Posts by dgsmith67

    Currently the mission Spawn area is limited to a circle. For a station in some sort of unique location such as an island or narrow peninsula, or simply along the coast line like in up and down A1A in Florida, even reducing is to 5 leaves a large portion of the spawn area in the water. Even if you do have the lifeguard extensions, they would not go that far from shore in real life. Yes, you can adjust the circle inland after reducing the area size but then it often overlaps into another station area. I suggest having the option to change the coverage area to a "square" and "rectangle" that is adjustable by dragging the corners to make it meet the area you are covering.

    Now, to totally throw a monkey wrench into the works... Why not base the spawn area on ZIP code or township boundaries? Open Street Map has that data available (I think), and it would allow players to more realistically cover their territories. It would be even better if we could "freeform" coverage areas for those towns/cities that don't conform to rectangle, square, or circular boundaries (that would be a nightmare to code, though).

    Introduction

    While I do not find myself to be a complainer every often there are times where I feel it is best that the powers that be (despite not using the forums for feedback very much) hear the remarks of the people. Apart from my own feedback that I will be listing below, I do encourage all readers to give there feedback good, bad and ugly. And to mods in charge of approving posts while I am aware of the State Your Game Issues/Complaints thread, I feel like this update has enough issues to warrant it's own cumulative thread.

    Community Engagement

    • On August 27th when they first showed us this prospective feature on the Facebook there were 7 comments critical of cost aspect of the update. That was 25% of the total comments on that post.
    • The latest Facebook post regarding the update has 41 comments, and to my count 24 of them were critical of this update. Over 58% of the comments are negatively talking about your update and we hear nothing from the developers themselves.
    • To that point here on the forums, in the threads I have looked through there are countless comments on how poorly implemented this update was...

    Community Feedback

    • Use of the specializations in the first place, as opposed to a setting within the station, was a missed opportunity for a good Quality of Life update.
    • While yes, 50,000 is on par with the rest of the specializations, the shear amount of this specialization that would be needed for players looking to play realistically makes that even a as static price insanely high for players.
    • However, even as a specialization, the use of the standard game logarithm to increase the price with increased usage makes it impractical for long time players to retroactively use.
    • The developers have continually ignored the feedback provided from the reaches of this community, and I assume they have ignored the Content Advisors as well (please tell me if I am wrong in that regard though).

    Personal Thoughts and Conclusions

    While I find this update to be a misstep by the developers I do NOT think that it's unrecoverable. There are ways for the team to move past this while also adding a feature that we can greatly benefit from if it is implemented correctly. And yes, this post is critical however, I do not intend for it throw hate at the developers. I want them to see that the vast majority of us love this idea but dislike how it was added into the game.

    • First and for most make a setting within the Edit Station menu with three options: Standard, Urban and Rural
    • Sure there are users who have spent countless credits and coins on this update already, those users can likely be refunded... The Transactions menu does have 43 pages worth of data, not to mention the developers could allow temporary access by all users of the Summary Day menu to show their proof of purchase.
    • If the developers feel this is inquinate then they would look into Double Credit Events, Building Credit Cost Reduction Event, Ect.
    • Please read any comments and see what they have to say. While I did try and get the overall annoyance it's a good possibility that I missed something, or that there are good ideas by other users as well.

    What edubbs15 said...

    I would suspect that the changes were added due to complaints about missions spawning where they do not belong such as a high rise fire in the middle of a forest land. Just don't think it turned out quite like we wanted it

    That would be a (slight) understatement, ChiefBoden61... At the risk of upsetting the devs, I have yet to see any of these changes that have actually benefitted the players of the game. All of them end up costing players in some form (points of coins), especially if they spawn missions that require the changes to be implemented (traffic control, etc.). Not to mention how complicated it makes game play for new players that have no clue about Emergency Services and how they really operate.

    Seems the specializations are redundant, especially if you use extensions to allow for both (i.e. fire fighting & wildfire) missions on the same station. Using type 3 engines with those extensions, which can satisfy the requirements for a "first-due" on a structure fire, would accomplish the same thing and would also allow for both types of missions to drop.


    Maybe I'm overthinking this... The devs MUST have some grand plan in mind (or have lost touch with reality)... ;)

    My suggestion is to change the number of patrol cars required for a mission to number of officers required. There are alot of agencies (LA City and County, NYPD, Pittsburgh, San Francisco) that run mostly 2 man patrol cars. By the game's current logic requiring 3 patrol cars for a burglar alarm is actually sending 6 officers if the player is using 2 man cars. If 3 patrol officers were required you would only need to send 1-2 cars out for it.

    But... there are a lot of agencies (rural areas, like my region) that only run single officer units (county sheriff or state police in my case), so the only way to send the required manpower is to send multiple units to the call. So, that call requiring three cars, would be sending three officers.


    I know some play this as a real life scenario, while some (like myself) have no attachment to reality when it comes to their setup. ;)

    So, ultimately the request is to be able to add the Foam Tank Equipment to

    Type 1 Pumpers, Type 2 Pumpers, Type 3 Pumpers, Type 5 Pumpers, Type 6 Pumpers, Type 7 Pumpers, Rescue Engines and Quints?


    Note: This is already an available equipment add-on for Pumper Tankers.

