Patrolling/Stationed guards aren't unlocking jail doors

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Patrolling/Stationed guards aren't unlocking jail doors

Postby HeroFV » Mon Jan 06, 2014 9:23 pm

I have designed my prison to take advantage of separate staff hallways and prisoner areas. I use jail doors all throughout, keeping all the doors from staff>staff & prisoner>prisoner locked open. While keeping the doors from staff>prisoner areas set to normal.

In my design I have narrowed down these staff>prisoner areas to 2 high traffic doors. One from staff>Medium sec & one from staff>max sec. My thinking was that I could simply set a guard to patrol the space directly beside the door to allow access when needed. I had previous done this at the front of my prison and it seemed to work fine.

Sadly, this is not working like I had hoped! The patrolling guard will just stand there most of the time and not open the doors :( Needless to say this is a waste of the patrol! I had even tried to make an "airlock" room to set a guard to station hoping the AI would be different, but again the same buggy behavior. They seem to do it sometimes and not most the time. I tried patrolling just one single space and several. Nothing is helping :(

Is this something just bugging in my game or has anyone else experienced this? Am I missing something?

I completely understand the whole guards have to open doors thing, but I think it's only fair to make a guard be able to be station beside a door to open it with as little delay as possible.

After some looking around it seems this may be a proximity issue. I DO have non-stationed/patrolling guards and someone has suggested that they seem to get priority. I'm not sure if this is where to suggest such, but it'd be great to be able to set a guard to a door or a group of doors to minimize the time staff is waiting.
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby _alphaBeta_ » Tue Jan 07, 2014 3:23 am

My observations, that others seem to share on these forums, is that the priority for opening doors seems to be:
  1. Non-Stationed (i.e. roaming) Guards
  2. Stationed Guards
  3. Patrolling Guards
It does feel like a proximity issue since the latter two will open a door if there's no roaming guard nearby, but even then the delay can be annoying. I could think there's sometimes where the player would want stationed and/or patrolling guards to concentrate on things other than opening doors. Some more customization options would be nice in this area as well. Suggestions from an earlier post:
_alphaBeta_ wrote:I think there should be more deployment options. My issue is that stationed guards do not help with much of anything out of their sector. Would be nice to specify things like:
  • Guard this zone or patrol, but help with new prisoner arrivals etc.
  • Guard this zone or patrol, and help with prisoner arrivals and minor fights (non-riot).
  • Guard this zone or patrol, and don't leave this post unless there's an emergency (escape, fire, riot etc.)
  • Guard this zone or patrol, and don't leave your post for anything.
This way you could assign guards to roam the hallways, but they'll leave their station for necessary actions as defined by the player.

You may want to give this a read which is somewhat related. In this thread I also talk about staff corridors and how the current system can be irritating when staff and prisoners choose a different path than player's intent.

Bottom line, there needs to be more tweaking in this game that doesn't involve spending money. Being this is a prison simulation, it would make sense to be to have very fine control over doors, locks etc. Your suggestion to have certain guards "on duty" for certain doors, certainly makes sense to me, and is one more customization that would be welcome.
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby killerx243 » Tue Jan 07, 2014 1:55 pm

I found that if you place a security room a group of guards will gather there and hang out. I use this as I have a 4 roadgate system, the outer two are left open until an escape attempt or riot and the inner two are normal and need to be unlocked.
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby _alphaBeta_ » Tue Jan 07, 2014 2:25 pm

killerx243 wrote:I found that if you place a security room a group of guards will gather there and hang out. I use this as I have a 4 roadgate system, the outer two are left open until an escape attempt or riot and the inner two are normal and need to be unlocked.

