Since a few updates, I've noticed several changes have slowly pushed myself (and others by reading reddit/forums) to "'trick" the game, in a very videogame fashion.
Example : striping a downed raiders so you don't have the "dead man cloth" penalty. Also, killing him on the ground so you're not annoyed by the whole "kill a prisoner". Or let a drop pod pawn die because you don't want him to join. Avoiding convent child/sheriff like the plague, kill pessimist/too smart on sight, and since the drugs update, chemical fascination. Or the notorious "infestation spawn in the middle of your barn and kill all your animals, lol funny right ?", which is worth a topic by itself.
Now, I'd like some changes so I'm not feeling "forced" to do something unrealistic and very "gamey" to avoid something else. Dead man clothing is stupid, most of the clothes are tattered and useless anyway (representing the "full of bullet holes"). Infestations needs some work. Auto-join pawn on rescue need a player input (this guy want to join, do you accept ?). Bad traits need an incentive to have them (too smart for example can be valuable, chemical fascination, pyromaniac, pessimist ? Not so much). The "can't do dumb labor" need some rework to, because I feel like that's half the pawns.
agree, though it's difficult to make games harder without random events or dumb handicaps without improving AI. And improving AI is one of the more difficult things to do, especially when you don't have a budget and a team of programmers.
I'm more concerned about the "ridiculousness" of the situation than difficulty. Since Rimworld is made to be a story generator, let's consider this bit of story :
"Today we were attacked by raiders. We were able to chase them off, and one of them was badly wounded. Thankfully, we were able to remove his clothing before he died. Then Engie cut him to death because our doctor said he didn't want to install peg leg for training, since he already had to heal Jerbear and Table who fought each other over an insult, and his experience was capped for the day. I'm glad Engie killed him crudely while he was on the ground, because if we had to bring him back to execute properly, I would have been really angry by how we treat our prisoners"
That's unrealistic, ridiculous, and yet that's the best, easiest and more common way to handle post raids ATM.
Agreed, the dead man's clothes debuff was completely unnecessary and unwelcome. Like they'd be bothered about wearing an armour vest that belonged to a guy they killed once. If we assume they can wash clothes, this is a moot point. If they can't wash clothes, this is even less of an issue as the dead man's clothes may be cleaner than theirs!!
Quote from: Daguest on December 30, 2016, 07:48:41 AM
I'm more concerned about the "ridiculousness" of the situation than difficulty. Since Rimworld is made to be a story generator, let's consider this bit of story :
"Today we were attacked by raiders. We were able to chase them off, and one of them was badly wounded. Thankfully, we were able to remove his clothing before he died. Then Engie cut him to death because our doctor said he didn't want to install peg leg for training, since he already had to heal Jerbear and Table who fought each other over an insult, and his experience was capped for the day. I'm glad Engie killed him crudely while he was on the ground, because if we had to bring him back to execute properly, I would have been really angry by how we treat our prisoners"
That's unrealistic, ridiculous, and yet that's the best, easiest and more common way to handle post raids ATM.
Please do some more of these diaries. They're pretty funny
Meh. I think there should be a mood debuff for dead peoples' clothes. I've certainly inherited enough of them and been less than thrilled about it. (Or maybe have some "squeamish" pawns simply refuse to wear it.)
But that's probably hard to model. And the game engine probably isn't keeping track of whether somebody who used to be wearing a particular item is dead or not. So this mechanic is as close as we can come right now. Maybe it'll be fleshed out later. Maybe not.
Now, some people figured out a workaround (stripping dying enemy pawns) which requires them to be a little sadistic and craps all over the metagame. So? Every game system has edge cases and holes in its logic. If the story's so important to you, don't do it.
Personally I'd like to see the "dead man's clothes" debuff just replaced by a huge hit to durability if someone dies while wearing a given thing.
Dead man's clothes is there more to steer players towards tailoring early in the game. I think it also serves as a method to reduce early game cash flow. I personally would not object to a washing machine and mending station that would allow pawns to rework the dead man's clothes into something useful.
Infestations can be troublesome. The easiest solution is to not build under a mountain. Again, the infestation mechanic is there to provide challenge for mountain bases that are typically impervious to raiders and other hazards. I suppose it would be better if you stumbled upon a hive buried in the mountain than the hive randomly appearing in your bedroom.
