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RimWorld => General Discussion => Topic started by: neobikes on September 28, 2016, 06:09:59 AM

Title: Why rimworld gets boring and sucks later on.
Post by: neobikes on September 28, 2016, 06:09:59 AM
I am rather disappointed by this game. Rimworld... hmm let me tell you: When u get game u start colony u are charmed by music and unique climate. U play, lets say 2 days, and then u start again this time you think u know what to do :)


So u trying to get some answers and u jump on ludeon forums and reddit (rimwiki is enigmatic and out of date) and read about stuff.

And this is the moment when u probably meet some first frustration about lacks of some basic necessity in this game. So you install MODS.

And shit starts...


U start again new colony with mods, you test it but still the more you play the more you think that this is never ending STORE and hauling micromanagement game.


Ok some points: - pathfinding - it simply does not exist i would say. Try playing some jungle and get pain in the ass watching colonists walking marshes and grasses instead of newly build wooden road for them. Watch colonists walking on chunks instead of avoiding them. Watch colonists harvesting hydrophonic tiles and jumping everystep to nonhydroponic tile just to reenter that tile again... ahhh

Stupid lack of basic orders: - u cannot forbid colonists from eating certain type of food. They will eat human meat or corpses and you cannot stop that.

There is no "hold fire" button. something so basic that when i think of it it makes me puke on tytan's face so my puke goes into his nostrils. HOW THE FUCK after 2 years of constant development and kickstarter money and such support on forum there is no "HOLD FIRE" button? Or why i can't tell my colonists pls shoot everything that moves but avoid shooting at THIS and THIS enemy creatures. Instead i need to press SPACE every shoot every colonist make and to change target ----- ROFLMAOOOOOOO this SUCKSSSSS

Or why there is no "no walk tiles" option ? imagine you want colonists to prevent from walking on certain tile. You must dive into hell of zone managing then set it to every colonists (oh my god) then cancel their current order and then redone it after danger disappear. that's just ...(shits on Tynan's left ear so much, it clogs up).


New version is very often like every month or so. and you cannot play with your current savegame - you must start from beginning.....

ok so you got mods. but guess what with mods it can be fun, but bugs will kill you. or after some time lets say you do not want some kind of mod, guess what - u cannot simply disable some mods without starting new game ..... or mods cannot work with each other - good luck finding about that longer ingame or even finding out what mod cause problem.

In the past there were some mods that were brilliant like EDB interface ETC or EDB Icon or Fluffy Work Tab.
WHY that jerk Tytan didn't took that code into game????????? he had GOLDEN EGG right next to his feet and just ignored that. Btw that copy paste shit on RESTRICT - it makes me hold my vomit until Tynan is close enough so i spread vertically my internal fluids mixed with simple meal all over him

... Not to mention Achtung mod. without it battles are just ugly. Now rimworld battles are like using Microshit Paint program to pixel by pixel draw a picture of a boy puking on that game instead of just drawing a line straight on.

i mean if you want to play for some short time - rimworld is ok. unique climate etc. but longer games are just frustrating.

my 2 cents.

If you do not believe me - play this game for 2-3 weeks  and comeback and tell me where i am wrong, and tell where i am wrong:)
writing: "you are wrong - wow that was easy" does not count

But if you are a kind of players who plays onehanded while holding sandwich in other hand and just play to die relaxed - go on, rimworld is fun for short games


I am not trolling - i am 0% mood and i got mental state (Berserk) on.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: res34 on September 28, 2016, 06:37:41 AM
You're wrong... wow, that was easy.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: iceteazz on September 28, 2016, 06:58:12 AM
 _ Read till the line : "So you install MODS."

_ That's the basic problem that make you boring. Because the vanilla game was designed for a specific purpose and well balanced in a way make the game Hard, so if you got some mods installed, there are pretty much no more balanced, even the most tiny QoL mods make the game easier, more QoL, more comfortable you have, more boring you feel. Some mods even so imbalanced, overpower enough that you never care to use original items again, and you have to add some more mods that make game Harder, and again the cycle of boring, mods that make the game easier let you feel boring and you install some mods make the game harder, when  you feel so hard, you need more QoL mods, items to deal with the difficulty of the game, then you back to some more mods etc.