I have a very similar setup. I enclose these airlocks across the road so they show as a separate zone. Having a guard deployed in this little zone is plenty sufficient for both doors to be opened by this guard. I attribute some of the success to the fact that these airlocks are a fair distance away from roaming guards, so the simulation will select them to open the gates every time. I have another main entrance airlock that has a deployed guard as well, but I usually leave the main door open since the delivery area is now secure. Plus it allows prisoners to help with deliveries during work hours.
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby HeroFV » Tue Jan 07, 2014 3:40 pm

_alphaBeta_ wrote:My observations, that others seem to share on these forums, is that the priority for opening doors seems to be:
  1. Non-Stationed (i.e. roaming) Guards
  2. Stationed Guards
  3. Patrolling Guards
It does feel like a proximity issue since the latter two will open a door if there's no roaming guard nearby, but even then the delay can be annoying. I could think there's sometimes where the player would want stationed and/or patrolling guards to concentrate on things other than opening doors. Some more customization options would be nice in this area as well. Suggestions from an earlier post:
_alphaBeta_ wrote:I think there should be more deployment options. My issue is that stationed guards do not help with much of anything out of their sector. Would be nice to specify things like:
  • Guard this zone or patrol, but help with new prisoner arrivals etc.
  • Guard this zone or patrol, and help with prisoner arrivals and minor fights (non-riot).
  • Guard this zone or patrol, and don't leave this post unless there's an emergency (escape, fire, riot etc.)
  • Guard this zone or patrol, and don't leave your post for anything.
This way you could assign guards to roam the hallways, but they'll leave their station for necessary actions as defined by the player.

You may want to give this a read which is somewhat related. In this thread I also talk about staff corridors and how the current system can be irritating when staff and prisoners choose a different path than player's intent.

Bottom line, there needs to be more tweaking in this game that doesn't involve spending money. Being this is a prison simulation, it would make sense to be to have very fine control over doors, locks etc. Your suggestion to have certain guards "on duty" for certain doors, certainly makes sense to me, and is one more customization that would be welcome.


This is given me another idea... (from your link)
It would be fantastic to be able to give staff a "route"! For example, Cooks could be manually selected to certain areas, and they will prioritize those area (Almost exclusively, except for certain situations). I think the best way to implement this would be to select the areas under deployment much like stationing a guard, except you would select each area you want them to travel (for cooks: kitchen, canteen, deliveries, storage and connecting areas wanting the cook to travel). It would be wise for the game to show what areas the selected staff needs access to. I suppose it would be best to create a route then assign a number of staff to follow the route.

Another idea is an area designation of "Secure" or something similar, which is basically the opposite of staff only. Only guards and prisoners would be allowed (Maybe unless the staff's objective/destination is inside the area).
This idea would go perfectly with "Have each door configurable by the player. Essentially have a tick box screen where you select whether prisoners (including min/max specific options perhaps?), guards, workmen, janitors and every other staff type can use the door. Doors should have a default configuration, for those that don't want to get down into this level of micromanagement. Not every door would need it."

It would also help (using your example in that link) if the guards were in there own category instead of "staff", which would be redundant if you could select which personnel had access to a door. Though I must state that I don't like the idea of giving ANY other staff access to actual jail doors. It complicates things, adds risk and also takes away from the realistic perspective. Guards should be the only personnel with keys to jail & solitary doors.

I also like the door schedule, for things like opening all doors after sleep times so people could run work at night unhindered.

killerx243 wrote:I found that if you place a security room a group of guards will gather there and hang out. I use this as I have a 4 roadgate system, the outer two are left open until an escape attempt or riot and the inner two are normal and need to be unlocked.


I noticed that and I have a similar roadgate setup. However, I'm not sure I understand how they're related :P Are you saying you have your security room outside or near the roadgates?

_alphaBeta_ wrote:
killerx243 wrote:I found that if you place a security room a group of guards will gather there and hang out. I use this as I have a 4 roadgate system, the outer two are left open until an escape attempt or riot and the inner two are normal and need to be unlocked.

