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RimWorld => General Discussion => Topic started by: NalyKalZul on July 26, 2016, 07:46:53 PM

Title: the new traits
Post by: NalyKalZul on July 26, 2016, 07:46:53 PM
so there is a new possible weapon of massive social destruction, in one of my recent games i had my first random wanderer join, age 54 no health issue beside a old scar on her arm, and some excellent skills for a crafter / researcher.
her traits however where.. staggeringly ugly, annoying voice, and the good old fashioned abrasive.

i know Tynan likes a make challenging game,but with al the things he so far added,specially with the salty traits of patch 14... please give us some freaking options to outright reject any random wander, or similar events like visitors from ever joining onto the map by giving us a blacklist of 1 or 2 traits so we never get this kind of crap to ruin your colony within a matter of minutes, if not seconds.

if you where to plant such a pawn in battle with raiders, and make him survive long enough to reach social contact, which also happens in combat, you more or less turn the entire raid into a throbbing berserking battlefield.
it's a social freaking nuke that can pulse every few seconds. how is something like that ever a good idea?
Title: Re: the new traits
Post by: ChimpX on July 27, 2016, 05:51:47 AM
I've always found the "random wanderer joins" event bloody annoying as well. If I have the option to refuse to accept a new member when they "radio for help", then I ought to be able to turn away some random idiot as well.
Title: Re: the new traits
Post by: Mikhail Reign on July 27, 2016, 08:24:21 AM
Huh.  My staggeringly ugly pawn is once of the more popular people in the colony. He even recently got married.
Title: Re: the new traits
Post by: milon on July 27, 2016, 09:16:48 AM
Just pause the game when they show up. Look at their stats. If you don't like it, you can draft them and wait for the raiders.

Make sure to have beer on hand for the rest of the colony, though. ;)
Title: Re: the new traits
Post by: b0rsuk on July 27, 2016, 03:53:09 PM
I wish we didn't have to use such nasty tactics. It's not like you can walk into colony and start eating our food.
Title: Re: the new traits
Post by: Zombra on July 27, 2016, 05:48:56 PM
An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.
Title: Re: the new traits
Post by: Andy_Dandy on July 28, 2016, 05:51:00 AM
Quote from: Zombra on July 27, 2016, 05:48:56 PM
An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.

Indeed. I like being forced to deal with this.
Title: Re: the new traits
Post by: cultist on July 28, 2016, 09:44:47 AM
Quote from: Zombra on July 27, 2016, 05:48:56 PM
An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.

It feel weird though, when the other "free" pawn event (chased by pirates/tribals) lets you choose. There's not really any logic in a stranger just showing up, declaring that he is now a part of this very small community, and everyone just accepts it like they don't have a choice. While the other event clearly shows that pawns are capable of rejecting a recruit when they want to.
Title: Re: the new traits
Post by: Britnoth on July 28, 2016, 11:23:29 AM
Quote from: NalyKalZul on July 26, 2016, 07:46:53 PM
her traits however where.. staggeringly ugly, annoying voice, and the good old fashioned abrasive.

Annoying voice should be removed. Ugly or abrasive can cover that already, it is just redundant.
Title: Re: the new traits
Post by: b0rsuk on July 28, 2016, 11:28:30 AM
I'm just puzzled Tynan added so many traits that do the same: creepy breathing, ugly, annoying voice.
Title: Re: the new traits
Post by: Zombra on July 28, 2016, 01:50:55 PM
Quote from: cultist on July 28, 2016, 09:44:47 AMIt feel weird though, when the other "free" pawn event (chased by pirates/tribals) lets you choose. There's not really any logic in a stranger just showing up, declaring that he is now a part of this very small community, and everyone just accepts it like they don't have a choice. While the other event clearly shows that pawns are capable of rejecting a recruit when they want to.

Fair enough, some consistency would certainly be nice.

Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).  Colonists should have it as part of their maintenance menu just like prisoners.
Title: Re: the new traits
Post by: BlackSmokeDMax on July 28, 2016, 03:13:12 PM
Quote from: cultist on July 28, 2016, 09:44:47 AM
Quote from: Zombra on July 27, 2016, 05:48:56 PM
An asshole recruit is just another event to deal with, like a robot attack or radiation storm, just less violent.

Can your colony cope with this subtle threat while still maintaining their principles?

Sounds like good story material to me.

It feel weird though, when the other "free" pawn event (chased by pirates/tribals) lets you choose. There's not really any logic in a stranger just showing up, declaring that he is now a part of this very small community, and everyone just accepts it like they don't have a choice. While the other event clearly shows that pawns are capable of rejecting a recruit when they want to.

Yeah, but in that other event you don't get a chance to look over the character first to decide. So you may gamble away a great character and never know it.
Title: Re: the new traits
Post by: ThiIsMe007 on July 28, 2016, 04:28:46 PM
Quote from: Zombra on July 28, 2016, 01:50:55 PM

Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).

Can't you sell off arrested colonists to a slaver, with the corresponding debuff as price ?
Title: Re: the new traits
Post by: Zombra on July 28, 2016, 04:51:21 PM
Quote from: ThiIsMe007 on July 28, 2016, 04:28:46 PM
Quote from: Zombra on July 28, 2016, 01:50:55 PM

Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).

Can't you sell off arrested colonists to a slaver, with the corresponding debuff as price ?