_ And many mods will add more feature in the game, and make it more complicated, rather than more fun. That's why i'm back to play RimWorld with minimal mods installed. I use some, for sure, but not much, i don't even use EPOE or Hospitality anymore. Vanilla game + Randy Extreme + permadeath = more fun than i expected.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Scalare on September 28, 2016, 07:22:35 AM
the game isn't designed to be hard. you just have to micromanage a lot to accomplish anything in the game.
And since the game is really badly designed for micromanagement, it could give you the impression that it's designed to be hard, while it basically comes down to bad UI design. If the AI behavior was a bit more logical and the UI was designed in such a way that it's easy to dictate priorities for the entire colony or for colonists themselves, the game would be much easier.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: iceteazz on September 28, 2016, 07:30:36 AM
Quote from: Scalare on September 28, 2016, 07:22:35 AM
the game isn't designed to be hard. you just have to micromanage a lot to accomplish anything in the game.
And since the game is really badly designed for micromanagement, it could give you the impression that it's designed to be hard, while it basically comes down to bad UI design. If the AI behavior was a bit more logical and the UI was designed in such a way that it's easy to dictate priorities for the entire colony or for colonists themselves, the game would be much easier.

_ It's not true, at least my case, since i don't usually micro my pawns. May be, may be because i'm using Haulpriority mod ( still work in alpha 15 ) then i don't see i have to micro them to do their job frequently, except only when fighting.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: res34 on September 28, 2016, 07:32:11 AM
Wait, were we supposed to give a detailed rebuttal? I thought that he just wanted us to tell him he was wrong if we'd played for 2-3+ weeks. OK, here's my two cents then:

The fact that you appear to be just leaving human corpses laying around would by your fault. You should either haul them to an out of sight stockpile, bury them in a grave, or burn them. The only reason you're colonists would even attempt to eat them is if you're not very good at prioritizing gathering and cooking food. Starvation will force them to do this.

Also why are you butchering human corpses? That's essentially the only way to acquire human meat in an unmodded game.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Scalare on September 28, 2016, 07:46:25 AM
Quote from: iceteazz on September 28, 2016, 07:30:36 AM
Quote from: Scalare on September 28, 2016, 07:22:35 AM
the game isn't designed to be hard. you just have to micromanage a lot to accomplish anything in the game.
And since the game is really badly designed for micromanagement, it could give you the impression that it's designed to be hard, while it basically comes down to bad UI design. If the AI behavior was a bit more logical and the UI was designed in such a way that it's easy to dictate priorities for the entire colony or for colonists themselves, the game would be much easier.

_ It's not true, at least my case, since i don't usually micro my pawns. May be, may be because i'm using Haulpriority mod ( still work in alpha 15 ) then i don't see i have to micro them to do their job frequently, except only when fighting.

I don't want to use mods to play a game properly. Rimworld is supposed to be a random story generator and for the story to be any good the colonists have to behave realistically in a survival scenario without me having to micromanage the shit out of them. When you crashland on a planet you don't complain about the rooms being too dirty and if you do instead you clean them without me having to micromanage a dedicated cleaner or hauler to  bury corpses.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Scalare on September 28, 2016, 07:50:56 AM
Quote from: res34 on September 28, 2016, 07:32:11 AM
Wait, were we supposed to give a detailed rebuttal? I thought that he just wanted us to tell him he was wrong if we'd played for 2-3+ weeks. OK, here's my two cents then:

The fact that you appear to be just leaving human corpses laying around would by your fault. You should either haul them to an out of sight stockpile, bury them in a grave, or burn them. The only reason you're colonists would even attempt to eat them is if you're not very good at prioritizing gathering and cooking food.

The game isn't very good at that either with automatic prioritizing of tasks. You would expect if people go hungry that they slaughter more animals, cook and grow more food and if the rooms are getting too dirty that they would clean more, as can be expected from a story generator. But sadly you have to manage the shit out of everything to make colonists not behave like kim kardashian ;).
Title: Re: Why rimworld gets boring and sucks later on.
Post by: neobikes on September 28, 2016, 08:07:21 AM
Quote from: res34 on September 28, 2016, 07:32:11 AM
Wait, were we supposed to give a detailed rebuttal? I thought that he just wanted us to tell him he was wrong if we'd played for 2-3+ weeks. OK, here's my two cents then:

The fact that you appear to be just leaving human corpses laying around would by your fault. You should either haul them to an out of sight stockpile, bury them in a grave, or burn them. The only reason you're colonists would even attempt to eat them is if you're not very good at prioritizing gathering and cooking food. Starvation will force them to do this.

Also why are you butchering human corpses? That's essentially the only way to acquire human meat in an unmodded game.

