Staff Breaks and Staff Room Optimization?

Enjoying the new Staff features! Having a bit of trouble with a couple of things, hoping for some tips:

  • Staff all taking their breaks at the same time: in one of the livestreams they said that we'd be able to set the staff's break schedule, but I haven't been able to figure out how. Help?

  • Staff Pay Ranges: I've been using stagehog31's wages chart, but I'm pretty sure that the default pays have changed (I don't remember vendor's base pay being $80!). Anything current out there yet?

  • Staff Building Scenery Rating: I have two staff rooms in the back of relatively plain pre-existing shop buildings that are both over 70%, and one in a big well-decorated building with a garden that's only 51%! Does anybody know what this thing's looking for? Or is this a bug that should be reported?
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I was going to make a post about the scenery value issue.
I too themed one room up with a bunch of Sci-Fi stuff. I loved how it looked, but only got 51% scenery rating.
A couple othe rooms are placed near other building but still naked themselves, and they were 100%.
Three that were in a building only 77%. I added more stuff, landscaping, to no effect.

I brought all the low ones up burying other building blueprints. But a couple only got brought up to 98%!

It also seems it takes time to get the scenery to effect the rating. It's not instantaneous.

As far as pay ranges...maybe the bottom was lowered, but my top end is pretty much the same as it's always been.
 
I was going to make a post about the scenery value issue . . .
Thanks -- I don't wanna put in the bug report on this (if needed), it's too vague.

Any thoughts on staff's breaktimes? If there's a way to schedule, or even tweak (like sending some staff members to a breakroom early so they won't get tired at the same time everybody else does) I haven't spotted it. [rolleyes]
 
I haven't seen a way to schedule them, and never heard that that was planned.

I believe if you put three shops down at the same time, you are kinda synching their schedule.
They are all likely to become tired at the same time.

I've heard it suggested not to "train" a bunch at once, because they will all go at the same time. I don't agree. They will train when they go take a break. They don't go take a break as soon as you click train.

It doesn't matter to me. I feel, in the long run, they will take a break anyway. It shouldn't matter much in the long run if they all go at the same time, or spaced out. The losses will be similar in the end.
 
. . . It doesn't matter to me. I feel, in the long run, they will take a break anyway. It shouldn't matter much in the long run if they all go at the same time, or spaced out. The losses will be similar in the end.
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There's a staff room right behind this building. If I can have these three vendors stagger their breaks, then I should be able to have one extra vendor rostered to cover all three shops and they'll never be unoccupied. It seemed from what was said and what we were shown that this was one of the intents in implementing the new staff management features, and it matters to me.
 
Oh yeah, I have extra vendors too. I have them set to a work roster for the area. That's why I am not concerned.
I haven't figured out the best ratio for extra vendors to number of shops.

I agree you should be able to stagger the breaks so you KNOW for your three shops, one extra vendor would be enough.
But, it doesn't matter to me. It works well enough. I know that if I want better continuous coverage, I need to hire more extra vendors. I weigh that cost against the losses of a closed shop. If the shops are barely making a profit, it will cost more to have the extra staff than to let a shop close. Decisions!

That I am ok with it doesn't dismiss your concerns. [wink]
 
Rubbed me the wrong way, sorry. [redface]
Not a problem.

You made me realize it sounded like I don't need extra staff, which isn't the case.
It just doesn't matter to me that it doesn't work "seamlessly" for the reasons I gave.
But I understand why you want or expect it to work that way. [up]
 
Went here as I also got puzzled about the scenery rating of the staff room. :) I got higher rating on a simpler one, and then another one got low ratings so I did a scenery object spew into that.. but not much change.. Now I think maybe I should add actual benches? That's the difference.. hmm.
 
Here's my pics...

I though for sure this decked out Sci-Fi staff room would be fairly highly rated. Not so much. 55%
But I don't want to add any more to it. So, I buried a barn below it and got 98%

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These aren't real close to a building, but got 78%

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Again, proximity...100%

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This has more than the image above...for a measly 77% ?
Fine. I'll bury that barn again and 100%
C'mon. It shouldn't take that much! It took two building blueprints! TWO!

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HeatherG

Volunteer Moderator
I remember them talking about giving staff because they up and quit and we have no idea where they came from. Clicking on the persons name shows where they are at, at that point, far away the shop they left. I would rather have schedules. . It's really frustrating!!
 
I remember them talking about giving staff because they up and quit and we have no idea where they came from. Clicking on the persons name shows where they are at, at that point, far away the shop they left. I would rather have schedules. . It's really frustrating!!

This might be a good thing to list as a bug! I too have noticed vendors tagged to specific shops wander completely to the opposite side of the map to work in a different shop. I have free roaming vendors AND rostered vendors, along with all the vendors tagged to "their" shop. Either it's a function of not having enough relief staff, or it's just utter chaos no matter what. While I can work with that, it isn't how it seems it is supposed to work. Unless I am wrong.
 
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Your staff should be more appreciative of all you do for them! [yesnod] Seriously, looks like the setup's borked. How do you describe this for a bug report?

I dunno. It seems you need way more scenery than getting 100% queue score.

I could see weighting things differently. Like the farther away from a main path, the easier it is to get to a high score?
My worse score was right on a main path. You know...you can relax better the farther away from the guests you are. But I doubt they can gauge that.

It could be weighted for scenery different from the predominant theme, again...to get away from what you see all day would give you a better break. But, I doubt the game contains that logic.

It could be more landscaping is appreciated, because nature is relaxing. But again, I don't think the game distinguishes scenery that way.

So? What is it.,
 
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