Heh yeah, but that is a pretty specific thing.  First you have to be able to arrest them in the first place, which I don't think you always can.  And then you have to wait for a slaver to show up.  And then you have to - you know - be willing to sell someone into slavery.  That tells a very different story from a simple "We don't want you here any more, gather your stuff and get out."
Title: Re: the new traits
Post by: ThiIsMe007 on July 28, 2016, 05:12:54 PM
Quote from: Zombra on July 28, 2016, 04:51:21 PMAnd then you have to - you know - be willing to sell someone into slavery.  That tells a very different story from a simple "We don't want you here any more, gather your stuff and get out."

That's true.

It irks me in the same way that my colonists have to "capture" travellers crashed from space that are in dire need of help.

Options should be instead :
Title: Re: the new traits
Post by: Zombra on July 28, 2016, 05:21:13 PM
Quote from: ThiIsMe007 on July 28, 2016, 05:12:54 PMIt irks me in the same way that my colonists have to "capture" travellers crashed from space that are in dire need of help.

Yeah.  I never do that, I just "rescue" them, nurse them back to health, and then they leave immediately without so much as a thank you.  But it would seem even weirder to throw them into prison and try to Stockholm them into joining.  Would be nice if we could give someone distinct "guest of the colony" status.
Title: Re: the new traits
Post by: NalyKalZul on July 30, 2016, 01:49:53 PM
Quote from: Zombra on July 28, 2016, 05:21:13 PM
Quote from: ThiIsMe007 on July 28, 2016, 05:12:54 PMIt irks me in the same way that my colonists have to "capture" travellers crashed from space that are in dire need of help.

Yeah.  I never do that, I just "rescue" them, nurse them back to health, and then they leave immediately without so much as a thank you.  But it would seem even weirder to throw them into prison and try to Stockholm them into joining.  Would be nice if we could give someone distinct "guest of the colony" status.

it would be nice that when a wanderer joins onto the map, that we get a lead up situation which either does let us accept the person into our colony, permanent or as reoccurring guest, assuming a other event doesn't affect said rejected wanderer.
this could also apply to rescued victims, this way we could get some events that if we absolutely don't like said person we might encounter them later on, and they at-least randomly adjusted one of there traits to be hopefully more fitting to be allowed to join your colony.

i really hope in the future the trait system at least gets reworked a bit, in desperate situations either you adjust with the group, or you anger them as a freeloader and get kicked out.
i get it a highborn person might be a permanent snob for the rest of there lives, but i recon everyone would at least try to adjust in such a situation lest they risk trowing them self's into deeper waters.

we could easily change that certain backgrounds can never have flames for certain skills just to indicate they will never learn s aid skills properly, but if there happy enough they might start pitching in more to make the current colony a better place.

a item priority system for hauling could be implement to at least have them carry items inside the colony if there eg considered clean work, a noble walking into a farm to grab food for the cook might already be pushing it but who knows, maybe he/she really likes those fancy meals the cook keeps making for them. a (hopefully) simple incentive system to make pawns more flexible.
Title: Re: the new traits
Post by: Kagemusha12 on July 30, 2016, 02:20:55 PM
I definitely agree ... it would be very nice to be able to reject him/her

As for getting rid of an unwanted joiner:
Why do you all think in so lethal dimensions?
Why don't you just arrest him/her and then sell him/her to the next trade caravan (or pirate/slave trader)?

(haven't tried it myself yet, as I didn't have any joiners who were so bad that I didn't want to keep them, but it would make sense ... and the 300-500 silver you get for a slave are well worth it (unless you are so tight on food, that you cannot afford feeding another mouth.)
Title: Re: the new traits
Post by: NalyKalZul on July 30, 2016, 04:39:53 PM
Quote from: Kagemusha12 on July 30, 2016, 02:20:55 PM
I definitely agree ... it would be very nice to be able to reject him/her

As for getting rid of an unwanted joiner:
Why do you all think in so lethal dimensions?
Why don't you just arrest him/her and then sell him/her to the next trade caravan (or pirate/slave trader)?

(haven't tried it myself yet, as I didn't have any joiners who were so bad that I didn't want to keep them, but it would make sense ... and the 300-500 silver you get for a slave are well worth it (unless you are so tight on food, that you cannot afford feeding another mouth.)

sorry if i sound so pro on the pawn killing thing as solution to everything, but the current early limited acces of how the game works kinda makes me just want to use a backyard dog solution, if its unwanted get rid of it while minimizing the impact and possible balance it out with profit if able.
it's min maxing with the options the current game and mods gives us.

and in terms of prisoners it's not uncommon for me to have 8 mouths to feed for slave selling and 2 or 3 of those still being recruited, usually within the first 2~4 months i end up feeding allot of excessive non working mouths.
perhaps prison labor could possibly become a thing at some point? it beats being dissected for organs or be sold into slavery.
Title: Re: the new traits
Post by: SpaceDorf on July 30, 2016, 05:57:26 PM
That is all true. I even have the feeling that the number of bad traits outweight the good ones.

But if you have one as bad as this with no redeeming skills under the belt .. I think the best thing would be to make them a dedicated hunter, crazy wildlife tamer or jelly collector.

That at least minimizes the bad thoughts if something "bad" might happen ..

Title: Re: the new traits
Post by: Lightzy on July 31, 2016, 12:12:26 PM
Quote from: b0rsuk on July 27, 2016, 03:53:09 PM
I wish we didn't have to use such nasty tactics. It's not like you can walk into colony and start eating our food.

+1
I don't like it either