When you go to restaurant do you get MENU and pick or you just eat trashes in back of kitchen, because you can't wait for something you should eat?
Title: Re: Why rimworld gets boring and sucks later on.
Post by: neobikes on September 28, 2016, 08:13:03 AM
Quote from: iceteazz on September 28, 2016, 06:58:12 AM
_ Read till the line : "So you install MODS."

_ That's the basic problem that make you boring. Because the vanilla game was designed for a specific purpose and well balanced in a way make the game Hard, so if you got some mods installed, there are pretty much no more balanced, even the most tiny QoL mods make the game easier, more QoL, more comfortable you have, more boring you feel. Some mods even so imbalanced, overpower enough that you never care to use original items again, and you have to add some more mods that make game Harder, and again the cycle of boring, mods that make the game easier let you feel boring and you install some mods make the game harder, when  you feel so hard, you need more QoL mods, items to deal with the difficulty of the game, then you back to some more mods etc.

_ And many mods will add more feature in the game, and make it more complicated, rather than more fun. That's why i'm back to play RimWorld with minimal mods installed. I use some, for sure, but not much, i don't even use EPOE or Hospitality anymore. Vanilla game + Randy Extreme + permadeath = more fun than i expected.

Please post your picture your colony reach 500k on challenge or extreme and say it again - i want to see your "not so bored" face :) ... or maybe your a sandwich player
Title: Re: Why rimworld gets boring and sucks later on.
Post by: delheit on September 28, 2016, 08:43:07 AM
This game is designed to be a simulation of watching self destructive retards in an old folks home try to slowly kill themselves and its your job as the nurse to manage their second by second existence and keep them alive and give them their meds.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Jarwy on September 28, 2016, 09:43:37 AM
2-3 weeks of Rimworld. Oh my.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: iceteazz on September 28, 2016, 10:14:10 AM
Quote from: neobikes on September 28, 2016, 08:13:03 AM
Quote from: iceteazz on September 28, 2016, 06:58:12 AM
_ Read till the line : "So you install MODS."

_ That's the basic problem that make you boring. Because the vanilla game was designed for a specific purpose and well balanced in a way make the game Hard, so if you got some mods installed, there are pretty much no more balanced, even the most tiny QoL mods make the game easier, more QoL, more comfortable you have, more boring you feel. Some mods even so imbalanced, overpower enough that you never care to use original items again, and you have to add some more mods that make game Harder, and again the cycle of boring, mods that make the game easier let you feel boring and you install some mods make the game harder, when  you feel so hard, you need more QoL mods, items to deal with the difficulty of the game, then you back to some more mods etc.

_ And many mods will add more feature in the game, and make it more complicated, rather than more fun. That's why i'm back to play RimWorld with minimal mods installed. I use some, for sure, but not much, i don't even use EPOE or Hospitality anymore. Vanilla game + Randy Extreme + permadeath = more fun than i expected.

Please post your picture your colony reach 500k on challenge or extreme and say it again - i want to see your "not so bored" face :) ... or maybe your a sandwich player

_ I launched a ship from Desert map, -20 to +30 C, one man cast away ( start with nothing ) Randy Intense 1m7 wealth no save scumming. I can post my pic for you, screenshoted right before i launched the ship.

(http://i.imgur.com/GpbtsL2.png)

_ It's nothing, but my small victory, the desert map isn't that hard and i'm not a good player though, lost 12 people in the end.

p/s: After this base, i found that EPOE makes the game much more easier when i have enough plasteel, right now i'm doing a ice sheet Randy Extreme permadeath, no EPOE mods anymore, just some tiny QoL mods or fashion mods.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Lowkey1987 on September 28, 2016, 11:07:50 AM
Good afternoon Ladys and Gentleman,

i would like to give my two cent to the creator of the topic. First of all: I dont like it when people use such hateful words. Why "jerk"? Its not nice and i dont think that you have the right to be harmful in such a way. I will explain why.

First of all, the game is not finished. I read the example with the restaurant which didnt serve quite well. This isnt a restaurant, and if: You can tell the chef how to do things better. More spice, less heat. And there is no need to scream, because the chef told you: "Hey, the dinner isnt ready yet. You can purchase it, and help make it better, if YOU want it." before you make your order.

Most people know, that in the development phase, your saves are not sacred. They will get lost until the game is finished, with every new version. But this is okay, because we get new contend. But nobody is pressing you into playing the new version. You can, if you like.

