Ludeon Forums

RimWorld => Ideas => Topic started by: tictac on August 02, 2016, 05:44:05 PM

Title: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: tictac on August 02, 2016, 05:44:05 PM
Hi tynan, great game!

instead of just giving yet another idea for a fantastic feature such as  making zombies out of rotten potatoes, or constructible uranium toilets, i'll focus on what was harder to grasp as a first experince. Being an old fart, i did not watch a bunch of videos before diving into the game.


Thanks again for the great game!

i am in a team that develop a desktop gui so I might have taken revenge on all the user feedback we sometime have... but i understand the difficulty of making a gui that is clear to a beginner without an explanation. To me the only big point is the first one
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: asanbr on August 02, 2016, 06:09:00 PM
1. Storing and dumping zones are the same, they just have different names and initial settings for what is allowed in there. You can change both to turn one into the other, but usually you'll set them up completely custom. It's mostly for a quick start with 1 stockpile and 1 corpse pile, at least that's how I do it.

9. It's actually logical. Cooked food becomes more useful for humans in terms of the nutrients our body can get out of it. Some historians / anthropologists argue that learning to cook food rather than eat it raw was one of the main reasons humanity developed into what we are now (short version). Recommended reading "Guns, germs and steel" and/or "Sapiens" :)

Other than that, mostly agree with all you said.

Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: tictac on August 03, 2016, 01:17:10 AM
thanks for th reply, i understand the difference between dumping/stockpile, but it was puzzling the few first hours, could be made clearer i think.
Make sense about the cooke food giving more nutrition i guess
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: b0rsuk on August 03, 2016, 07:56:23 AM
ad. 9: It is logical, because cooked food is not only microbe free, it's also easier to digest. With raw food and vegetables your body often spends extra energy to digest it.
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: milon on August 03, 2016, 08:06:21 AM
Everything tictac said it's valid IMO. Especially #1, 2, & 7.

+1 from me

Remember, (s)he isn't talking about a veteran's perspective but a beginner's perspective. The UI etc is pretty good, but there are still improvements that can be made.
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: Serenity on August 03, 2016, 01:36:53 PM
#8 is spot on. There is too much stuff crammed into that menu. Build and non-build orders should be separated. Things that you need all the time like hauling and mining need to be accessible more easily.
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: DariusWolfe on August 03, 2016, 03:17:04 PM
So, what about possibly combining dumping stockpile and regular stockpile under the same button, but with a drop-down menu, like with items that can be made from different materials. This way you could even potentially have more than just the two default stockpiles.

I'd originally thought that the primary difference was that dumping stockpiles didn't count toward your colony's items, but then I realized that most of the default items for dumping stockpiles are simply never counted (chunks, corpses, etc).
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: b0rsuk on August 03, 2016, 03:42:33 PM
Good feedback, most of them. I'm desensitized to a lot of these because I've played Rimworld a lot. I especially like the suggestion to make "bill management" the default screen when clicking on work tables. It's true people mostly click on tables to add extra bills. Table condition and so on can be moved one level deeper (click on an extra button).

An option to fulfill bills in areas would be nice, but radius is good for simple cases.

I'll add to the thread.

When you try to prioritize smithing/crafting and can't because colonist doesn't match skill requirements, you get no message at all. This looks buggy. Instead, the game should display "Cannot prioritize ACTIVITY, COLONIST_NAME doesn't meet the skill requirements."
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: tictac on August 03, 2016, 04:49:11 PM
Quote from: b0rsuk on August 03, 2016, 03:42:33 PM


When you try to prioritize smithing/crafting and can't because colonist doesn't match skill requirements, you get no message at all. This looks buggy. Instead, the game should display "Cannot prioritize ACTIVITY, COLONIST_NAME doesn't meet the skill requirements."
yeah actually i thought so too but forgot in the OP (which was too long already anyway), thx for bringing it up.

Indeed you get used to all of this but first impressions are important.
I am already at 60 hours after 2 weeks (and I have a job... i need to sleep and get out a bit..) so i did enjoy the game obviously and did get used to the quirks, but i kept the first hours feedback because most forum posters are past it and new players are important to please.

The stock  of former DF players who didnt try rimworld yet is probably dwindling, its imporant to be accessible I think
Title: Re: Review from a beginner: what was difficult to grasp, ui tweaks suggestions
Post by: b0rsuk on August 03, 2016, 06:59:33 PM
I wouldn't count on DF players too much. DF will remain a free game and you can't beat that. A LOT of them won't try Rimworld just for that reason.