Adding a "squeamish" trait would be interesting. Pawns with that trait would get sick during combat, mood debuffs from butchering animals, etc.
I think chemical interest / fascination is working well. I don't have issues with pawns using luciferm, flake & yayo because I keep a hefty stock of smoke leaf on hand along with good sources of entertainment. It's an easy way to manage the pawns without having to "trick" them.
wearing dead mans Cloth, lol
craft your own stuff, much better and better to sell anyway.
i dont get the People that Strip 20 tribals and collect 30 items to sell for 300 silver lul.
i just craft 1 alpaca wool chair in 5 seconds to sell for 1000 silver.
and even it you Strip the clothes from living pawns before you kill them, the items still have lost durability etc-
no worth at all.
wearing it? lol
i wont even sell it, all gets burned. <80% durability <superior
AI is difficult to program but the more time I spend with the game, the more I think we need an update that focuses on nothing but AI
I've been pulled out of the game too many times when colonists act so far out of line with human behavior that its impossible to ignore. Colonists go to bed when their rooms are being consumed by fire, Trade caravans die in poison clouds or to maddened animals when they could have just come inside my walls. Survivors with no place to go and no chance of survival march to their deaths in the wilderness rather than ask for a place to stay.
The game as it stands is a great start but I don't think it will ever feel complete until the pawns can enough like real people for me to care about them.
Grishnerf - your solution works for late game but not so much for earlier game or starts without a decent crafting stat. It doesn't excuse the absurdity of the dead cloths debuff either.
I think the dead mans clothing is absolutely perfect, just consider it ruined clothing from the fight, and the dead man is just the name for the ruined clothing.
You can make crazy amounts of silver mass producing clothing in the game right now, having clothing be valuable from raids would just make it insanely easy to make silver. They redid the pricing, so they had to do something about all the clothes from the dead raiders.
Weapons need repriced though.You can not even break even on making weapons unless you make legendary every time or masterwork just about breaks you even.
Quote from: Anomaly on December 30, 2016, 12:02:00 PM
Grishnerf - your solution works for late game but not so much for earlier game or starts without a decent crafting stat. It doesn't excuse the absurdity of the dead cloths debuff either.
yes in early game you will equip some dead mans items cause you have none crafted yourself YET, but that shifts quickly.
it is better this way.
before it made crafting quite obsolete.
and the dead mans debuff is not absurd.
Since tattered apparel already existed, maybe eliminate the dead man's apparel debuff and instead
tweak the damage modifiers to clothing based on how someone is killed.
I don't know how this is handled currently, (number of hits/weapon used?) but clothing worn by someone killed by a club should have minimal damage compared to a spear or bullets that should show significantly more damage. It could also force a decision: "Do I shoot this guy or club him because I need that parka?!"
Secondly, any apparel that is below 30% should be deemed unwearable.
It should not be able to be sold or worn, only incinerated.
Quote from: dosemeter on December 30, 2016, 03:25:00 PM
Secondly, any apparel that is below 30% should be deemed unwearable.
It should not be able to be sold or worn, only incinerated.
This creates useless items that slow gameplay and take computer resources for literally no reason.
Another way the player is encouraged to trick the game is with mechanoid raids. Since scythers and centipedes have such a huge difference in move speeds, it encourages the player to build big walls to ensure any raiders have to walk a long distance before getting to the actual defenses. Scythers run forth ahead of the centipedes and are dead long before the centipedes arrive. I've actually had times where I undrafted everyone for a few hours between waves.
Since centipedes are so tough and scythers so squishy, they should stay behind the centipedes. Whenever scythers show up for a raid they should search for a nearby centipede and "link" with it, staying always within a certain distance until combat starts. Mechanoids raids would actually be a threat with even some basic changes to their behavior. Instead it is way too easy to game the system.
Quote from: Daguest on December 30, 2016, 05:37:52 AMNow, I'd like some changes so I'm not feeling "forced" to do something unrealistic and very "gamey" to avoid something else.
Who is forcing you other than yourself?
Seriously. Play the game however you want, but for some reason you're playing a way you don't want and complaining about that.
If half the pawns are useless (I agree it's an issue), either roleplay as a brutally strict tribe leader who gets rid of anyone who can't carry their own weight (optimal play) or roleplay as though you have to actually take in and adapt to the various weaknesses of your colonists, or somewhere in the middle.
