shoot Monobeasts to be the height of gameplay.

The one machine that actually exploded and made me post this did in fact have a fire extinguisher, but a bugged patient was blocking the way. Once I kicked her out my janitor decided to prioritize repairing the AC unit over the inferno blazing beside it.

At least I found out you can manually cancel the Vaccination events with no real downside thankfully. Was not looking forward to hunting down the 5 patients who (occasionally) have a different walking animation, among the 100+ you get milling around late game.

Edit: To not sound like a complete downer I've just tried going without benches and putting vending machines where any lines forming won't interfere with patients on their way to rooms and it's amazing how well it works. Most people just line up outside the rooms and everything is just running smoothly along.

L0VE fucked around with this message at 04:41 on Sep 6, 2018

L0VE
May 3, 2010

Knobb Manwich posted:

Yeah that's pretty cool. It ticks me off when sometimes a trainee will leave the training after a few seconds, and refuse to go back for no reason. You're fine, there's no reason not to go in, thanks for costing me the 10K booking a spot from a guest teacher, rear end in a top hat. :mad: Took me a little while to realise the 45-56 days training, for example, was how long it'd take the fastest and slowest learner to finish, not a random average.

Anyone got a clue if price reputation ever recovers? Mine is apparently zero, and even when I give patients a discount for a long while I never see any of it come back. Ah well, time to sit on +100% mark up forever.

Reputation ticks up very slowly by itself, even if you make treatments almost free. Thankfully marketing campaigns can massively increase it. In fact you can probably keep prices high if you're willing to run a large/multiple campaign.

L0VE
May 3, 2010
Just got done with Sweaty Palms and the magma + earthquake combination makes for a really strained experience. As I mentioned previously you need to ensure there are multiple fire extinguishers in rooms with machinery, also useful to have them in corridors. But the real frustrations come more so from bugs in the AI tbh.

If a machine catches fire during treatment, the patient and/or the employee will bug out and block the way for your janitors to put the fire out in time. But even if you reset the room through editing, to force them out, the game auto-assigns a janitor, who is very likely too far away to save the equipment, and with the beta patch I can't seem to manually pick up employees who are assigned to a major task to get them there in time. Obviously what you want to do at that point is pick up another janitor and drop them on the machine, forcibly replacing the auto-assigned janitor. Just make sure to delete any AC units in the room though! Janitors will prioritize the AC before tending to your burning Jab Master III.

Once you do manage to manually assign the janitor, they will sometimes have to actually wait for the auto-assigned janitor to get there anyway before they can take over and start the task for some reason. I ended up firing a few auto-assigned janitors because they were half-way across the map and forcing a break didn't work.

I think the whole thing would actually be a lot easier if you could just set a minimum maintenance level. I had 19 Janitors but was unable to keep machines at high health without manually assigning maintenance work due to the threshold for auto-repairs being so low. I had an entire wing filled with rarely used treatment stuff like a Head Office and Chromatherapy and never saw a fire there because they were always at 80%+ health, would've been great if I could have had that in my diagnostics area as well.

L0VE
May 3, 2010

uXs posted:

So what's the opinion on going back to the university level with a group of level 4/5 researchers in a giant research lab stacked with servers to quickly research things you need on a new level? Cheating or playing the game as it's supposed to be played?

I think sharing research between levels is intended primarily so you don't have to research everything again whenever you move to a new hospital, so using the system so you only ever build a single research lab on the entire map seems a bit, I dunno, too easy.

If they didn't intend for it they could have inactivated the ability to research new techs on old maps. Then again they made sure that you need to encounter a disease before having the research option available and also you need to actually upgrade a machine before you can research the next rank of upgrades.

There is also that one map where you get the occasional mission to research 250 points so who knows.

L0VE
May 3, 2010

luxury handset posted:

it is an oversight in the design to some degree, you are supposed to boost rooms with items but not optimize your rooms for item content leaving the agent irrelevant

the game is about managing flows of people instead of min/maxing floor plans. just putting caps or diminishing returns on duplicate items would be a fix. why else would there be four tiers of certificates, or other items with multiple tiers or styles like plants, book cases, magazine racks, etc.

It's a pretty absurd oversight as well. The first question you should ask is: "Can I break the games balance?" and the fact that they either didn't try or didn't care makes me think they don't consider it an important part of gameplay and will ignore it going forward. I think their reaction to GP queue times shows that they consider the game to be balanced and complete. Any further updates will just add more things, not revise and rebalance the stuff already here.

As I'm nearing the final levels of the game the amount of sheer fuckery just increases. Earthquakes and eruptions could definitely become enjoyable if the player had the ability to account for them. Not just the obvious hiring more janitors, but the ability to set repair frequency and making extinguishers multi-use. It's definitely not bad to shake things up and disrupt the player to keep the game from just being a sandbox, but it doesn't have to be an annoyance.

On the other hand, the last tropical level takes the optional Vaccination event and turns it into a mandatory requirement, which unfortunately makes it the only level I haven't gotten 3 stars on. I don't remember when you start getting these outbreaks, but basically you get informed that a bunch of your patients are infected and need to be vaccinated before too many leave the hospital. You get a reasonably large amount of vaccines (around 20) to cure 4 or 5 infected. This needs to be administered directly by the player. So how do you find the infected patients? Well, you slow the game speed down and zoom in, because every now and again infected patients will use a different walk or idle animation! There is one disease which is almost indistinguishable from a normal walking animation and I refuse to believe anyone on the dev team got three stars on this and judged it to be enjoyable.

Not only is it more micromanagement, but it was difficult enough to do with around 40 patients, I can't even imagine trying to spot them in the 100+ ant hive in late game.

On the other hand the animations are pretty great, even though they're very easy to overlook when zoomed out.

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L0VE
May 3, 2010

Fhqwhgads posted:

This was a thing in the original TH. If you exhaust all current diagnostic rooms and they're not 100% sure, you get a fax telling you they're X% sure it's Y illness, do you want to try a cure, send them home, or have them wait for you to build more diagnostic rooms.

This is still a thing in Two Point Hospital. What would be great is the option to send them to treatment at x% even if there are still more diagnostics available.

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