New issue 736 by mark.l1...@hotmail.co.uk: Reputation does not increase
fast enough
http://code.google.com/p/corsix-th/issues/detail?id=736
This is really directed at Edvin as we have looked at this before.
Reputation is key as it helps in getting more cash in and increases patient
spawning, especially in the first year you need to get a good rep'. Yet in
the first year it is hard to get the reputation to rise quickly as you
can't diagnose most things so patients are sent home, drugs can cause many
deaths as they are not fully effective and if you take an autopsy hit you
will then struggle to get it back above 500.
If you remember when I tested this in TH I found that what you got for
cures etc was higher, this may have been because I only ever tested at
level 1 (so I could see each action to take notes). You however saw
different increases, I suspect you tested it later on in a game.
For months now, on and off I have tested various ways to try and redress
the balance. Increase what you get for cures is fine to start with, but by
the second year you are at max and then can struggle to cope with the
higher spawn rate.
So I thought, what if there was one rate for the first year and then after
that a second rate. With cures getting more in the first year and less of
a hit for send home and death. Then from the second year you revert back
to one for cure, but increase the hit for send home and death. (by the
second year you should not be having that many of send home and deaths if
you have done your research.
What do you think?
I tested it with this change, although you probabley have a better way of
doing it. (I am still in the first year, so it could still crash)
This is not intended as a patch, more of throwing ideas in the pot.
local reputation_change = {
["cured"] = 3, -- a patient was successfully treated
["death"] = -3, -- a patient died due to bad treatment or waiting too
long
["kicked"] = -2, -- firing a staff member OR sending a patient home
["emergency_success"] = 15,
["emergency_failed"] = -20,
}
local reputation_changes = {
["cured"] = 1, -- a patient was successfully treated
["death"] = -6, -- a patient died due to bad treatment or waiting too
long
["kicked"] = -5, -- firing a staff member OR sending a patient home
["emergency_success"] = 15,
["emergency_failed"] = -20,
}
function Hospital:changeReputation(reason, disease)
local amount
if reason == "autopsy_discovered" then
local config = self.world.map.level_config.gbv.AutopsyRepHitPercent
amount = config and math.floor(-self.reputation*config/100) or -70
elseif self.world.year == 1 then
amount = reputation_change[reason]
else
amount = reputation_changes[reason]
end
I'm working on spawn rate. I can hopefully commit it soon enough. Just need
to make it work with old saves.
Right now it is quite bad actually. It depends way too much on reputation.
I like the idea - it makes the game harder after the first year, which is a
good thing. It's likely that we should be changing things like spawn rates
after the first year as well.
I think in TH spawn rate also depends on reputation, once you are below 500
you get in less people and once you are at max you get swarms of them. So
in that respect the spawn rate is right, what is not though is that you
currently get all patients, whereas some should go to the AI's; which I
know is not in the game yet. I am thinking of the chart in status,
sometimes you all have around 25% of the patients at other times when you
are doing well compared to the AI's you may have 50%+ (they are coming to
you as you have a good rep')
It depends on reputation in that if you have a bad reputation you get a
smaller portion of all people.
If you have an high rep' does the spawn rate increase, as it seems that way?
Is having variable spawn rates an option i.e. high ish to start with, then
decreasing slightly as the years move on. So that you are never really
swamped with patients when you get a rep of 1000?
Recently I tried fixing a save for someone in the forum. He was swamped
with patients when his rep got high. It was made worse as there were no
loos and only one staff room and he had queues at rooms of 30+ and 300+ in
his hospital. In TH this would only happen if a room became broken (door
went missing) as reception would tend to follow queue limits that you set
and you would instead have the queues at reception. You would never get
300+ in TH, well if you did, I don't remember it.
If the spawn rate didn't increase the way it does he may have been able to
cope. At the same time, if in the early years your rep went up a bit
quicker, you would have more money coming in (some have said that they
struggle in the early years) and it may help some of the novices. (perhaps
on the easier setting) With being an old hand at this game, I find CTH
easier personally, but I know there are a lot that find it hard and I think
if we can make it a bit easier that this is better than cheats and editors
etc.
It is fairly straight forward actually in the level config how it probably
worked in the original. E.g.:
#popn[0].Month.Change 0 3
#popn[1].Month.Change 1 1
#popn[2].Month.Change 7 0
#popn[3].Month.Change 14 1
#popn[4].Month.Change 21 0
for level one of medium difficulty.
I tried the original for a while, and I could predict the number of
patients a given month almost to the exact number.
These values say that the first month there will be 3 patients distributed
among you and your opponents. The next month they will be 4. Month 7 it
will stop increasing and stay at 9 patients per month. Then it will
increase to the final 16 per month by the 21 month.