The game is extremely flexible in how difficult or easy it can be. A clothing debuff shouldn't be that big of an issue. If it is, go down a difficulty level. Not complicated stuff.
Given the crappy quality of the clothing on shot up bodies, I never bother to strip them anyway. We have all the resources we need now to make our own clothing and gear. The weapons raiders carry is loot enough.
As for other opportunities to gaming the game... one does not *have* to. You can play the game as intended. If you know the AI is doing stupid things, instead of exploiting it, make choices which make the AI's job easier. If your base is well designed you'll survive anyway.
The only time I feel pushed is when a game aspect ceases to be fun. Toxic Fallout destroys my forests so I've edited it out of the game. Turrets seem overpowered so I nerfed them rather than abandoning them entirely. And so on. If you feel pushed to do something that isn't fun, don't do it. Do something else instead :)
Quote from: Shurp on December 30, 2016, 10:24:27 PM
As for other opportunities to gaming the game... one does not *have* to. You can play the game as intended. If you know the AI is doing stupid things, instead of exploiting it, make choices which make the AI's job easier. If your base is well designed you'll survive anyway.
You don't have to. OFC. But sometimes it's simply easier, and sometimes you do it inadvertently. For example, scyther slower than centipede, most of the time you split them but not on purpose. Dead man cloth, are you going to wait to strip the downed guy clothes, when you can do it while he is alive and have his stuff ? And for the rescue pawn which is a terrible pawn already breaking while twisting on the ground, will you really take him into your colony, knowing he is going to break 100% of the time ? How many times did you left a mined part of the map as is, because you noticed that was where the infestation spawned, instead of your barn/prison/dining room as it did before ?
I mentioned dead man clothing because that's the newest, but the more Tynan find alternative to not "exploit" the game, the more I find myself gaming the game. I don't do it specifically on purpose most of the time, I just do it without thinking.
For example I had a weak spot in the cliff surrounding my base, on the opposite side of my "killbox" (lucky map, only one entrance to my colony). I knew raiders would try to break there, so I put tons of traps, and it worked. That's gaming the game. But what's the alternative ? Pretend this weak spot is not going to attract them like a magnet ?
Sure, in previous alpha the game had its flaws, like sapper killing themselves, or raiders throwing themselves at the killbox. But on the other hand, it was fun. Now raiders turn around my colony and split, with every single pawn attacking a different door/wall, making it tedious. Sapper throw themselves at my traps. And I strip people before killing them.
Quote from: DeathWeasel on December 30, 2016, 03:57:15 PM
Another way the player is encouraged to trick the game is with mechanoid raids. Since scythers and centipedes have such a huge difference in move speeds, [...]
I'm currently playing at the smallest available map (flat) and my first/only line of defense is about 40 tiles in from the map border. Mechanoid raids spawn frequently due to only one enemy faction. By the time my instantaneously drafted colonists arrive at one side of my loophole wall, Scythers arrive at the other side of it, or walk through it. After their obliteration, I can easily undraft all short ranged pawns and let the snipers (+ ev. survival rifles) go out to mercy kill the Centipedes.
tl;dr: Centipedes are so slow, pulling a Vasily Zaytsev is the way to go, even on small maps.
I think the whole process would work better, and be more palpable to swallow, if the penalty was on a timer so pawns would eventually 'get over' the fact they are wearing blood stained rags.
my tailor makes masterwork and legendary stuff... none of my colonists would even THINK about picking up a *D* item
then, i also have a stockpile and incinerator where everything "except non *D*" gets burned
corpses? again, incinerator next to kill box, problem solved....
I agree that there are situations where I feel the need to 'trick' the game into getting a desired outcome. This usually involves more micromanagement. Specifically through hauling assignments.
There are other situations too, where that neurotic, abrasive, chemically interested glitter world surgeon just isn't WORTH it... you know?
Really every pawn is valuable, but some are not valuable enough. I guess that says something about us more than the game though.
Mechanoid raids do need fixing. For the exact reason stated before. Scyther speed and centipede speeds are too far apart making an effective attack impossible.
Quote from: Daguest on December 30, 2016, 05:37:52 AM
Since a few updates, I've noticed several changes have slowly pushed myself (and others by reading reddit/forums) to "'trick" the game, in a very videogame fashion.