Second is the "My people act stupid because the system isnt perfect". As i understand Tynan, a part of this is intended. These are people, and they will do thinks in an ineffective way. Because humans arent drones. They will complain about many things, so we could solve these problems.
They will fire at everything that is trying to kill them (expect hunting animals), and our job is do the tactic part. If the melee walks in front of the minigun, shit will hit the fan. Why did he go there in the first place? Perhaps a wrong command.
Why eating human meet? Was there no normal food?
Last: Now, more problems are caused by unfinished business of Ludeon. And they are working on it.
Until they are finish you can help them by giving examples when problems occur. So they have a chance to change. Like the fire hold button. I think this is a great idea! Post it on the suggestion forum, and perhaps they implement it. I didn't think of this, you do.

To the thing after your 2 cent:
Anybody can tell, why he like the game, no matter how long he is playing. Some of use work many hours, and cant play often. Do they need more weeks so suffice? This should only show you: Don't throw random numbers to sift the number of opinions down. Every discussion needs to be open to learn something.
For you: Please don't throw shit at people, because they didn't do what you think they should be doing. Its not nice, and will not support your claim.
Have a nice evening!
Alex

PS: English isn't my first language but I hope my words are understandable.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Serenity on September 28, 2016, 11:10:18 AM
I was going to agree with some points, with that tone and the bad spelling, why bother?
Title: Re: Why rimworld gets boring and sucks later on.
Post by: carbon on September 28, 2016, 11:49:50 AM
I think the only part of the OP that I really agree with is that the developer should now be named "Tytan" Sylvester.

That's even better than Tyler (https://ludeon.com/forums/index.php?topic=25593.msg260088#msg260088).
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Lowkey1987 on September 28, 2016, 12:00:20 PM
Ups....  :o ...
Title: Re: Why rimworld gets boring and sucks later on.
Post by: FMK on September 28, 2016, 01:22:41 PM
The OP is a perfect example of how not to do constructive criticism, but I'll bite:
Cassandra, Challenge, Permadeath, No Mods (http://images.akamai.steamusercontent.com/ugc/263847757269748721/7609E200230BC0485F6D6A064915F70393FEEE4B/) - You are wrong.

'Mods' -> 600 hours in RimWorld on Steam -- not all on that save, obviously. Still haven't felt the uncontrollable need to touch a single one. Which, of course, isn't even counting the time I've played before it came to Steam.

'Pathfinding' -> A compromise between what would be logical, and what is fast to calculate. I remember in some of the older alphas where pathfinding took the best route almost always no matter how complex it was, and it just tanked the FPS to be unplayable even at 1x speed in the late-game, so I am grateful for the changes, even if it means colonists sometimes take a bit (or even a lot, in some cases) longer to get where they're going.

'Must start a new save with every major update' -> Expected of an Alpha game, can still Frankenstein a save to work with a later version if you care about it so much.

'Why is there not a 'no walks tile' option?' -> Because it would literally be a redundant system to zones, with no real advantages. Invert Zone exists for a reason.

'There is no 'Hold Fire' button for colonists' -> Admittedly would be nice, but is hardly a deal-breaker.

'Can't forbid colonists from eating certain food.' -> While I agree that it would be nice to have food settings similar to how drugs are (making a stockpile of survival meals for emergencies is a chore), colonists will never consider corpses a valid meal target unless they're starving and there is no other accessible food on the map.

Though I will admit that it's somewhat silly that colonists fall into the 'I'm so hungry I'll even eat a corpse' mindset the instant they start starving -- would make more sense if it was after they reach 20% or so starvation, to emulate a 'I haven't had anything to eat for what feels like an eternity, I'm feeling so weak... I'll eat anything' mindset better.


I do have some other minor issues with the game, like drug production being stuffed under crafting rather than being its own work category, or the lack of certain QoL features like being able to have changeable priorities for workbenches (To, for example, be able to prioritize butchering over cooking without having to lock the cook into the action of butchering). But they're hardly enough to ruin the game for me or to push me to using mods.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Litcube on September 28, 2016, 01:31:35 PM
I fear for this new generation of entitled gamers.  God help us and our beloved hobby.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Edmon on September 28, 2016, 03:16:48 PM
Quote from: Litcube on September 28, 2016, 01:31:35 PM
I fear for this new generation of entitled gamers.  God help us and our beloved hobby.

Can't agree with you more.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: MikeLemmer on September 28, 2016, 03:47:32 PM
Quote from: Litcube on September 28, 2016, 01:31:35 PM
I fear for this new generation of entitled gamers.  God help us and our beloved hobby.

