How about we make a big list of the jobs in need of fixing first, and then think why and how do they need fixing?
Couple of things come to mind when it comes to problematic jobs:
- Strictly RP jobs, such as Chaplain or Lawyer, only work in specific situations and with a decent population online, otherwise they are just glorified Assistants
- Shaft Miner, as mentioned, is a job fitting a prisoner. If someone could instruct a monkey how to use pickaxe, it might be very well done by Pun-Pun. All it involves is mindless clicking at tiles, basically Janitor without the hijinks potential of the latter.
- Jobs that involve just following the recipes with little potential for variety. Personally, as Chemist, I rarely follow orders to make X pills of Y chemical (AKA synthesize
Twenty Bear Asses). It becomes fun when you can create your own medicine cocktails. Or, as I found out lately, coming up with cigarette varieties (I hope to get in a round where a Botanist/Bartender is active to make fruit/alcohol flavored cigarettes).
For Chef, he could get some more condiments to be added to food, and little messages detailing the taste of the food based on them (say, you added some Salt = 'It feels a little salty', Salt content = 1/2 Nutriment content of food = 'It feels very salty'; hot and cold sauces are already added, but they could get some Sugar in a shaker and a bottle of Soy Sauce they now need to beg BOTH CHEMIST AND BOTANIST to get. Right now, food is just cramming Nutriment down your throat to be able to run at full speed, so cooking is just stuffing the right items into the microwave. I fear the Bartender is unsalvageable, and is mostly a RP-job.
- I am fine with jobs that involve RNG mostly, Xenobio could be more interesting if it was MORE randomized (this is, slime colors' effect being shuffled each round). Virology is rather fun, the problem might be that you need to be asocial to work as Virologist and it's quite time-consuming.
I actually wonder if I could try and add the taste effects...