Emergency system - Production Facilities during Events

Discussion in 'General Archive' started by Andrewjf, Apr 22, 2015.

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  1. Andrewjf

    Andrewjf User

    I guess there is an easy solution ie: Remove the Emergency Buildings from the board when doing events; but Emergencies effect Production Facilities in a similar manner to Residencies: They stop the Timer until you either collect your medals or clean up after a failure.

    For commercial buildings they can be ignored if required as they have zero effect. The same for Power Plants.

    May not be a huge deal for most, (and depending on where your production facilities are on the screen), I find that sometimes there's an emergency I have missed (because I am away from the screen and they are hidden) and of course it's stopped the clock which can be frustrating - especially during events.

    Just thinking out loud really :rolleyes:. Anybody else have this issue or is it just me ? :)
     
  2. I have recently deactivated the ers system for the second time
    i have found that the amount of trouble you have to go through to get enough medals to win classic ris and rarely anything else
    i reckon you would have a better chance in finding a Tasmanian tiger then getting anything decent in ri`s so i am building high yielding residences in there place that will get extra materials and the winter stadium still gives out 30 assorted packs a month :)
     
    Andrewjf likes this.
  3. billyjim

    billyjim User

    I just leave the screen on one of the other play fields when I am going to be away for a few minutes. Check on the children, or dinner, read the latest on the forum, etc. Then you do not have emergencies while you are away. Then I simply go back and continue what I was doing. Seems like I get three or four emergencies in quick succession after that, depending on how long I was away. (This is an anecdotal observation and not a documented fact.) :)
     
    B.Lee.D and Geflin like this.
  4. Andrewjf

    Andrewjf User

    OK, thanks guys. Guess I just need to keep on my toes! :)
     
  5. Geflin

    Geflin User

    I also park off the main field for that very reason (avoiding emergencies). Usually, however, I don't have too frequent a rate of emergencies to be hampered...except when running 200% extra emergencies (I try not to do that during events unless I plan to be sitting and playing for an extended time). I've been lucky enough to get some nice residential buildings from my packs...and oddly enough, often get better rewards from bronze and silver than gold or platinum; agree with the cat there are far too many classic RIs and low amount general rewards...hence why 200% extra emergencies to make it (overall) worthwhile. Before they eliminated building damage from emergencies, these could cripple production during events; ever since, not as much, IF you are around so you don't lose large chunks of production time to postponed cleanup.

    Edit: P.S. I see a Mrs. Cat in the new picture, Sir Cat:)
     
  6. Krassandra

    Krassandra User

    It's not an issue for me. Additional fields don't suffer from emergencies. As for main field, I just don't leave the computer when I visit this part of the city...

    By the way, even if you miss the emergency sound, you can always see an "emergency string" on the left bottom part of the screen.
     
  7. Arsuru

    Arsuru User

    Yeah, for the what, one minute it shows? It's been said, but the pop-up should stay visible the entire duration of an emergency. If you mute the sound, it's all sound, so you won't hear the audial notice. Would be nice to separate the BGM from the SFX, at least. Those birds can be a bother.

    It's happened that I've not noticed the sound or the pop-up and changed field to avoid emergencies while I'm away, only to come back to the failure notice when I return to the main field. Or Flash will crash (often it seems, when an emergency starts; the game does tend to become noticeably unresponsive just prior to one), and I'll come back to an emergency in progress with no indication.

    It's never more than an annoyance for me to miss one, and even the delayed timer doesn't seem to be very consistent, but the notification can still use some improvement.
     
    Geflin likes this.
  8. Krassandra

    Krassandra User

    I agree. However, some players will complain because they ignore some (or most) emergencies. I think it should be an option.
    Would be nice to see visual notification...
    I HATE BIRDS :mad::mad::mad:
     
  9. billyjim

    billyjim User

    Why they are so delicious. Yum yum. :D

    Back on topic The emergency system is an advantage but could use some tweaking in my opinion. Expansion into the other fields has potential, but then would need a pause capability.
     