I fear more for the developers once the fans decide puking on them is a valid form of criticism.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: stu89pid on September 28, 2016, 03:53:16 PM
Quote from: FMK on September 28, 2016, 01:22:41 PM
The OP is a perfect example of how not to do constructive criticism, but I'll bite:

Just wanted to commend your polite, controlled response to an otherwise ranty, whiny, ridiculous post that basically said the OP knew there are systems in the game to avoid some of the problems he is whining about, but he/she just wasn't willing to use those systems.

If I responded to the OP, I would have been much less pleasant or helpful, so good job being a better person than I.

And seconding wanting to be able to prioritize between work benches that use the same "work type" (IE butcher table/stove, crafting area, stonecutting, machining table etc).
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Zhentar on September 28, 2016, 05:17:59 PM
Quote from: FMK on September 28, 2016, 01:22:41 PM
'Pathfinding' -> A compromise between what would be logical, and what is fast to calculate. I remember in some of the older alphas where pathfinding took the best route almost always no matter how complex it was, and it just tanked the FPS to be unplayable even at 1x speed in the late-game, so I am grateful for the changes, even if it means colonists sometimes take a bit (or even a lot, in some cases) longer to get where they're going.

But we could have our cake and eat it too! It's harder (particularly for RimWorld's very non-uniform path costs), but there are approaches that would allow significantly better path determination while even improving on the current performance. One of the things that I think is neat about the current pathfinding logic is that it tries harder to find optimal paths for slower moving pawns (a stoned, peg-legged pawn carrying a rescued colonist will always pick perfect paths). But the flip side of that gets frustrating - the more effort you make to have efficient routes and fast pawns, the less effort they'll put into actually using it all effectively. (I've been playing with the pathfinding code recently, and hopefully I'll have a mod that improves it significantly in the near future)
Title: Re: Why rimworld gets boring and sucks later on.
Post by: mastamage on September 28, 2016, 05:38:16 PM
everyone has its thing, managing a colony is not your thing it seems.... feeding corpses to your colonists is like removing the stairs from a pool in the older sims games....

i still play on easy mode, but i need to not forget easy but important mood things... to not have lots of dazed colonists.

this is a hard game, even on easy, if your colonists eat corpses, and you dont get why..... it maybe is too hard for you
Title: Re: Why rimworld gets boring and sucks later on.
Post by: res34 on September 28, 2016, 06:10:40 PM
Quote from: Scalare on September 28, 2016, 07:50:56 AM
The game isn't very good at that either with automatic prioritizing of tasks. You would expect if people go hungry that they slaughter more animals, cook and grow more food and if the rooms are getting too dirty that they would clean more, as can be expected from a story generator. But sadly you have to manage the shit out of everything to make colonists not behave like kim kardashian ;).

Wait, you expect the game to make NEW farms and hunt animals without prior selection? Do you even realize how stupid that is? If they built new farms whenever they were running low on food, where exactly are they going to place them - outside the walls of your city, in-between buildings, next to that cave filled with insectoids, etc...? And as for hunting, you do realize just how many animals will attack back? What if the colonist decided to hunt a bear or an elephant, just because they were low on food and that animal was nearby?
Title: Re: Why rimworld gets boring and sucks later on.
Post by: res34 on September 28, 2016, 06:12:43 PM
Quote from: neobikes on September 28, 2016, 08:07:21 AM
When you go to restaurant do you get MENU and pick or you just eat trashes in back of kitchen, because you can't wait for something you should eat?

Besides you're analogy being terrible, why does your restaurant have no food, have human corpses lying around, take forever to prepare food as if you hadn't begun farming or hunting, you're chefs had been butchering the previously mentioned human corpses and leaving the mean around... and yet you question why customers would resort to eating "garbage".
Title: Re: Why rimworld gets boring and sucks later on.
Post by: FMK on September 28, 2016, 07:39:54 PM
Quote from: stu89pid on September 28, 2016, 03:53:16 PM
Quote from: FMK on September 28, 2016, 01:22:41 PM
The OP is a perfect example of how not to do constructive criticism, but I'll bite:

Just wanted to commend your polite, controlled response to an otherwise ranty, whiny, ridiculous post that basically said the OP knew there are systems in the game to avoid some of the problems he is whining about, but he/she just wasn't willing to use those systems.

I much prefer giving people the benefit of the doubt with my first reply, because I like encouraging civilized conversations when possible.

That, and having been an admin for ~5 years at a place that used to be slightly popular... Let's just say, the OP is tame compared to some of the insanity I had to deal with back then.