I have a very similar setup. I enclose these airlocks across the road so they show as a separate zone. Having a guard deployed in this little zone is plenty sufficient for both doors to be opened by this guard. I attribute some of the success to the fact that these airlocks are a fair distance away from roaming guards, so the simulation will select them to open the gates every time. I have another main entrance airlock that has a deployed guard as well, but I usually leave the main door open since the delivery area is now secure. Plus it allows prisoners to help with deliveries during work hours.


The distance from the roaming guards has given me an idea that may help in my situation. My 2 traffic areas are in hallways and the jail doors are right next to the cell blocks. I'm going to try to move them to the other side of the hallway and see if that helps any :P
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby brumster » Tue Jan 07, 2014 10:32 pm

New here but I've noticed this too, and it's my current major frustration. The behaviour of guards and also workers is either very illogical or else needs some ability to tweak. I too completely understand and agree with the mechanics of needs guards to open doors and so forth but I'm not sure how the intention is for them to work - for example, I station a guard in the canteen and I have a metal detector on the only door in/out. When it detects some contraband, does the guard in the canteen attend to it? Does he bollocks :) no, he waits for his colleague to run all the way across the prison from the holding cell, which seems to be where they all collate.

Why can't I just click a guard to a location and have this as his "base" when he has no action called upon him? Without any need to unlock Deployment - surely in a real world scenario I shouldn't have to spend thousands of dollars unlocking some facility just so I can tell a member of staff "this is your spot, when you've got nothing else to do, return here"? Maybe as has been suggested various modes you can put a guard in?

"Stay at your post" - will not move except for tiredness/critical health. So will not escort prisoners, will not go to open doors, etc.
"Loiter" - if you've got no activity to perform, head back to this spot
"As you will" - the current logic; do whatever you want (which seems to be "amass in the holding cell" for some reason, for me, but maybe I've not figured it out yet!)
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby knoest26 » Tue Jan 07, 2014 10:43 pm

brumster wrote:New here but I've noticed this too, and it's my current major frustration. The behaviour of guards and also workers is either very illogical or else needs some ability to tweak. I too completely understand and agree with the mechanics of needs guards to open doors and so forth but I'm not sure how the intention is for them to work - for example, I station a guard in the canteen and I have a metal detector on the only door in/out. When it detects some contraband, does the guard in the canteen attend to it? Does he bollocks :) no, he waits for his colleague to run all the way across the prison from the holding cell, which seems to be where they all collate.

Why can't I just click a guard to a location and have this as his "base" when he has no action called upon him? Without any need to unlock Deployment - surely in a real world scenario I shouldn't have to spend thousands of dollars unlocking some facility just so I can tell a member of staff "this is your spot, when you've got nothing else to do, return here"? Maybe as has been suggested various modes you can put a guard in?

"Stay at your post" - will not move except for tiredness/critical health. So will not escort prisoners, will not go to open doors, etc.
"Loiter" - if you've got no activity to perform, head back to this spot
"As you will" - the current logic; do whatever you want (which seems to be "amass in the holding cell" for some reason, for me, but maybe I've not figured it out yet!)

Currently idle guards gather in the holdingcell, the canteen, the yard and the delivery (I might have forgotten one). Stationed guards should just wander around the area and do whatever he like, this should include searching prisoners but if another guards is more idle (?) it will take that job. Patrolling guards do what patrolling guards should do, they patrol. They don't do anything but that unless they see a disturbance
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby HeroFV » Tue Jan 07, 2014 11:33 pm

brumster wrote:New here but I've noticed this too, and it's my current major frustration. The behaviour of guards and also workers is either very illogical or else needs some ability to tweak. I too completely understand and agree with the mechanics of needs guards to open doors and so forth but I'm not sure how the intention is for them to work - for example, I station a guard in the canteen and I have a metal detector on the only door in/out. When it detects some contraband, does the guard in the canteen attend to it? Does he bollocks :) no, he waits for his colleague to run all the way across the prison from the holding cell, which seems to be where they all collate.

