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- +1 on this. I'd been thinking about making a list like this. Not only did you beat me to the punch, you probably did a better job than I would have. Good work.
suetopia wrote:
I would like them to fix the 16 hour Evil Chortle task that used to take place at the Victorian UFO.
I loved that task, but they untied it from the UFO and now Kang and Kodos hide behind things when they do it.
I'd like them to put it back at the Victorian UFO - makes more sense when they are doing the task there, and they aren't hidden.
Couldn't agree more!!!!- No one mentioned Gummy Joe's 24h task missing?
Similar to the Chortle task, other characters seem to gravitate to hiding under the SH mountains. I know they don't move during these task and they weren't under to begin with (not that they ever should be either!), so maybe more characters than Kang and Kodos need fixed. Example: Willy playing bagpipe.
On assigning from buildings, that would be a great one for getting Babysitter Bandit or Wise Guy to animate a specific building without having to jump through hoops. I already favored this suggestion but now I want it even more!
I agree on adding the odd-timed task lengths to the UEO (UO?), maybe even the 45s tasks, lol. Most suggestions in the replies are also great even if I didn't point it out.
Thanks, OP. Great suggestions.Separate the character finder so there is one for "awaiting tasks" characters and one for "ready for collection" characters, I don't like the way
Agreed. But about more buttons, maybe instead just allow the damn thing to cycle through like it used to (and still does when everyone is "waiting for something to do". That won't fix all issues, but it's an easy fix that EA can fix with a patch and then find this better solution like hiding buttons or whatnot.Make it possible to rush jobs via the employment centre when some characters are free, right now if you have a character free they must be tasked before all others can be rushed together.
While I agree that this is annoying, I figure that's part of the game... dunno, I could be persuaded. ;) I've learned to live with it. I mess up a lot, but then "meh" is what I say....Characters with a quest task should ignore quest after requirements are fulfilled.
That might mess with "unlimited questline" stuff... I'll agree if it's simply that the task is unyellowed but still placed at the top. This may or may not mean that that task is the one assigned by the Unemployment Office. So, it's basically both of the options that I didn't quote. First you have to manually assign, say, 10 characters, then you can assign everyone else using the UEO (UO?).Only one task per decoration or building.
I understand, but maybe you meant "animated task" not just "task"...because what about the brown house? That would mess that up big time. If you did still sorta mean "task" then I'd say yes if you mean "send each character to a different brown house at least until you run out of brown houses". I'd love all my brown houses to be lit up by a different characters. In fact, I'd buy as many brown houses as I'd need to keep it at one per character. So, if you rephrase that, add that in as my request.... unless this is strictly for "fixes".GamerGD3 wrote:
Example: quest asks to send 5 people to do something. Option appears to send all characters within the town on this mission automatically.
I enjoy sending 200 some characters to 1 building. I will stop event tasks, stop crafting tasks, just to send all 200 to the building. I did so with the Dead Lobster task and that was awesome. Only Apu, Sanjay, Manjula, Jesse Grass, and a few others couldn't do that one for some reason.
Ah, yes, I see. Like you could manually assign your character or there's a special button that says "send all, you lazy *". hah!
Hmm, I guess all those guys are vegetarians. Surprising that Lisa is not on that list. I'm pretty she has mentioned in-game that she is a vegesaurus.Raven_Darkstorm wrote:
Hah, I just bought Shorty's because that was bugging me! Only 40 or so and I still had 200+ from farming, so yay!
Of the over 120 characters I have only one of them doesn't have a one hour task because it is tied to a premium building I don't have.KillaSqirl wrote:
That would work for me.
As an alternate suggestion, maybe an second image to use with the 'rotate' button that lines up a space to the right or left? That way they don't have to code a new quarter piece object.
On the monorail tunnel lining up...only SF lines up for me, whereas SH side is off by one block. - Fix the glitch that messes with the settings on buildings with skins, Players Club, Summer Mansion,etc. when one plays the Insanity Turtle game.
Edit to add: I had read a lot of complaints about this in B&I. After the Aug 16th update, I now have this randomly occurring. - I'm bumping
empathy77 wrote:
I'm bumping
So my suggestion wasn't put in then?GamerGD3 wrote:
empathy77 wrote:
I'm bumping
So my suggestion wasn't put in then?
I'm sorry, I included your suggestion but forgot to write you name on it, it is there now. The suggestion is included in the orignal idea with OR- 4junk3000New SpectatorHas anyone mentioned this yet?
I want the parking spaces to turn all four directions! This should be an easy one! - Added a new correction to be made - please make sure all visible tasks are labled in the characters tasks list
LeoJames2000 wrote:
Instead of 1/4 track piece to fix the tunnel issue, how about 4 different skins for the tunnel itself that shifts the location of the tunnel within the 16x16 block (and rail) to different alignments?
Even with the 1/4 piece, I'd still like to avoid a small shift going into the tunnel.
This would fix the problem with the tunnel without creating a new piece that has limited usability.
This is brilliant, but I know nothing of coding to know how hard it would be to implement.
Add: This still wouldn't fix my problem. Mine is one square short of reaching the tunnel on the Springfield side, so my loop has now been turned into a bunch of lines, and still had to move a LOT of track to get that to work.
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