Quote from: Zhentar on September 28, 2016, 05:17:59 PM
Quote from: FMK on September 28, 2016, 01:22:41 PM
'Pathfinding' -> A compromise between what would be logical, and what is fast to calculate. I remember in some of the older alphas where pathfinding took the best route almost always no matter how complex it was, and it just tanked the FPS to be unplayable even at 1x speed in the late-game, so I am grateful for the changes, even if it means colonists sometimes take a bit (or even a lot, in some cases) longer to get where they're going.

But we could have our cake and eat it too! It's harder (particularly for RimWorld's very non-uniform path costs), but there are approaches that would allow significantly better path determination while even improving on the current performance. One of the things that I think is neat about the current pathfinding logic is that it tries harder to find optimal paths for slower moving pawns (a stoned, peg-legged pawn carrying a rescued colonist will always pick perfect paths). But the flip side of that gets frustrating - the more effort you make to have efficient routes and fast pawns, the less effort they'll put into actually using it all effectively. (I've been playing with the pathfinding code recently, and hopefully I'll have a mod that improves it significantly in the near future)

Oh yeah, I don't doubt that pathfinding still has a ton of ways it could be improved while still remaining efficient. I'm just glad that it's no longer an instant colony killer, until it becomes a priority to improve it more in the base game.

I've definitely noticed that discrepancy with pathfinding logic because of mechs when they have to walk a long ways -- scythers take one route, while centipedes take an entirely different one.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: DuckBoy on September 28, 2016, 08:29:26 PM
I dunno... I had 3 useless people who couldn't haul, were addicted to crack, and were fresh out of crack.  They were also fresh out of turrets and food and freezing to death in a wintry mountainous desert. 

I left them to go grab dinner for an hour, and I came back and they were totally fine.  At triple speed. 

Now granted, totally fine still means they were eating the corpses of the other colonists that were all stuck on their beds since they couldn't haul.  But only one of them died. 

Colonists aren't all that stupid I think. 
Title: Re: Why rimworld gets boring and sucks later on.
Post by: mcgnarman on September 28, 2016, 09:43:19 PM
10/10 would read again
Title: Re: Why rimworld gets boring and sucks later on.
Post by: zandadoum on September 29, 2016, 02:00:00 AM
Quote from: neobikes on September 28, 2016, 06:09:59 AM
And this is the moment when u probably meet some first frustration about lacks of some basic necessity in this game. So you install MODS.
wrong.

i have almost 2000h. into the game (most of it before it even came to steam) and NO MODS

don't blame the game for your OCD
Title: Re: Why rimworld gets boring and sucks later on.
Post by: RazorHed on September 29, 2016, 02:16:05 AM
If you want colonists to walk on your fancy roads in the jungle , then don't leave them unrestricted.  Make a zone that covers your base and all the roads and if there's something outside the roads then add on to that zone until you collect that thing or mine that thing then delete that part of the zone. Don't include in that zone any freezer that has human corpses or meat until you are in a situation where you have human corpses to chop or store, then delete that freezer from the zone. If you have tiles you don't want pawns to walk , then delete them from that zone. The only problem with this aspect of the game is that you are limited to 5 zones unmodded.


Title: Re: Why rimworld gets boring and sucks later on.
Post by: Scalare on September 29, 2016, 03:37:08 AM
Quote from: DuckBoy on September 28, 2016, 08:29:26 PM
I dunno... I had 3 useless people who couldn't haul, were addicted to crack, and were fresh out of crack.  They were also fresh out of turrets and food and freezing to death in a wintry mountainous desert. 

I left them to go grab dinner for an hour, and I came back and they were totally fine.  At triple speed. 

Now granted, totally fine still means they were eating the corpses of the other colonists that were all stuck on their beds since they couldn't haul.  But only one of them died. 

Colonists aren't all that stupid I think.

They are more resilient than you think. That's why I usually don't care if some of them die in raids.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Scalare on September 29, 2016, 03:38:44 AM
Quote from: RazorHed on September 29, 2016, 02:16:05 AM
If you want colonists to walk on your fancy roads in the jungle , then don't leave them unrestricted.  Make a zone that covers your base and all the roads and if there's something outside the roads then add on to that zone until you collect that thing or mine that thing then delete that part of the zone. Don't include in that zone any freezer that has human corpses or meat until you are in a situation where you have human corpses to chop or store, then delete that freezer from the zone. If you have tiles you don't want pawns to walk , then delete them from that zone. The only problem with this aspect of the game is that you are limited to 5 zones unmodded.