Why can't I just click a guard to a location and have this as his "base" when he has no action called upon him? Without any need to unlock Deployment - surely in a real world scenario I shouldn't have to spend thousands of dollars unlocking some facility just so I can tell a member of staff "this is your spot, when you've got nothing else to do, return here"? Maybe as has been suggested various modes you can put a guard in?

"Stay at your post" - will not move except for tiredness/critical health. So will not escort prisoners, will not go to open doors, etc.
"Loiter" - if you've got no activity to perform, head back to this spot
"As you will" - the current logic; do whatever you want (which seems to be "amass in the holding cell" for some reason, for me, but maybe I've not figured it out yet!)


Yeah, I'm new too lmao This is my first thread here.

I think all of this is vitally important for suggestions. I'm getting very anxious to find out exactly how you suggest things to the devs... As this is a prison simulation, the behavior of staff, doors & areas is what it's all about! After starting this thread and talking about these things with you all, it's become painfully obvious we need more control on how things function in this game.

knoest26 wrote:
brumster wrote:New here but I've noticed this too, and it's my current major frustration. The behaviour of guards and also workers is either very illogical or else needs some ability to tweak. I too completely understand and agree with the mechanics of needs guards to open doors and so forth but I'm not sure how the intention is for them to work - for example, I station a guard in the canteen and I have a metal detector on the only door in/out. When it detects some contraband, does the guard in the canteen attend to it? Does he bollocks :) no, he waits for his colleague to run all the way across the prison from the holding cell, which seems to be where they all collate.

Why can't I just click a guard to a location and have this as his "base" when he has no action called upon him? Without any need to unlock Deployment - surely in a real world scenario I shouldn't have to spend thousands of dollars unlocking some facility just so I can tell a member of staff "this is your spot, when you've got nothing else to do, return here"? Maybe as has been suggested various modes you can put a guard in?

"Stay at your post" - will not move except for tiredness/critical health. So will not escort prisoners, will not go to open doors, etc.
"Loiter" - if you've got no activity to perform, head back to this spot
"As you will" - the current logic; do whatever you want (which seems to be "amass in the holding cell" for some reason, for me, but maybe I've not figured it out yet!)

Currently idle guards gather in the holdingcell, the canteen, the yard and the delivery (I might have forgotten one). Stationed guards should just wander around the area and do whatever he like, this should include searching prisoners but if another guards is more idle (?) it will take that job. Patrolling guards do what patrolling guards should do, they patrol. They don't do anything but that unless they see a disturbance


Yeah, and also the security room. For me it's the holding cell and security, which sucks because that's far away from where I need them lmfao

I also think that it should be perfectly plausible to have every guard stationed or patrolling. The game seems to want you to leave guards free. I don't see the need for this as they all just end up throwing a party in the holding cell lmfao!

NOTE: I have moved this list to a proper suggestion thread: [Suggestion] Area and staff control options!
This list will no longer be updated here.


So, from here I'm going to list the things I think are vital suggestions that anyone would likely agree should be added:
- Priority settings for patrolling and stationed guards. I think this would be best implemented as a list with checkboxes including...
  • Leave post for prisoner control.
  • Leave post for prisoner escort.
  • Leave post for search procedures.
  • Leave post for unlocking doors.
  • (Any other reason they would need to leave their post).
(of course they would leave for rest/emergencies, which leads me to suggest a setting of "shifts", meaning that they can't leave without a replacement)

- Routes to show how staff should travel. I think this should be used like stationing. Select any areas you want staff to stay in and any areas linking them in travel. This way they won't just try the shortest route. It also could be extremely useful to be able to do this like patrols. Maybe a bit of both, selecting whole rooms, while being able to select manual paths for hallways/non-designated rooms.
(I'm not sure this should be used for prisoners. I think they have enough control for the prisoners. Prisoners should be a bit unpredictable I think.)

