Thread Rating:
  • 4 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Lower the time investment for gimmicks/things generally?
#1
This isn't a super specific suggestion, but I think that the current time to get real gimmicks built can be way too long right now. Doing stuff like construction can take a huge chunk of time out of the shift, especially if you've then got to create something on top of that. You enter a shift with the idea and by the time you're done with it in RP, you have the last ~15 minutes of the shift to do anything with it.

My experience is that hiring new players is just simply too big of a risk - if they aren't sure on how to do a couple things, me teaching and helping them is what I'd like to do, but the time investment with that often makes the entire gimmick unworthy of being done. 

As a result, to build a store beyond using 3 tables and a couple walls, I need someone I know to join the shift, already prepared with the idea, and the knowledge on how to do so. 

There's a swathe of things that could be made faster, either directly or through QoL changes. I just want to know:

Do you experience this? Is coder sentiment that things are 'good where it is' or 'fine, but could probably be improved'? What sort of things are too slow?
Reply


Messages In This Thread
Lower the time investment for gimmicks/things generally? - by TDHooligan - 01-12-2024, 06:54 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)