If colonists have to be managed that way, that kinda defeats the purpose of having a realistic story writing AI right?
Title: Re: Why rimworld gets boring and sucks later on.
Post by: RazorHed on September 29, 2016, 03:57:12 AM
No
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Scalare on September 29, 2016, 08:05:12 AM
Quote from: RazorHed on September 29, 2016, 03:57:12 AM
No
So that's different than dwarf fortress then, which can be played with just a tileset an dwarftherapist and then the dwarves manage themselves a lot.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: pacna on September 29, 2016, 10:44:44 AM
To me, the reason RW gets a little old is due to it often being "hard" rather than "challenging."

If I need to do a complex procedure to be prepared for anything the game can throw at me, I can handle that. If I screw it up, I try again. That's what "challenging" means.

Rimworld is often more than challenging. Often, RW is "hard." By this I mean that in a good portion of games, you'll run into an event you just could never have overcome. Toxic fallout for 30 days? Too bad you just started. Just have an epic victory vs raiders? Too bad your cook got her nose shot off and her husband is cheating on her, sending the colony into that all-too-familiar death spiral.

Solar flares are a perfect example. There is simply no counter-play. Those things make me rage quit RW.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Serenity on September 29, 2016, 10:54:31 AM
Things just get a bit same-same as the game goes on. You do the same stuff over and over and only make minor alterations to your colony. But a lot of games are like that.

Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: avilmask on September 29, 2016, 11:26:25 AM
Quote from: Serenity on September 29, 2016, 10:54:31 AM
Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.
Try to start as a single tribe member. With inability to research for better challenge. Year or two without freezer.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Britnoth on September 29, 2016, 01:29:07 PM
Quote from: pacna on September 29, 2016, 10:44:44 AMBy this I mean that in a good portion of games, you'll run into an event you just could never have overcome.

False. Has been said before, and it is as false now as it was then.

You need to make some preparations for what events the game will throw at you. The game is challenging, but not unfair.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Scalare on September 29, 2016, 03:03:46 PM
Quote from: Serenity on September 29, 2016, 10:54:31 AM
Things just get a bit same-same as the game goes on. You do the same stuff over and over and only make minor alterations to your colony. But a lot of games are like that.

Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.

True. In rimworld it's almost impossible to survive without a freezer, but humanity has survived without them right until 1913.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: sadpickle on September 29, 2016, 04:14:14 PM
I'm not sure what is up in my game, I'm about 6 years in and have amassed massive amounts of wealth. But the raids I get on Randy are so laughable. Usually less than a dozen pirate at a time, or 4-5 mechs (no tribals, because I'm trying to avoid building a killbox). My impression from what I heard on the forums from people who had played long games was that the non-tribal raids started reaching mid-game tribal numbers. As it is I haven't seen a single raid with more heads than my colony. Guess it's time to go murder a tribal trading caravan...

The game needs some more end-game content, beyond just waves of raids, manhunter packs and toxic fallouts (3-4 in six years, come on Randy). Maybe a different crashed ship part that spawns mechs until you destroy it? Would encourage tactical engagement instead of just building 8 IEDs and sending a sniper to get the party started. I also like the idea (not mine, was suggested by someone on the forum) of Infestation mobs acting more aggressively and dragging incapped colonists back to their base. Right now they are far too exploitable.

I really don't have a lot of ideas, game design is not something I'm good at. But after about year 5 when you have solid defenses, a pretty big base, lots of resources, and raids that are easily dealt with but still provide an influx of tradeable crap... the wheels fall off for me. I still play at the point because Rimworld is a robust enough sim game that I enjoy managing inter-colony issues. But it's also very predictable. Nothing happens that makes me go "woah" anymore.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Jinxi on September 29, 2016, 04:35:21 PM
Quote from: sadpickle on September 29, 2016, 04:14:14 PM
The game needs some more end-game content, beyond just waves of raids, manhunter packs and toxic fallouts (3-4 in six years, come on Randy). Maybe a different crashed ship part that spawns mechs until you destroy it? Would encourage tactical engagement instead of just building 8 IEDs and sending a sniper to get the party started. I also like the idea (not mine, was suggested by someone on the forum) of Infestation mobs acting more aggressively and dragging incapped colonists back to their base. Right now they are far too exploitable.

I really don't have a lot of ideas, game design is not something I'm good at. But after about year 5 when you have solid defenses, a pretty big base, lots of resources, and raids that are easily dealt with but still provide an influx of tradeable crap... the wheels fall off for me. I still play at the point because Rimworld is a robust enough sim game that I enjoy managing inter-colony issues. But it's also very predictable. Nothing happens that makes me go "woah" anymore.