Example : striping a downed raiders so you don't have the "dead man cloth" penalty. Also, killing him on the ground so you're not annoyed by the whole "kill a prisoner". Or let a drop pod pawn die because you don't want him to join. Avoiding convent child/sheriff like the plague, kill pessimist/too smart on sight, and since the drugs update, chemical fascination. Or the notorious "infestation spawn in the middle of your barn and kill all your animals, lol funny right ?", which is worth a topic by itself.
Now, I'd like some changes so I'm not feeling "forced" to do something unrealistic and very "gamey" to avoid something else. Dead man clothing is stupid, most of the clothes are tattered and useless anyway (representing the "full of bullet holes"). Infestations needs some work. Auto-join pawn on rescue need a player input (this guy want to join, do you accept ?). Bad traits need an incentive to have them (too smart for example can be valuable, chemical fascination, pyromaniac, pessimist ? Not so much). The "can't do dumb labor" need some rework to, because I feel like that's half the pawns.
I look at these as driving the player to be creative.. which in your case is to just kill all of them. ahem, no comment.
I do find some of the stuff like can't do.. as annoying but heck, the game is in alpha :)
wearing dead peoples clothes, when YOU killed them is creepy as f***. the debuff makes sense. tailoring makes a lot more sense.
There are ways to game the infestation too.
One thing you can do for infestation prevention is to lay power cable across all overhead mountain tiles. They don't seem to spawn in rooms that are all power cables. This will make the room less beautiful, and if you have it linked up to a battery now creates a big risk of explosions/fires. So I just make sure that if I'm doing this, I don't link it to a battery. Or I have a fusebox mod installed because it's silly not to have circuit breakers you can research and build when you can build space ships.
The other thing you can do to prevent infestation problems is to dig out large indoor areas you don't intend on using for anything other than infestation bait. With enough of these you can effectively bait the infestations to occur where you want them instead of where they would be most problematic.
With regards to the OP the game has always been about tricking it, the storyteller system just works that way. You want the game to think you are not doing well so that it screws you over as little as possible. In whatever ways you can't trick the game you are incentivized to be minimalist. Everyone could have super wealthy super expensive bedrooms but the raid scaling isn't worth the mood boosts. You don't want to have many colonists incapable of violence or useless in fights because every colonist contributes to raid scaling. You don't want to have amazing high quality plasteel melee weapons because they contribute to raid scaling far greater than they actually perform better than steel, and are as equally useless against mechanoid raids. Sometimes you don't even want to grow too much at once because the game will be more inclined to blight you and screw you out of everything.
Hey that shirt has a big hole in it! And what are these brown stains around it. And it itches when I try to wear it!!!
*Urist has gained an unhappy thought* (Actually, I saw a NPC named "Urist" during a raid)
It kinda makes sense with the debuff. It's not nice to wear a parka that still has brain tissue and tiny bone splinters splattered all over it. However, it's really fancy to wear a new human-skin cowboy hat just to show off how badass this colony is.
I didn't want to turn the whole thread into the "dead man apparel is bad/good", since we already have several topic for it. I wanted to show that the more the game progress, the more penalties are hidden, and push the player to do un-realistic, and downright ridiculous looking actions to prevent them.
I think Tynan have been focusing on preventing "exploits" to much lately. Especially considering some/many of them were actually realistic (killbox=medieval castle gate, insect "farm" and so on). Also, several player control over the game have been simplified or removed, for no reasons that I can see. For example, the repair merged with construction. Or the rescue crashed pod pawn who randomly will insta join, without any player input. So basically, the guy you want, you'll still have to capture him to be sure you'll have the opportunity to recruit him. The guy you don't want, you'll have to let him die.
This is added to the already exaggerated and unrealistic part of the game. Can't haul, chemical fascination dying in a month after joining due to OD/luci addiction, "lock in my room" because I'm hungry, and thus starving to death while food have been made available, the frail+bad back who will be downed by smoking smokeleaf, the infamous 30moons planets with eclipses every week, no fuse technology by 5500 and so on.
So, in the end, we have a forced and exaggerated simulation to push the player into some situation with gameplay stopgap preventing some exploits. So, what the player does ? He trick the game, because all of it is already breaking the 4th wall. You can react as in you were in this situation, because you wouldn't be in this situation in the first place, since it doesn't make sense.
Quote from: Catastrophy on January 02, 2017, 06:47:07 AM
Hey that shirt has a big hole in it! And what are these brown stains around it. And it itches when I try to wear it!!!
