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Messages - medzernik

#1
Quote from: Jibbles on June 22, 2018, 07:51:45 AM
Quote from: Elendil on June 22, 2018, 07:21:08 AM
New water mechanics are really fun. But I would like there to be a visual feedback when somebody is wet. Possibly make their lower half darker, or make them drip water.

I prefer soaking wet debuff be removed.   I expected for it to have some kind of benefits such as cool down pawns during heat wave if it's going to mess with moods. Also expected my pawns to get the same debuff in rain but that doesn't seem to happen.  Really have to create restricted areas against rivers  if it's something you don't want to deal with (I rather not) since a pawn isn't always going to choose a bridge, nor should they have to.

I second that idea of being cooled down in hot biomes and chilled in snow biomes
#2
Quote from: Gfurst on June 20, 2018, 03:41:31 PM
Quote from: medzernik on June 20, 2018, 12:42:27 PM
The more complexity the games has, the better it is. It would be nice to have some form of fishing. That is to say, for example mods that add hygiene do add complexity, but IMO it's too annoying and not fun, because it is mandatory in a way.
This is not true at all, your first sentence that is, while its true that adding depth complexity can make the game more interesting, making it a hassle and micro to manage would just make the game worse busy work. Just as the modded example you gave.
I for one am against fishing, since it would require a lot whole complexity to be satisfying, and in many ways just a cheaty way to find food, and therefor break game balance.
I wanted instead to have some form of hydration mechanics, just because its such a massive point in survival and could make a difference for example between an arid desert and settling near a river. But on the other hand if it was just adding another need and a well building, it would again just be pointless busy work bringing no more joy the game itself. Tynan is already working on this with the flowing river, bridge and waterwell generator, so I trust him to make the best decision there.

A fair point. Sometimes though, I wish the game was a bit more deep (I know mods can fix this, but many mods don't have the elegance that Tynan has with game design). The fishing would be annoying though, I agree.
#3
Quote from: Tynan on June 20, 2018, 07:11:54 AM
Thanks for the ongoing feedback! This is very useful.

Just so y'all know, the region I never put fishing (or many other suggested things like gold panning) into the game is because it would add another work type and maybe another skill. I consider this to be a pretty heavy interface/complexity burden, so I'm trying to add content that doesn't add more numbers and boxes to the primary ways people interact with the game.

The more complexity the games has, the better it is. It would be nice to have some form of fishing. That is to say, for example mods that add hygiene do add complexity, but IMO it's too annoying and not fun, because it is mandatory in a way.
#4
Quote from: wyoian on May 23, 2017, 01:56:53 PM
I know its probably a bit late, but I'm seeing others mention it on reddit but not much here. I'm finding infestations to be extremely hard to deal with currently. First of all, when they agro, they seem to stay agro-ed as long as there is any furniture within a rather large range even through walls/doors. They also seem to adapt the sapper pathfinding when agro-ed. They choose a wall to attack that is the shortest way into your base, which often means that you get a deathstack of insects all attacking one wall after the first wall gets destroyed as it is now the shortest path. I had a long strip mine set up with doors on each strip, a large burn section ready to ignite after deconstruction of doors leading to hives. What ends up happening is that after the heat gets past 300 F, all the bugs group on one tile and mine into my base. Even around year 1 this is too many to compete with a double bionic repairman with granite walls. I also tried kiting down my 3 wide hallways, but they tended to just go for my rooms and destroy tables/art instead of hunting my colonists after i went behind doors. This forced me to enter into my 11x11 by rooms with them which is not long enough for kiting and gunfire. Heres my colony for reference of how i set up the mines. Left strip was an attempt to cool them down to destroy hives, but haven't tried using it yet .

Infestation is extremely hard to beat and can spawn in your underground base which makes it completely not viable to build underground (afterall, getting killed in 1 night inside your own base is crap). I usually make a scenario where I disable the infestation event.