In all colonies i have build, the shit begins to rain over me, when i start to build the spaceship. Pest, raiders, dry thunderstorms, bugs, manhunters, poison-ships.....and all in short succession or simultaneously. My colonists are sick or breack down. All in Cassandra challenge. For me its enough end-game-content to deal with until i manage it to finaly and hopefully start the spaceship.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: neobikes on September 30, 2016, 01:27:23 PM
Quote from: RazorHed on September 29, 2016, 02:16:05 AM
If you want colonists to walk on your fancy roads in the jungle , then don't leave them unrestricted.  Make a zone that covers your base and all the roads and if there's something outside the roads then add on to that zone until you collect that thing or mine that thing then delete that part of the zone. Don't include in that zone any freezer that has human corpses or meat until you are in a situation where you have human corpses to chop or store, then delete that freezer from the zone. If you have tiles you don't want pawns to walk , then delete them from that zone. The only problem with this aspect of the game is that you are limited to 5 zones unmodded.

It wont wokr...


lots of things to be done in this gam. i w'ld come back in a year or so.
wonder why such issues arent worked out in this game.
I do like a HUGE coding that was done in this game by devs. I do think its tynans life work and will be. i think game is imba cool and no other have that climate.
but as i said game sucks becacuse of lack of many small things that should be mandatory.

pathfinding - well even with 35 colonists and 100+ herd animals and 100+ wild animals game runs smoothly.
Game start running slowly when u got lots of coolers, and lots if items in stores. or lots of items are being picked up in small amout of time. even on open space when stores are nearby and there is only sand games slows considerebly.
there must be bad coding inside about it.

also try selecting many builded stuff, like coolers or hydro's game freezes.
some coding is neccesary.
not to say framework is bad, but its performance... sucks, puke much
why not make pathfinding an option for slow or fast PC then?

Why make scroll smooth as we al know smoothing scrool is terrible via C# so far here
why not make it an option...
so much could be done.

but francly i feel like testers do not actually play this game, instea i feel they just make a certain situation for a certain problem and test it. i agree with myself that primo are CRASHES and errors. and then devs adding stuff. no one likes to modify already existing puked around shit.

the answer is - no one got so much time. no unlimited resources tynan got to improve game - i understand it fine.

but it will be at some point in game done.

like we saw a mod with icons, and then voula we got icons ingame, but why so cutout instead of full blown EDB icons had.

my post was just an example, so someone at testers will make attention and look at stuff that actually game is missing.

I mean no disrespeact anyone :D except tytat at which i puuuuke hardly :)
mood 5%
ty
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Britnoth on September 30, 2016, 02:54:31 PM
Quote from: Scalare on September 29, 2016, 03:03:46 PM
Quote from: Serenity on September 29, 2016, 10:54:31 AM
Things just get a bit same-same as the game goes on. You do the same stuff over and over and only make minor alterations to your colony. But a lot of games are like that.

Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.

True. In rimworld it's almost impossible to survive without a freezer, but humanity has survived without them right until 1913.

False. Try playing the tribal start for once.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: RemingtonRyder on September 30, 2016, 09:04:39 PM
Pawns don't seem to properly take into account:


Also, when they're choosing an item to haul job or finding a spot to stargaze or whatever, they seem to use the simple diagonal distance to pick the closest, while the actual walking distance might be much longer. I dunno, maybe I should build more entrances and/or tunnels so they don't have to walk so far around.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Shurp on September 30, 2016, 09:52:55 PM
Just a comment on difficulty: Cassandra is presently harder than Randy.  Randy throws a constant but thin stream of random events at you.  As long as you keep up you're fine.  Cassandra sits and watches you build stuff for several days, and then drops a giant pile of death on you.
Title: Re: Why rimworld gets boring and sucks later on.
Post by: Hydromancerx on October 01, 2016, 12:04:49 AM
Quote from: neobikes on September 28, 2016, 06:09:59 AM
Ok some points: - pathfinding - it simply does not exist i would say. Try playing some jungle and get pain in the ass watching colonists walking marshes and grasses instead of newly build wooden road for them. Watch colonists walking on chunks instead of avoiding them. Watch colonists harvesting hydrophonic tiles and jumping everystep to nonhydroponic tile just to reenter that tile again... ahhh

Use the area zones. Make your allows zone cover the WHOLE map. Then use the remove zone button to remove the areas on the map you don't want your pawn to walk to. It might not help path finding but it will keep them from walking into a swamp.