    Pardon my ignorance, but Type 1, Type 3, rescue engine, pumper tanker, and quints all carry 25 gallons of foam already, correct? Is there a need, short of a major hazmat incident, to have that much foam onsite IRL? I'd rather send either a foam tender or trailer to anything that needs a lot, but I'm in an alternate universe with my setup.

    That's an ambulance engine that all of like 5 departments have across the globe. What myself and others have brought forward multiple times in the past is Paramedic Engines that are used across the states as ALS intercept for private bls services

    I have a really dumb question here: if you have a Paramedic (or Paramedic Assessment) Engine for these calls, and the patient DOES require ambo transport for an ALS issue, and you are using BLS ambos, does that mean the Paramedic Engine has to now follow the BLS ambo to the hospital?

    I would think it would have to be an extension. Otherwise the game would not know you are sending an Engine with ALS capabilities. If that is the case, sending one would not be any different than a regular engine without some sort of extension that recognizes ALS capabilities.... Like Foam extension for example..

    It appears to me that if you send anything involving EMS, even after the apparatus arrives on scene and starts 'treatment', the mission will not start the timer for the patient UNTIL an ambulance arrives, even if it's just an Alpha response. ChiefBoden61 is correct, IMO, that it would need an extension to start the timer for the mission to complete.

    That engine is an als engine that transports patients. It acts as an als ambulance and engine. They added that because some departments have a fire engine that transports people. That as said before is not what is being talked about. We are talking about trying to get equipment added to the game that will allow any fire apparatus to treat a patient without the need of an ALS ambulance.

    Add a Fly-Car and tag it as a "Squad" or medic unit, or use an EMS Rescue. Then, you can send BLS ambulances for transport, as either the Fly-Car or EMS Rescue will follow to the hospital. The EMS 'Pumpulance' just doesn't seem to be practical for anything, IMO.

    We would send on the initial dispatch 3 Battalion Chiefs, 4 Engines, 2 Ladders, 1 Heavy Squad, Air Truck, 2 Tankers and a couple Ambulances. Since it is a new incident, I am hoping that it changes

    Maybe overkill, but I would even suggest a HazMat unit, possibly a foam tender, and Mobile Command as well, even though most of the local paper mills here have internal fire brigades as well. The thought of chlorine gas, sulfuric acid, and hydrogen peroxide all mixing together does not paint a pretty picture.

    Any structure fire should require more than 1 truck. However if you think a call should have a different response then the game requires there is nothing stopping you from sending more…

    Always better to be looking AT extra hands than to be looking FOR them.

    It is only my missionchief tab, both chrome and edge. Youtube, spotify and anything else continue to play audio. I'll just be playing and then the missions stop making sound. Anyone know any fixes or are we all just going to continue to look at my post and ignore it? Anything from the devs?

    Why is it people feel the need to presume their posts are being ignored when nothing happens or their issue isn't fixed right away? I always thought I was impatient...


    Petersen12, is your problem on the US, UK, or AUS version of the game? There are Errors, Bugs threads in each of the individual forums for those 3 versions, and that is generally where this type of issue would be brought up. There are Content Advisors and Mods patrolling those, that will usually ask for more details, then forward to the Devs as necessary.


    If your issue still persists, you may want to repost it in that area of the forum, where it is more likely to be addressed than in a random post buried in the middle of a General Discussion thread. The Mods here are great, but they can't look at every single post, trying to parse out any issues that are going on.

    In answer to the question I have not seen them pop up on my screen as missions but I don't have anyone on either side trained as I have been playing for some time, and since this training just popped up, it would be way too expensive to train everyone now.

    The missions started to pop after I trained a few police officers. Of course, those missions required more personnel than I had trained (no surprise there), so I bit the bullet and trained all my PD (since I have relatively few stations and officers, it wasn't a massive expense for me). I can definitely understand how it could put a massive dent in finances for anyone with major territories to train even a few in each town for something that may get used once every 100 missions (or never).

    I WISH PEOPLE WOULD READ BEFORE ANSWERING QUESTION THAT ARE ASKED. I DO NOT SEE A ANSWER TO MY QUESTION. I THINK PEOPLE SOMETIME ANSWER TO RAISE THE TITLE.

    No need to shout, dude. There are missions (yes, I have had a few) that need traffic control. I have all my police trained on it, just in case. As for it being a fire school class, they have 'fire police' in most volunteer companies, usually all the old guys who have been there and can't hump hose anymore.

    Heya y'all, this was an incorrectly generated patient requirement which coincidentally could be solved by rescue services helicopters but shouldn't have been there in the first place. We applied a hotfix so that this requirement shouldn't be generated anymore.


    Greetings

    Dennis of the dev team

    Bummer... Would have been cool to have a need for LifeNet, instead of having to manually send them.

    I am surprised that it does not require 2 wildland MCV... Some of that apparatus assignments amaze me, but I was told quite some time ago to stop complaining, so I just go alone and let the missions happen... No explanation asked.

    Who would ask someone to stop complaining? Oh,yeah... someone who doesn't want to have their 'fantasy' mission be brought back to reality.:rolleyes:

    It’s acts like it’s triaging the patients on scene, which makes the game more realistic. The UK version of the game is like this as well and it works great

    I hadn't thought about it that way, but it does make sense now. Like any real MCF (uh... I mean MCI ;)), the most critical get shipped out first. Thanks for the input!