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Messages - Julia

#1
I think this is the first time I'm going to skip playing this game until a better build comes out.

Why in the world change the position of skills on the character screen, it was way better before, a lot more clearer. Instead of thinking whether something should cost 3 or 4 components, work on adding some real content that makes sense and adds some fun. No one cares if it costs 70 or 80 steel. But it does make a difference the way joy is handled now and how it was.

Probably the first build which is actually much worse than the previous one.
#2
"Reduced "soaking wet" duration and made it happen in rain as well as water."

I don't think he plays the game anymore outside of the developer mode, he doesn't understand ^^

Let's craft umbrellas, and equip them instead of weapons. And when it rains, just block all doors and keep your pawns indoors for the next 2 minutes so they don't get a debuff. Don't worry it's just another useless micromanagement that should not be in the game. Or just get a free -mood because why not.
#3
I dislike the changes in text, example is hot -> sweaty etc, instead of a nice, clean message.

Sorry, hot is hot. Sweaty is what, hot and wet? Is this supposed to show discomfort? The only discomfort is for the player. New texts not very rimworldish.

Also really dislike the new joy from work and joy in general, either the pawn is working on one assignment or he is somewhat useless and prone to breaking, and the joy gain is on/off. More discomfort to play as one wishes.
#4
I'm looking at my colonists and think there are just too many negative traits. Hence the +1 for green thumb, instead of more sickly, excess eaters and such. Actually, why not have more positive than negative traits? (fun!)

btw, your previous graphics guy was better, some of the new icons and items look much worse than before ;-)

Example is medicine, silver, bed, wind turbine, mining icon, the new ones miss the feel of the original ones. I'm surprised you want to tweak something which was perfect.

"The raspberry bush looks pretty bad. It looks like a tomato bush. Liked it better before."

Yeah x1000000, looks like something I would do in Paint with my 0 artist skill level. It is clearly more visible, but the old one was perfect fit for the game.

Hard to tell whether the wildlife tab is good idea, you had to look yourself for animals - wildlife tab makes it easy, but misses the fun and effort of searching yourself, game becomes more automatic, click-done. So no thinking involved, no effort involved to look around from time to time. Idk, might be 'too much'. Making it so automatic that the game misses the fun and slight effort aspect of doing it. It's a good idea on paper, but makes the game too automatic and devoid of this slight effort that was previously needed.
#5
This ->  "thats just a chore"

Don't make ppl play the game how you want it to be played. There is a reason mods exist that change basic functions. I see no problem with 100 animals, if you can keep them fed. That is called 'late game', and it will always be present. You finally get to the better guns, better resource management.

If ppl want it to be that hard, why not make only one weapon available - a bow. This will make the game harder surely. But it will miss the point, that eventually you will get to a more comfortable position against raids and such. I see no problem with having 100 animals for dealing with raids. Most of them would die anyway.

This isn't a story generator, this is a colony simulator, even if someone would want it to be different. And still, there is no story in doing repetitive chores. This is the moment to listen to feedback, mods will remove it (would be geat if game allowed more customization in itself), maybe next update will remove it just like the Tornado - some ppl liked it, but there was no point in it.

Fun, not chore.
#6
Why not leave it simple - under roof = not decaying.

I don't like some of those changes, I feel they are overcomplicating on what rimworld is amazing. Simplicity wins and makes the game enjoyable.

Sure mods will come, but do you really need it in this game? Just like animals getting wild again, why do we need this constant repetition.

You could make walls crumble over time - so they need constant repairs, floors too, tables too. Plants would need to be watered and fertizilzed and ... too much =]
#7
I always wonder why do ppl need to digitally suffer so much, instead of making it pleasantly fun. We could make a debuff about everything, just to make it more stupid.
#8
"A trick question: if crossing river causes "wet" debuff - then why rain does not do the same?"

Is it really needed to make it more unpleasant? Game should be fun, next thing you know we'll be crafting umbrellas and then toilet paper, more doesn't mean better ;o

Q: Did anyone have trouble with scrolling speed being too fast?

btw, old Silver graphic was more climatic and rimworldish, than the new one. Why work on something that was perfect?
New wind turbine looks worse. idk why work on graphics which where a great fit and perfect as they were.

Animals becoming wild? Why is there need for so much repetition.
#9
"1. It was random and useless unless it was your grower. Better have a proper trait than this wasting space."

So Lazy and Creepy Breathing are better random traits? ;o

It was a great design, even if it wasn't on a grower, that's where you have to think about usefulness of pawns. I dont play with skills decay, so I dont have problems with grinding pawns all the time.

"@Julia: Green Thumb isn't really needed any more because colonists who have a passion for doing a particular kind of job will now get a nice mood buff when they do that job."

Double buff! =]
#10
Havent yet played 1.0, reading log:

-Removed tornado incident - good idea, no counter, was bad design and we all knew it. Reason: not fun.

-Removed "Green thumb" trait - always loved it, very fun trait, idk why remove. Great fit for the game <3 Restore please, very in-flavour with the game.

-Masterwork/legendary items are extra hard to craft - generally you can now only get them by inspiration - grinding it is then :(

-Mechanoids now always destroy anything they drop (including minigun, which was previously recoverable) - So why do they exist at all, seems like digital suffering with no benefit? No good imo :(

-scyther (close combat specialist) - I predict digital suffering, since they were already deadly to colonists but could be prevented with some cover. How to prevent a mechanoid melee fighter early on? Losses that can't be countered I assume.

-Double sleeping spot - very not needed. Why bother? :p

-Great memory - slower skill decay - fortunately I use the remove decay mod, else its not fun to play. Should be an option in the game for that.

-Turrets now require "barrel change" after firing a lot. - feels like repetition on existing things.

Tons of changes, lots of work done, still wish the above would be changed.
#11
General Discussion / Re: B18 released!
November 19, 2017, 06:52:01 PM
Dont get it why they included so many new stupid mental breaks for the pawns. There were more ppl against them, feedback worked xP
#12
Hope this one gets updated ! :)
#13
Quote-Tornado
-Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
-Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
-Tantrum. Go around randomly smashing furniture, buildings, and damageable items.

I really dislike features that cannot be prevented in some way, they make the game annoying.

It's a type of feature that can be summarized as 'Kill random thing for no reason' - digital suffering? Strongly against.

These features are contenders for the <axing>, I know Tynan has never removed anything people were against on the forums. These features will annoy, game is about fun.

There's no point being on the edge, guarding your own stuff, in a game that is supposed to be fun.
#14
"But it was broke! It didn't make sense anywhere except in the range of 20 degrees north through 80 degrees north"

But does it have to make any sense, now it's mainly unclimatic! :p

Recruiting prisoners doesn't make sense, but it's good as a mechanic, it's fun = not broken.
#15
General Discussion / Re: A17 Water effects?
May 04, 2017, 05:02:01 PM
As of now, I like the classic water more. Needs a bit work definitely, very distracting and a bit... ugly :P
I miss oldschool stone chunks too ;-)

"turn off the effect entirely"
+1

Would be so much less distracting.