- A "Secure" area designation. Using this will prevent any staff from going into this area without being told to. It would work like the opposite of "Staff Only" area designation. Or maybe simply making it so that staff avoid min/med/max security areas as adding a "secure" area will sort of overlap on the min/med/max sec areas, and this would cause the whole area designation to need to be reworked.

- Door rights. Regular and/or staff doors could have a list of checkboxes to designate which personnel can access the door. This would help greatly in controlling staff traffic.

Other things that could be really cool/useful:
- A door/area schedule. This could be used to lockdown certain areas in certain parts of the day. For example. cell blocks could lockdown during sleep hours, while everything else unlocks for easy/safe access.
Last edited by HeroFV on Wed Jan 08, 2014 10:59 pm, edited 3 times in total.
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby RichieGrape » Wed Jan 08, 2014 3:13 pm

HeroFV wrote:So, from here I'm going to list the things I think are vital suggestions that anyone would likely agree should be added:
- Priority settings for patrolling and stationed guards. I think this would be best implemented as a list with checkboxes including...
  • Leave post for prisoner control.
  • Leave post for prisoner escort.
  • Leave post for search procedures.
  • Leave post for unlocking doors.
  • (Any other reason they would need to leave their post).
(of course they would leave for rest/emergencies, which leads me to suggest a setting of "shifts", meaning that they can't leave without a replacement)


yea i was thinking this too but all staff should have something similar...just a list of all the jobs that staff would do by default and check boxes to allow/deny that staff that action...so if you want a janitor that only does laundry you would uncheck all but laundry....if you wanted a gaurd to just patrol and only react in a emergency you would uncheck everything...or say you just want him to stand by a door and open it...you would check open doors...and than station him....only he would open that door since hes the closest and maybe you can have that gaurd to searchs too...so any prisoner that comes closer to him than any other guard (that can search) he'll search but he'll return to his post (and not be replaced) its annoying when a guard takes his place from across the prison...and the spot ends up being empty for a min or two

could be a research item called Staff specialization or something
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby knoest26 » Wed Jan 08, 2014 3:54 pm

HeroFV wrote:Yeah, and also the security room. For me it's the holding cell and security, which sucks because that's far away from where I need them lmfao

I also think that it should be perfectly plausible to have every guard stationed or patrolling. The game seems to want you to leave guards free. I don't see the need for this as they all just end up throwing a party in the holding cell lmfao!

So, from here I'm going to list the things I think are vital suggestions that anyone would likely agree should be added:
- Priority settings for patrolling and stationed guards. I think this would be best implemented as a list with checkboxes including...
  • Leave post for prisoner control.
  • Leave post for prisoner escort.
  • Leave post for search procedures.
  • Leave post for unlocking doors.
  • (Any other reason they would need to leave their post).
(of course they would leave for rest/emergencies, which leads me to suggest a setting of "shifts", meaning that they can't leave without a replacement)

- Routes to show how staff should travel. I think this should be used like stationing. Select any areas you want staff to stay in and any areas linking them in travel. This way they won't just try the shortest route. It also could be extremely useful to be able to do this like patrols. Maybe a bit of both, selecting whole rooms, while being able to select manual paths for hallways/non-designated rooms.
(I'm not sure this should be used for prisoners. I think they have enough control for the prisoners. Prisoners should be a bit unpredictable I think.)

- A "Secure" area designation. Using this will prevent any staff from going into this area without being told to. It would work like the opposite of "Staff Only" area designation. Or maybe simply making it so that staff avoid min/med/max security areas as adding a "secure" area will sort of overlap on the min/med/max sec areas, and this would cause the whole area designation to need to be reworked.

- Door rights. Regular and/or staff doors could have a list of checkboxes to designate which personnel can access the door. This would help greatly in controlling staff traffic.

Other things that could be really cool/useful:
- A door/area schedule. This could be used to lockdown certain areas in certain parts of the day. For example. cell blocks could lockdown during sleep hours, while everything else unlocks for easy/safe access.