*Urist has gained an unhappy thought* (Actually, I saw a NPC named "Urist" during a raid)
It kinda makes sense with the debuff. It's not nice to wear a parka that still has brain tissue and tiny bone splinters splattered all over it. However, it's really fancy to wear a new human-skin cowboy hat just to show off how badass this colony is.
Tattered represent the "bullet in the cloth" thing. But if the Tshirt is clean and neat because you made a headshot, and he was wearing a parka to protect it from the blood, then I don't see the issue. Especially when removing said bullet ridden cloth when the raider is dying on hte ground is totally fine, but as soon as he die, the tshirt is contaminated or something. I guess we have a zombie infestation going.
I get what you mean. One thing is immersiveness and believability - the other is whether the gameplay adds to the game.
So do Deadman clothes add to the game in gameplay? Personally: No, all it does is increase unnecessary jobs. It might be intended, but I feel the category of armour and apparel should not be the same.
And the sorting and handling in stockpiles is now a nightmare. Try gathering stuff now in a specific place - it's insane. I'm currently trying a mod that allows item repair - it's not really fun to use and requires too much fiddling.
Overall I feel the whole stockpile system could use a heavy look at to make things less tedious.
I remember shying away from old worldsaves in DF just because I didn't want to bother re-understanding the complicated flow of goods between stockpiles. And DF had quantum storage right away.
Negative traits are exactly that.
Negative. I like it that way. Adds some variety even if it is annoying.
But I think pyromaniac for instance should be able to use flame weapons more effectively.
Dead man's debuff is crazy in a survival game. You've got bigger problems. Combine that with the fact that the colonists will run to grab and wear the items, and then complain about it. After each siege I have to spend minutes recruiting each colonist one by one, and making them go to the dump zone, drop the "dead man's" armor'ed vest and personal shield. Then walk away. Keep the dropped item forbidden until I can sell it.
If you hate it so much, why did you run to grab and wear that dead man's clothing?
Quote from: TimTumm on January 04, 2017, 11:23:46 AM
Dead man's debuff is crazy in a survival game. You've got bigger problems. Combine that with the fact that the colonists will run to grab and wear the items, and then complain about it. After each siege I have to spend minutes recruiting each colonist one by one, and making them go to the dump zone, drop the "dead man's" armor'ed vest and personal shield. Then walk away. Keep the dropped item forbidden until I can sell it.
If you hate it so much, why did you run to grab and wear that dead man's clothing?
just craft better stuff. they will Auto drop dead mans stuff and equip the best possible clothes you have.
i would go mad iuf i had to Micro everyone cause of deadmans appearal :D
Quote from: Elixiar on January 03, 2017, 11:20:07 AM
Negative traits are exactly that.
Negative. I like it that way. Adds some variety even if it is annoying.
But I think pyromaniac for instance should be able to use flame weapons more effectively.
I have nothing against negative trait. But some of them tends to lead to ridiculous situation that are not anywhere close to reality, or plausible. Like the pyromaniac igniting fire while 5 persons are around extinguishing them as fast as he can make them. The 30+ year old chemical fascinated pawn who will basically die of OD/Luci addiction in less than a month, despite surviving a least a few years with his issue.
Then you have the whole unrealistic breaks, which was discussed over and over, like people going berserk fairly regularly, or going into mental break because they ate without table. Or funnier, becoming dazed/locked in room because they didn't reach food in time. Leading to the absurd situation of the pawn dazed in your foodstore, because he was hungry.
And on top of that, you have the extreme trait. Especially when stacked. Pessimistic+too smart for example. Or the good old convent child + sherif, usually with a very low art, so basically, they are good for nothing. And once in a while you have the Glitterworld surgeon+vat soldier, which is incapable of medicine, despite being a surgeon.
Or the frail+bad back (they can barely move with a parka), who will be downed by smoking a joint. I heard pawn with brain damage can die from a joint to (consciousness below 0).
And I didn't even start on the "incapable of hauling" who will still haul for whatever job he is doing.
As you can see, numerous examples of the absurd. They are common in the game nowadays, and while they are funny, they are not plausible in any way. So, not only they are ridiculous, but from a gameplay point of vue, they are an issue best avoided. So, why the player would use them ? They have no incentive by themselves. Why not discard them, usually in another absurd way (punching a bear naked, going in a caravan alone without food,...) ?