    Andrewjf likes this.
  10. Krassandra

    Krassandra User

    I think, the "emergency pause" ruins the general idea of emergency as some unexpected and unpleasant accident and turn it into another way to get more benefits :(
     
  11. billyjim

    billyjim User

    The only reason I think a pause would be needed if you expand the Emergency system to all play fields. Then there is no way to keep the emergencies from happening when you are not on that field or on the game. So you would have to sign out of the game. Right now we do not need a pause feature. There are other options.
     
  12. Arsuru

    Arsuru User

    The emergency system is entirely benefit-driven. Even if there were still penalties for failure — especially if — people play it for the potential benefit. Pausing, rather than deactivating, doesn't give any benefit other than the mood/energy, which is not much of one for the space taken. Pausing is about usability, not benefits. Moving them between inventory and playfield is simply annoying, as is needing to log in again if you step away. Then there might just be days you don't want to deal with it. But hey, at least it doesn't destroy your city.
     
    Andrewjf likes this.
  13. Krassandra

    Krassandra User

    True! What's why I'm against the pause idea. I think it's OK to ask something we already need but kinda strange to ask for one thing that will become necessary only if the developer will implement another one :confused:
    Uninteresting and not believable concept, I liked the original idea ("emergency = annoying thing") better
     
  14. billyjim

    billyjim User

    When would you ask for it after the changes have been put in place? Then we would have to wait until that alteration can be loaded into the system. Why not suggest the inclusion before the original change is designed. It is always simplier and cheaper to have the system designed better in the begining than to be constantly having to go back and fix issues after the fact.
     
  15. Arsuru

    Arsuru User

    Honestly, a pause was the most logical implementation to me. I was disappointed that when they finally gave an option for those that wanted to turn it off, it was only by removal. It's good they got an inventory space at least (though it is less needed than slots for power/manufacturing). They didn't consider those that don't want to remove it entirely, or if they did, it wasn't done as well as it could be.

    I never deactivate it, and no, pausing isn't needed, but it's not dependent on a future feature either. It just makes more sense to handle it that way due to the varying needs/availability of the player. Plus it is just simpler.

    But that is the original concept. It was designed to give you rewards for a price/investment, not just be a hindrance to growth. If people do use it now, it's because they want the prizes. Totally believable. If the emergency were only annoying 'disasters light', it probably wouldn't be popular, especially in it's original, damaging implementation. Many still don't use it even with penalties removed. I'm just guessing BP knew that, and found a way to incentivize (rewards) and monetize it (vit-x/street patrol/packs).
     
    Last edited: May 21, 2015
  16. Krassandra

    Krassandra User

    Because I strongly doubt that "emergency expansion" you're talking about will be implemented :)

    Never trouble trouble till trouble troubles you ;)
    Not believable at all - disaster should be disaster :confused:
    That's not the single case when BP "improved" the game by making it worse :(
     
  17. Arsuru

    Arsuru User

    Well, considering the nature of RC, I don't expect disasters disastrous. Not a lot makes total sense in RC. Beer floods maybe? And considering the rewards are rarely worth a lot, I don't think it's a terrible addition or implementation, especially considering the game model we have here. It just needs some updating of rewards and tweaking.
     
  18. Andrewjf

    Andrewjf User

    Given that it is all a RC fairytale (eg the staff get promoted for failure), I would like emergencies to happen somewhere other than production facilities during events. The mechanism is obviously already in place; When was the last time anyone had an emergency at City Hall or the Hospital? In reality, those are probably the most visited places by the Fire Services.
    I suppose you can buy protection with MM's, but not entirely sure how that works.
     
  19. Krassandra

    Krassandra User

    Not quite "disastrous" but still somewhat harmful ;)
    Why???
    If you don't like these emergencies, just take care of your safety system. That's quite reasonable and believable. Turning "emergencies" into something completely harmless undermines the idea of emergency... :oops:
     
  20. Andrewjf

    Andrewjf User

    Yep, good point. May as well close this thread as well!!
     
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