If you would have read the 'how to post a suggestion' thread which is marked sticky so you can always find it at the top of the page you would have seen how to post a suggestion. Posting them in completely irrelavant threads multiple times is not what is says
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby HeroFV » Wed Jan 08, 2014 4:00 pm

RichieGrape wrote:
HeroFV wrote:So, from here I'm going to list the things I think are vital suggestions that anyone would likely agree should be added:
- Priority settings for patrolling and stationed guards. I think this would be best implemented as a list with checkboxes including...
  • Leave post for prisoner control.
  • Leave post for prisoner escort.
  • Leave post for search procedures.
  • Leave post for unlocking doors.
  • (Any other reason they would need to leave their post).
(of course they would leave for rest/emergencies, which leads me to suggest a setting of "shifts", meaning that they can't leave without a replacement)


yea i was thinking this too but all staff should have something similar...just a list of all the jobs that staff would do by default and check boxes to allow/deny that staff that action...so if you want a janitor that only does laundry you would uncheck all but laundry....if you wanted a gaurd to just patrol and only react in a emergency you would uncheck everything...or say you just want him to stand by a door and open it...you would check open doors...and than station him....only he would open that door since hes the closest and maybe you can have that gaurd to searchs too...so any prisoner that comes closer to him than any other guard (that can search) he'll search but he'll return to his post (and not be replaced) its annoying when a guard takes his place from across the prison...and the spot ends up being empty for a min or two

could be a research item called Staff specialization or something


"Staff Specialization"! Genius! That's a great idea. I do like your idea of setting staff to do certain things! Again, all this makes perfect sense in the idea of running a prison and staffing it as needed. I'm going to add that to the list, if you don't mind :P

Also I'd like to point out that I started another thread specifically for this list, [Suggestion] Area and staff control suggestions, if anyone is interested in checking it out as this thread is basically obsolete.

I also saw something else I just remembered... prioritizing jobs. For example, setting a "to do" as "high priority". I know this is on the suggestions page, but I'm going to add it to this list to help endorse it :P
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby HeroFV » Wed Jan 08, 2014 4:22 pm

knoest26 wrote:
HeroFV wrote:Yeah, and also the security room. For me it's the holding cell and security, which sucks because that's far away from where I need them lmfao

I also think that it should be perfectly plausible to have every guard stationed or patrolling. The game seems to want you to leave guards free. I don't see the need for this as they all just end up throwing a party in the holding cell lmfao!

So, from here I'm going to list the things I think are vital suggestions that anyone would likely agree should be added:
- Priority settings for patrolling and stationed guards. I think this would be best implemented as a list with checkboxes including...
  • Leave post for prisoner control.
  • Leave post for prisoner escort.
  • Leave post for search procedures.
  • Leave post for unlocking doors.
  • (Any other reason they would need to leave their post).
(of course they would leave for rest/emergencies, which leads me to suggest a setting of "shifts", meaning that they can't leave without a replacement)

- Routes to show how staff should travel. I think this should be used like stationing. Select any areas you want staff to stay in and any areas linking them in travel. This way they won't just try the shortest route. It also could be extremely useful to be able to do this like patrols. Maybe a bit of both, selecting whole rooms, while being able to select manual paths for hallways/non-designated rooms.
(I'm not sure this should be used for prisoners. I think they have enough control for the prisoners. Prisoners should be a bit unpredictable I think.)

- A "Secure" area designation. Using this will prevent any staff from going into this area without being told to. It would work like the opposite of "Staff Only" area designation. Or maybe simply making it so that staff avoid min/med/max security areas as adding a "secure" area will sort of overlap on the min/med/max sec areas, and this would cause the whole area designation to need to be reworked.

- Door rights. Regular and/or staff doors could have a list of checkboxes to designate which personnel can access the door. This would help greatly in controlling staff traffic.

