Having said all this, I hope our assumptions are wrong and the management blows us away.
I think people are getting more bent out of shape at the reaction of some in dismissing concerns or being condescending. Looking back through the thread it was very peaceful and civil in mentioning expectations don't look like being met. A couple of posters have taken it upon themselves to be less than helpful which has stirred the pot unecassarily.
This is why I talk of "shortcuts". I'm all for adding choice and customisation to the management aspects, as long as it can safely be ignored by those people who aren't interested by it.
+1.
I've said it in this thread and others that management/simulation was the feature set I was looking forward to the most. The Devs have never given us ALL the goodies in the basket during a livestream so I didn't expect any less in yesterday's stream. Part of the fun with each build has been looking around and seeing what they didn't tell us. I'll reserve speculation on the topic until November 9th when the Beta goes live. I'm REALLY not trying to step on any toes here but it seems to me that some people are bent out of shape because the live stream didn't meet or exceed their expectations about management. We don't know what's in store for us in a week. Until then I'll keep my fingers crossed.
Have you ever played Prison Architecture, you have to worry if the cell keeps them happy otherwise they will riot, if you give them extras it keeps them in check easier but can also lead to other things. There is a lot of depth with managing your prisoners and their AI is actually pretty good. Yeah it may not be at PC level but it is still impressive and they actually use a similar system to pathing the AI from place to place like when they are hungry and need to shower etc.
There is more to it than that though, stop talking rubbish. Yeah you can build a small cell with a bed and a toilet to get the basics needs but you can add more and it does make a difference to their stats in happiness and what they may do within the prison.
There is a lot of depth with managing your prisoners and their AI is actually pretty good
This is why I talk of "shortcuts". I'm all for adding choice and customisation to the management aspects, as long as it can safely be ignored by those people who aren't interested by it.
What Matty B said,
I am all good for giving feedback and have done so throughout, I suddenly say I am a little disappointed and so far it hasn't met expectations for management for myself and suddenly a few took offence that I say anything that may be slightly negative. And I was talking about things we have seen in management, the staff levels for instance is the biggest one with a rinse and repeat.
There is no going back stage for training, no time taken to do it, no feeling of the achievement that they have reached that level. Just a click, rinse and repeat system which many seem fine with but for myself and many others this is almost like a mobile game where you wait for energy (the month between allowing training again) and then clicking the button and poof, suddenly you now have a lvl.4 instead of lvl.3 janitor.
Going from 3 levels to 5 levels just prolongs this tedious clicking and does nothing to add to the game play. People are saying what does what we ask for add, well a sense of achievement, a sense of actually improving your staff, improving your park by doing something that feels meaningful.
What does clicking a button 'x' times over 'x' period add to the game other than a rinse and repeat button bash to get them trained just so they are done.
There's a huge level of interdependency between the two. In some aspects the relationship will solely exist between the UI and the gameplay logic and can probably be turned around quite quickly. In others, such as the implementation of vandalism and security, because of the high level of graphical fidelity there's a *lot* of animation work required to support what might be a relatively small amount of programming work (all the security guard and vandal animations, all the guest reactions, mascot reactions, art assets for broken benches, lights, etc., art assets for graffiti, animations for janitors when cleaning these up, or fixing benches, etc.).Graphics =/= Gameplay
Artist =/= Programmer
What i'm trying to say is, great graphics and great gameplay can co-exist in the same game.
Oh, and before I get off my high horse...
Remember that the release date isn't the end of changes/additions to the game. Any future tweaks, expansions, etc. will certainly bring things that the majority of people want.
And yes... #InFrontierWeTrust.
Sorry I play the game daily so there is that....try making a cell with lots of things in it for people who require a basic cell, they wont go in it.
yes the management stuff is good but because they had time/money to spend on it since their graphics obviously are not
That is absolutly fine and happy with that but at the moment we only have the "shortcuts" version with no advanced option.
Why keep bringing up the graphics, they don't have to be separate and why should we only have half of what we as managers would like compared to the creative side.
I don't take offense for criticism. One man's treat is another man's poison. You like X brand. I like Y brand. Tis what makes us human in our differences. Considering the discussions that have spawned from this thread I'm hoping the Devs are taking notes. [up]
I keep bringing it up because that is extra time/money that is spent on something (or not) instead of another area (aka management). there are budgets and deadlines for games you know, even for self publishing companies
tyczj, just keep in mind the main thrust of the discussion though. We were expecting 'simulation evolved' and it doesn't look like we're getting that. The graphics etc are secondary to this. I understand your point of limited time and money for the developers though.
I was just hoping rather than say selecting from a list of advertising campaigns that we would higher a marketing manager, we could train them specifically with an advance training panel, in a marketing building which is back stage which would then be able to unlock different types of advertisement such as the late show as shown in game or say Facebook advertising or tweeter feed etc.
That to me at least gives us options on what and who we train. How it interacts with the design of the park and a bit more depth into working with the stuff we already know.
However due to the way the game is set and what we have been shown then I can clearly see that more staff & advanced staff training are not going to be options at least certainly by launch and I would suggest that it would not happen after release because of all the changes that the game would require to account for this.
No problem and with this "- There is not enough things to unlock other things that unlock other things for you " yes in reality, it is that I want to go from A to B to C to D by achieving goals and similar. If management is really deep you could also then even go from A to C without needing B by side stepping it by say hiring a senior ride attendant for instance rather than training them
I would like to see the buildings so that we could select them to manage the relevant staff from there. It would add that we need to manage the backstage area to be efficient (don't want it miles away and staff take a week to get to the park but can't place it in the middle of the park and not expect it to affect how your guests view it.
From this it would allow you to control training of specific staff types. It could even be that the group training for say "waste management" is done as bulk from this building but you still get the 5 staff levels for their person. I would say though to have seen a "sims" system where they have attributes with points allocated and you train them by them doing 1 hour of "waste management" is also an option as this would then add say 1 skill point and their efficiency increases.
There are ways to add depth that feel meaningful rather than click button 'A' to get result 'B' and repeat this for all staff no matter what they are doing.
and yes you are right, being able to train those staff members already in the park as you are auto hired would have been great. To say train the cashier so they have better "customer relations" or "salesmanship" are for instance stats that the janitor would not need and so it feels specific and relevant that to me makes it just that little more involved and like I am managing and not button bashing till I can't anymore which I hated about RCT3 and really dislike that it has made a return with a longer grind time by just upping it to 5 levels form the previous 3.