Oh i totally agree with dead man's clothing it makes zero sense and people did that and still do without feeling bad lol. They are dead and dont need the clothes anymore. I was gone from this game for the last 6 months so missed a lot of patches, but this was the first thing I noticed I didn't like.
If the the game does things you cant mitigate for then that really breaks the 4th wall. For example I had a single colonist and he got the plague on day 16. There was 0 ability to do anything, he died with 70 immunity on a silver bed so I don't think much would have saved him. Or of you get a raider with a survival/sniper rifle and 10+ shooting skill early on. You just end up having to save scum or start over and it feels like you got no shot.
Breaks the 4th wall ? In meatspace, poor people keep dying because they don't have access to medical care. Or simply have bad luck.
Quote from: Grishnerf on December 30, 2016, 11:53:00 AM
wearing dead mans Cloth, lol
craft your own stuff, much better and better to sell anyway.
i dont get the People that Strip 20 tribals and collect 30 items to sell for 300 silver lul.
i just craft 1 alpaca wool chair in 5 seconds to sell for 1000 silver.
and even it you Strip the clothes from living pawns before you kill them, the items still have lost durability etc-
no worth at all.
wearing it? lol
i wont even sell it, all gets burned. <80% durability <superior
^^ this.
But i agree, that the D(ead mans clothing) is unneeded. Just reduce the durability by random 10-50% and all is well. Less modifyers to watch for and programm mods for.
The idea of dead mans clothes are something that happens in real life, you might not feel bad about buying someone's clothes from their closet after they die, but now imagine you shoot someone to death and take their bullet riddled shirt and put it on... That is something most people don't take easy. Also the idea of killing someone as a prisoner vs when wounded on the ground goes with the fact that in battle if you finish off your opponent you have no real connection to them other than they attacked you, while if you haul someone injured inside, help patch them up, and then blow their head off, kind of leaves a different feeling in your head.
Quote from: Daguest on December 30, 2016, 05:37:52 AM
Since a few updates, I've noticed several changes have slowly pushed myself (and others by reading reddit/forums) to "'trick" the game, in a very videogame fashion.
Whaaaaaat?
Quote
Example : striping a downed raiders so you don't have the "dead man cloth" penalty.
Nearly every real world country that incarcerates people strip them down for prison. Rimworld doesn't let you force-cloth them in a prison suit, but stripping them of their gear is standard procedure. It's not "avoiding" anything.
QuoteAlso, killing him on the ground so you're not annoyed by the whole "kill a prisoner".
Finishing off an enemy is not an exploit. It's a decision. Also, prisoners of war are now considered "guilty" (i forget the exact in-game term) for a while after you capture them, allowing you to kill them without a negative mood penalty until it wears off.
QuoteOr let a drop pod pawn die because you don't want him to join.
Again, not an exploit, just a decision. You do not have to let them join. This is not considered cheating or anything like that.
QuoteAvoiding convent child/sheriff like the plague, kill pessimist/too smart on sight, and since the drugs update, chemical fascination.
I don't mean this as a personal attack, but it's starting to sound like you are avoiding getting better at the game by reacting to things that don't line up with exactly what you want for your colony. That will always get you frustrated in a game like Rimworld. I don't recall the covenant child trait but sheriffs usually have very good combat skills. They can be very useful as a hunter/fighter in a larger colony. You may or may not want them in a smaller colony if you already have good fighters, but my point is that it's situational.
As for Too Smart, I LOVE that trait! It's one of the best. Increased skill learning speed for every single skill? Absolutely! I will even take a pyro if he has Too Smart!
QuoteOr the notorious "infestation spawn in the middle of your barn and kill all your animals, lol funny right ?", which is worth a topic by itself.
Infestations only occur inside mountains. Knowing this, you can build your animal and colonist sleeping zones elsewhere and avoid the insta-kill. It also helps to dig out large unused areas because that creates more places they can spawn that are not in sensitive areas. There are other things you can do to mitigate infestations, it just takes some learning. Personally I consider infestations one of the easiest types of events to handle. They are even less stressful to me than simple heatwaves and coldsnaps.
QuoteAuto-join pawn on rescue need a player input (this guy want to join, do you accept ?).