Other things that could be really cool/useful:
- A door/area schedule. This could be used to lockdown certain areas in certain parts of the day. For example. cell blocks could lockdown during sleep hours, while everything else unlocks for easy/safe access.

If you would have read the 'how to post a suggestion' thread which is marked sticky so you can always find it at the top of the page you would have seen how to post a suggestion. Posting them in completely irrelavant threads multiple times is not what is says


Well thank you for being so nice about it. The list HERE is NOT the suggestion. It started as what's in the title, which IS the relevant title! I just made a summary. I then MOVED it to a suggestion thread, which ALSO IS relevantly titled! I just figured I'd update the list here as well, seeing as people are still coming here. I have linked to the suggestion thread and I have followed the sticky threads suggestions.

But again I appreciate you being so nice and polite about it^^
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby knoest26 » Wed Jan 08, 2014 5:22 pm

HeroFV wrote:Well thank you for being so nice about it. The list HERE is NOT the suggestion. It started as what's in the title, which IS the relevant title! I just made a summary. I then MOVED it to a suggestion thread, which ALSO IS relevantly titled! I just figured I'd update the list here as well, seeing as people are still coming here. I have linked to the suggestion thread and I have followed the sticky threads suggestions.

But again I appreciate you being so nice and polite about it^^

I smell some sarcasm. You'll understand what I mean in a month or two
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby HeroFV » Wed Jan 08, 2014 6:15 pm

knoest26 wrote:
HeroFV wrote:Well thank you for being so nice about it. The list HERE is NOT the suggestion. It started as what's in the title, which IS the relevant title! I just made a summary. I then MOVED it to a suggestion thread, which ALSO IS relevantly titled! I just figured I'd update the list here as well, seeing as people are still coming here. I have linked to the suggestion thread and I have followed the sticky threads suggestions.

But again I appreciate you being so nice and polite about it^^

I smell some sarcasm. You'll understand what I mean in a month or two


I don't understand why you're giving me a hard time for starting a thread, then during it's progression, finding the subject for another thread. I didn't start this thread knowing I would have suggestions. I didn't know what the problem was. It may have been a bug. It may have been I was misunderstanding something. Hence this threads title. Like I said after talking to some people and being pointed to some other suggestions it became apparent that these things I had in my mind would make good suggestions. PA being an alpha game that's what this is for. So I started a new thread and followed the sticky's guidelines. Yes, there are a couple things similar to a couple of the things on this list but they are still a bit different. I only added the list here as a summary of what was discussed here.

All in all, I have started 2 threads. One asking what a problem I was having was and one suggestion thread. I feel like your flaming me for spamming the boards.

...and btw, I did plenty of googling/searching for this topic before posting. I couldn't find a definitive answer to my question or an appropriate place to ask.
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Re: Patrolling/Stationed guards aren't unlocking jail doors

Postby knoest26 » Wed Jan 08, 2014 6:45 pm

HeroFV wrote:I don't understand why you're giving me a hard time for starting a thread, then during it's progression, finding the subject for another thread. I didn't start this thread knowing I would have suggestions. I didn't know what the problem was. It may have been a bug. It may have been I was misunderstanding something. Hence this threads title. Like I said after talking to some people and being pointed to some other suggestions it became apparent that these things I had in my mind would make good suggestions. PA being an alpha game that's what this is for. So I started a new thread and followed the sticky's guidelines. Yes, there are a couple things similar to a couple of the things on this list but they are still a bit different. I only added the list here as a summary of what was discussed here.

All in all, I have started 2 threads. One asking what a problem I was having was and one suggestion thread. I feel like your flaming me for spamming the boards.

...and btw, I did plenty of googling/searching for this topic before posting. I couldn't find a definitive answer to my question or an appropriate place to ask.

I just opened a few thread and saw the same thing 3 times, fence I told you it might be a good idea to put it in a separate thread. Not being rude or flaming you, just helping you

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