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Messages - TheSilencedScream

#241
Neat. Hopefully someone can help you with the stockpile problem.
#242
...And?
I apologize, but I fail to see your point. Everything - and I mean, every little thing - has critics, even ones that don't know their head from their ass.

Verdun, Project Zomboid, Don't Starve Together, Space Engineers, The Long Dark, Prison Architect, The Forest, The Escapists, 7 Days to Die, Kerbal Space Program... these are all Steam EAs which have garnered positive reception from the Steam community. Again, as with anything, there are lots of trolls - I recognize that - but beyond adding a few forum moderators, what else would be needed? These others succeeded, so why wouldn't RimWorld?

The pros greatly outweigh the con, in my opinion.
#243
Spark-noting what I've said before, my only real opinion is this: there is no reason to avoid a Steam early access release, other than Tynan simply not wanting to. I'm not trying to bash him for it; it's his game to do with what he wishes, and I'll respect that, but I can't find a reasonable argument against it... and I say this while knowing that, with my date of purchase, I likely won't be receiving a Steam key.

-Afraid of DRM?
That's fine, there's no reason for him to get rid of the current means of downloading.

-Afraid of auto-updates?
Either turn them off or, as above, simply continue using the current means of downloading. Just because Steam IS a distributor doesn't mean it's the SOLE distributor.

-Afraid of Early Access?
Why, exactly? Yes, I know people are cautious of them. Yes, I know that people have been burned by them in the past. But what do those EAs have in common? Lots of activity over the first two to three months, little communication from devs, no clear sign of what's being worked on or if there's any progress at all - none of which are the case with RimWorld (the game's Alpha 1 was released just shy of a year ago, Tynan is on the forums daily, and the changelog is updated every work day for him).


Releasing on Steam would bring more customers, more revenue (through Steam and directly, as there are many others who want DRM-free), more attention, more modders (and their mods!), and - potentially - more ideas. Tynan has borrowed and modified from the community, such as Haplo's power switch on Jan. 15th.

To put it more bluntly: no one really loses out here, especially if Tynan keeps doing as amazingly as he has up until now.
#244
General Discussion / Re: Concerned about endgame
January 19, 2015, 10:35:39 PM
I can't find it now, but Tynan's posted once or twice about what affects the number of raiders.

The list included (off the top of my mind):
-Number of colonists you have
-Wealth (both stockpiled and built - which would include turrets as well, I believe)
-Time since you've started
#245
General Discussion / Re: Concerned about endgame
January 19, 2015, 12:20:57 PM
Quote from: Endoric on January 19, 2015, 09:54:44 AM
Eternal play....  Anyone ever see the longest game of sid meyers civilization ever?  I have so many hours of game time, so many colonies and never have i built a ship.

I have fun and just do not want to leave.

This is essentially my stance on RimWorld. I'm one to get attached to my colonists and don't want to end the game. I like to keep going as long as possible, but it eventually hits the point where 3/4 of my colonists are idle and I'm simply waiting for the next raider wave, to see if it's a real threat.

I don't necessarily want ETERNAL play, but I'd like to see some long term (2-3 year) options. With a moderator researcher and a few miners, I can have everything researched and check out an entire 325x325 map in just a few months.
#246
General Discussion / Re: difficulty changing?
January 17, 2015, 07:40:13 PM
I've put almost two hundred hours into this game, and I never realized this was an option.

I mean, yeah! Yeah, what REMworlder said. Great feature! :D
#247
General Discussion / Re: What is the Tale system?
January 16, 2015, 06:18:13 PM
As far as I'm aware, Tynan has yet to elaborate on it. Looking forward to it, though!
#248
Haven't tried it yet, but I like the concept.

Not your problem, but I wish money was more of an issue, to make mods like this more beneficial.
#249
General Discussion / Re: Tynan, what 'bout Beta status?
January 16, 2015, 02:22:03 AM
I accept that you want to avoid Early Access, but I think your reasoning is silly.

The issue with most EAs is that they're active for 2-3 months, then become infrequent. The devs don't communicate, no updates (or incredibly small hotfixes) are made, and they have no evidence that they've put any effort into the work.

In YOUR case, none of these apply. Your game's been around for quite a while now, it's CLEARLY getting large updates, you've got amazing community support (and - holy hell - an active mod community), you've got a changelog that is updated almost daily, and I've honestly only seen one or two other devs - EVER - who interact with their community as often as you.
#250
Quote from: lumipharon on January 14, 2015, 07:09:44 PM
Reclaiming marshland into usable ground to build on is a genuine, if probably unintended use for the pump. My current map is 50% marsh, I'd be boned for trying to expand my colony if I couldn't do this.

If this gets removed, is there any chance we could get another way to reclaim marshland?

+1
Would love to see something of mild effect to help curb the extent of the marshes on maps. Some maps are simply overrun with them. :)
#251
General Discussion / Re: Changelog Question
January 14, 2015, 06:05:46 PM
Just to clarify... this means that you can't take a stockpile and make it into two separate groupings, under the same stockpile name?
#252
Quote from: Enjoyment on January 14, 2015, 11:06:46 AM
Quote from: TheSilencedScream on January 14, 2015, 02:06:21 AM
From Tynan's changelog, December 15th:
"Cut fertilizer pump (to provide a more meaningful long-term choice between soil farming and hydroponics)."
Not sure it means "cut off from the game entirely". It can, but I'm not sure)
It's cheaty at the moment (when you could fertilize marble or grnite to soil deep inside the mountain, but we really need some mechanic to remove/change marshes/sand/gravel... IMHO

Agreed. My main purpose for it was to get rid of marshes, in order to expand outdoors. Perhaps he simply should've made it function outdoors only? But even then, someone could cause a cave-in and exploit it that way, I suppose. I don't know. :/
#253
Just marshes, in terms of water.
But unfortunately, it seems, that won't be the case when A9 rolls out.

From Tynan's changelog, December 15th:
"Cut fertilizer pump (to provide a more meaningful long-term choice between soil farming and hydroponics)."
#254
General Discussion / Re: Mods ruined this game for me
January 13, 2015, 02:08:19 AM
Quote from: milon on January 11, 2015, 11:46:05 PM
So good and spot-on. (Well, I don't agree with the middle part. I'm glad i bought it!) It's worth a double-post!

Quote from: TheSilencedScream on January 11, 2015, 07:40:50 PM
The framework for RimWorld is absolutely fantastic (the cover and shooting mechanics, the consequences of injuries, and the new weather system, to name a few), and I can't wait to see what other kind of content Tynan brings to the game.

With that being said, at this point in time, I doubt I would've purchased as early as I did without the sheer amount of mods that available and being added every day.

As a final note - try playing with killboxes and underground building. Play in the open, with multiple approaches, and see how well it does; try playing EdB's Scenarios in the mods. This is a sandbox game of sorts, and the fun - and challenge - will often come from your own experimenting and creativity. If you keep repeating the same formula - tunneling and making killboxes - then, of course it will become repetitive.

...I think this is the first time that I've ever seen someone quote me elsewhere before. I may cry.  ;D

This IS how I feel about the game, but - simply because of the mods - it feels well worth my early investment. I do recommend, however, that if anyone's feeling that the game is getting repetitive, they should take a break for a few alphas, just as Milon stated above. It's actually what I'm doing with Prison Architect - another great game,  but I've simply played it so much that I know every mechanic and technique by heart.
#255
General Discussion / Re: Similar Games for Kids
January 12, 2015, 01:51:45 PM
A combo of what Ramsis and milon said: sit with them the first few times they play, help and direct them. Teach a man to fish, so to speak. :)