If you're thinking of this as the game forcing you to accept the pawn as a new colonist, don't. Think of it more as the pawn wants to join and tries to, simply by just staying around and helping out. You technically don't have to build him a room or give him medicine, but you can if you want. You could also tell your colonists to attack him, but, just like in real life, many of them probably don't want to just kill someone who is trying to join and help out.
QuoteBad traits need an incentive to have them (too smart for example can be valuable, chemical fascination, pyromaniac, pessimist ? Not so much). The "can't do dumb labor" need some rework to, because I feel like that's half the pawns.
I'm not sure how to react to this. Negative traits should have an incentive to have them? No, then they'd be positive traits. There are some mixed value traits already. This one isn't so much a "you're wrong" as much as a "what you're asking for just isn't what the game is intended to be".
I think the dead man's clothing is fine. Pawns automatically wearing the clothes of dead people because they're better is not fine. Same as pawns with phobias or philias. If you like the nighttime instead of the daytime and you're on 100% free time, why don't you reorient to a nocturnal sleep cycle and relax during the day? It is free time of course.
Quote from: GiantSpaceHamster on January 10, 2017, 02:47:55 PM
Quote
Example : striping a downed raiders so you don't have the "dead man cloth" penalty.
Nearly every real world country that incarcerates people strip them down for prison. Rimworld doesn't let you force-cloth them in a prison suit, but stripping them of their gear is standard procedure. It's not "avoiding" anything.
I think you didn't get him. You decide to let a downed raider die. The looted clothes now have the D, which debuffs your colonists mood. Next time, you're smarter and strip him to avoid the D. Two minutes later, the pirate dies. Where's the difference? I say, you just tricked the AI (to gain an advantage).
Quote from: Thyme on January 10, 2017, 03:26:53 PM
Quote from: GiantSpaceHamster on January 10, 2017, 02:47:55 PM
Quote
Example : striping a downed raiders so you don't have the "dead man cloth" penalty.
Nearly every real world country that incarcerates people strip them down for prison. Rimworld doesn't let you force-cloth them in a prison suit, but stripping them of their gear is standard procedure. It's not "avoiding" anything.
I think you didn't get him. You decide to let a downed raider die. The looted clothes now have the D, which debuffs your colonists mood. Next time, you're smarter and strip him to avoid the D. Two minutes later, the pirate dies. Where's the difference? I say, you just tricked the AI (to gain an advantage).
I did not misunderstand his point, I just disagree. As the player it can be easy to analyze things logically and whether the pawn died just before or just after the clothing was removed seems irrelevant, but as a human being, I think a lot of people would be weirded out by wearing clothing that someone else died in. Heck some people would be weirded out by wearing clothes that someone wore just before they died even if they didn't die in them, but I think Rimworld took a reasonable approach to this mechanism.
"D" apparel is only a problem if you want to sell it. For helmets / armor vests, you put them on equipment racks and equip just before combat. Battles are over too fast for a small mood penalty to matter.
I also hate events forcing colonists on us. Stop forcing us to accept colonists via events. Just. Stop.
Honestly, using the "meta" has always been a big part of this game going back to the beginning. I don't think that is ever going to change because doing so would make the game a tad bit easier and the hardcore crowd would riot. Or go back to playing DF. :P
Because games have rules you're always going to be able to cheese them somehow, as long as you understand those rules. The idea of getting better at the game is to be less reliant on them and learn to play the game as intended, and then find even better and more creative ways to break things if you're so inclined. Don't like the penalty for wearing dead peoples' gear? Find ways to get your own, better quality, self-produced gear into the hands of your colonists so you don't need to rely on dead people for clothes, or find a way to off-set the penalty with some positive mood bonus if you absolutely have to.
QuoteQuoteAvoiding convent child/sheriff like the plague, kill pessimist/too smart on sight, and since the drugs update, chemical fascination.
I don't mean this as a personal attack, but it's starting to sound like you are avoiding getting better at the game by reacting to things that don't line up with exactly what you want for your colony. That will always get you frustrated in a game like Rimworld. I don't recall the covenant child trait but sheriffs usually have very good combat skills. They can be very useful as a hunter/fighter in a larger colony. You may or may not want them in a smaller colony if you already have good fighters, but my point is that it's situational.
Convent Child means they can't attack. Sheriff removes almost every ability except attacking. This is a near-worst-case scenario for random backgrounds, since the resulting pawn can barely do anything at all as the only skills they can possibly have are Animal and Art.