These values make the number of patients' spawn rate increase over time no
matter what the reputation, except that you get a lesser share of the total
if you have a bad rep.
Oh, and yeah, CorsixTH currently change spawn rate only depending on
reputation.
I have conducted a little experiment to test the reputation increase in the
first year on level 1 with both hospitals having exactly the same rooms in
size and equipment including corridors + same number of staff.
One year on level 1 hard TH CTH
Value 73405 76440
Visitors 32 43
Deaths 0 0
Sent home 6 0
Cures 22 27
Rep @ year end 656 608
In TH the value started at 70405 and increased twice throughout the year by
1000 and again at year end by 1000.
Is this related to inflation rate?
In later levels I suspect it might go down as equipment gets cheaper and
does usage/damage decrease value?
The rep in CTH was with me testing the following scheme for the first year
Cures 4
Deaths -3
Sent home -2
I suspect that I would have needed to get 6 or more per cure to get the
same rep as TH. I had a third more visitors, but that is to be expected
with no competition.
Interestingly there were no boiler breakdowns in the first year for TH, but
in CTH I had six or seven - so perhaps I should change my patch for that.
Both games are saved and I will test year two tomorrow night to see what
that gives us.
I really appreciate your efforts! :-) Keep going. Many interesting
thoughts. Especially that equipment gets cheaper. So the value increased
without you doing anything so to speak? Inflation would seem like a
reasonable reason. Does lot prices increase over the years?
on "equipment gets cheaper." its a guess on my part at this stage, but
with research reducing the costs I do wonder if that will affect the
hospital value.
on "value increased" Yes, I added no new rooms or anything else, but the
value increased.
on "lot prices" There are none in level 1, but when I get to level 2 I
will watch for that too.
on "Inflation" I will know better if it is down to that when I get to the
level with 50% inflation. That will confirm this theroy one way or the
other.
I continued into the second year and then due to a fault in TH (after a rat
run it went back to level 1) this is all I have. I will need to start
over, perhaps at the weekend, so if there is anything else you want
checking; let me know.
Numbers are TH then CTH
Visitors 94 120
Cured 44 90
Deaths 1 4
sent home 13 1
Value 72405 76440
Rep 595 701 (less yearend bonuses in TH)
Things to note: in TH in level 1 invisible patients don't always get
treated. There are always faxes as they don't know what type it is
(varying from say 40% chance - 80%) hence all the sent homes. Strange thing
is that they don't count against you in lost rep.
On Value. both start off the same with an empty building, but CTH adds the
full cost of the rooms whilst TH only counts 2280 + 100 on a GP - is the
100 the filing cabinet, as desk would include the chair? Also in TH the
value increased by 1000 then down by 1000 a couple of times in the second
year - was this due to the inflation m/c decreasing in value though lack of
repair? - I will watch for that.
Things like bench, vending, radiators does not seem to affect the value.
On Rep: on average it would seem that TH does the following (year 1 then 2)
Cure 9 4
Death ? -23 (for now I assume the same in year 1)
Sent home -7 -18
This is based on the numbers for each year, some more testing needed to be
sure. Also there were two VIP visits and I think that they also increase
rep, don't they?
CTH still gets more patients per year than TH (about a third more)
Probably because you don't get 50 % of the patients all the time in TH.
Maybe you could check that too in the progress report window? (it changes
once per month)
For level 1 the percentages were from 1st Feb and then each month 33m,
25 ,30, 33, 46, 21, 22, 28, 36, 24, 16, 20, 16, 20 and 19.
visitors were 1, 2, 4, 7, 13, 19, 24, 28, 38, 45, 50, 56, 58,64 and 71.
Hospital value changed between 71315 - 73315 in increments of 1000. The
changes seem to be random and can change from day to day. I suspect that
this may just be another bug in TH and perhaps the calculation is done on
the fly and this is why it is sometime different.
On reputation, what is odd is that if patients get fed up and leave that
there is no loss to reputation and they don't get counted as sent home in
the case book.
So, (I don't think that this is in CTH yet) when you get a fax that says we
are 65% sure this is a type of blah blah, what do you want to do: if you
send him home it counts against you and if you make him wait he will at
some point get fed up and leave and this does not count against you.
Are you trying to replicate the original? There is little doubt there is
room for improvement here.
In the original, one cured patient gives about 26 rep, doesn't it? I always
assumed it depends on how HAPPY the person is WHEN IT IS CURED. Or are they
all fixed numbers? Where does the happiness of the patients come into play
with reputation?
@ comment 9
In level 3 of TH inflation is 50% and lot prices do not change from one
year to the next.