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RimWorld => General Discussion => Topic started by: ProFF7 on January 16, 2017, 01:07:25 PM

Title: Things that could make you quit playing Rimworld
Post by: ProFF7 on January 16, 2017, 01:07:25 PM
I wonder, what are the most annoying/nonsense things that could actually make you stop playing this wonderful game?

Myself, since I discovered in in A14, got quite addicted to it for some months.

But after some time, I got really tired of mental breaks, specially psychotic wandering with colonist dropping all their stuff (seems to be fixed in A16) and specially BERSERK which is the most fun breaker for me currently.

I like to play with no saves, which gives the game this survival/roguelike feeling, but when something I consider unfair/unrealistic happens, which cripples my game, I feel I have the right to just crash the game and load a previous save, but this also makes me feel like a cheater and kills the immersion.

I found myself re-loading too much after mass berserk outbreaks which would cripple the colony, kill colonists, amputate people etc, that would happen every 5 min which would make me hate the game. I found it not fun and rather frustrating so in the end, I stopped playing at all.

I came back when I heard A16 would introduce world map and with the hope the mental breaks would have been re-worked, which obviosly has not happened. They would still cripple my colony and if it wasnt because I wanted to see how caravans worked, I would have stopped playing again.

In the end, I modified the game so now I only get 5% as many berserk as in the core game and reduced the duration of these to just a few hours. Now with almost no berserk I feel Im enjoying the game again! Its hard to survive and many dire things happen but at least I dont find Im being raped by some bad designed game mechanic!

Other thing I find unfair and will make me reload the game are doctors with 18 skill failing many surgery in a row, with hospital beds, vitals monitor, glitterworld medicine..................while destroying expensive prosthethics and killing colonist even on ridiculously plain operations like amputating the pinky finger of the foot. And even minor failures will still always destroy the implants which doesnt make sense!

Most other things can be harsh, but avoidable with preparation, and the ones are not avoidable, will at least make sense (Dieing from starvation in nuclear fallout, losing colonist to raid or bug hives etc)
What about you, what features of the game would annoy you to the point of quitting?


Title: Re: Things that could make you quit playing Rimworld
Post by: GarettZriwin on January 16, 2017, 01:22:54 PM
But you can avoid madness just like any other thing, just grab some small animals that eat little, preferably yorks and your colonists will walk with top-notch mood most of the time if you restrict these animals to inner part of your colony, just remember to delete tiles where colonists will do some kind of action that does not store work such as eating, butchering, cooking etc. and from hospital.

And you get up to 25% working bonus.  ;)
Title: Re: Things that could make you quit playing Rimworld
Post by: ReZpawner on January 16, 2017, 01:38:12 PM
I did a nomad type playthrough. I was going to go to every single biome, but after only 4, I had lost all interest in playing at all. Hours and hours spent travelling on the world-map, and a somewhat broken form caravan method took its toll.
Title: Re: Things that could make you quit playing Rimworld
Post by: ProFF7 on January 16, 2017, 01:39:42 PM
Its not like I already went VERY out of my way to avoid mental breaks. Build flower gardens in dinner room, placed lots of art even on individual rooms, extensive use of beer (and smokeleaf on A16), cook always fine/lavish meal, tried to solve all things that were causing negative effect on mood...

It doesnt matter, sooner or latter tiny or large things would snowball a crisis of non-stop berserk zombies that would cripple my colony and ruin my experience.

Maybe its not game breaking for you, but for me it was and it is, and so I decided to mostly remove berserk, and Im having fun with the game again.
Title: Re: Things that could make you quit playing Rimworld
Post by: Grishnerf on January 16, 2017, 01:51:02 PM
only lag and stutter stops me from playing.
most the time around 40-50 colonists + animals and 7-8th ingame year.

but nothing can stop me from starting a new base.
never ending cycle  ;D

Quote from: ProFF7 on January 16, 2017, 01:07:25 PM
Other thing I find unfair and will make me reload the game are doctors with 18 skill failing many surgery in a row, with hospital beds, vitals monitor, glitterworld medicine.


thats just not true.
if everything is maxed out (medical bed,vitals etc) + glittermed a lvl 10 doctor cant fail on a sleeping spot.
so your example is just not true.
only if you used normal medicine. they nerfed normal medicine in a16. so everyone is complaining
about surgeries, but if you use glittermed it cant fail.
Title: Re: Things that could make you quit playing Rimworld
Post by: GarettZriwin on January 16, 2017, 02:05:13 PM
Quote from: ProFF7 on January 16, 2017, 01:39:42 PM
Its not like I already went VERY out of my way to avoid mental breaks. Build flower gardens in dinner room, placed lots of art even on individual rooms, extensive use of beer (and smokeleaf on A16), cook always fine/lavish meal, tried to solve all things that were causing negative effect on mood...

It doesnt matter, sooner or latter tiny or large things would snowball a crisis of non-stop berserk zombies that would cripple my colony and ruin my experience.

Maybe its not game breaking for you, but for me it was and it is, and so I decided to mostly remove berserk, and Im having fun with the game again.
Its your game, mod it all way you wish, but if you had whole colony under hard mental break treshold then you clearly did something wrong. :P
Title: Re: Things that could make you quit playing Rimworld
Post by: Sola on January 16, 2017, 03:25:39 PM
The only thing that would keep me from playing it is a complete lack of updates.  If he says "Kay, I'm done", I'll probably play it for another month and quit.

As for mood micromanagement, it's a little unpleasant, but not a gamebreaker for me.  Doesn't the lower difficulty setting increase mood in general, too?
Title: Re: Things that could make you quit playing Rimworld
Post by: Grishnerf on January 16, 2017, 03:31:45 PM
yes
basebuilder and very easy = +10 permanent mood
easy = +5 permanent mood
.
.
intense = -3 permanent mood
extreme = -8 permanent mood
Title: Re: Things that could make you quit playing Rimworld
Post by: Al-Horesmi on January 16, 2017, 04:46:03 PM
Sappers that get a lucky shot with a rocket launcher and oneshot half of your colony.
Title: Re: Things that could make you quit playing Rimworld
Post by: eadras on January 16, 2017, 05:45:49 PM
Mood isn't that difficult to manage when things are going well.  When pawns start dying, shit goes downhill fast.  The only mood issues I find annoying are druggies craving a fix, and the buggy "innocent prisoner died" (when the person wasn't a prisoner, but a random passing npc who stopped in the hospital bed and lay there until they starved to death, as no treatment interactions were available, and arresting them would have made their faction hostile).  Super lame.

Surgery and prosthetics do still need an overhaul.  Had some hostile tribals captures early game, and I wanted to release them to make the tribe non hostile.  One was missing a leg, so I tried to install a peg leg so he could walk off the map.  Only had herbal meds, but a 15 skill doc; how hard could it be to strap on a peg leg?  First try, failed in a minor way. Second try, failed in a ridiculous way, with massive trauma.  Third try, butchered the prisoner.  And I just wanted to release the poor fella.

None of these issues would make me stop playing, but they are very annoying and "immersion" breaking.
Title: Re: Things that could make you quit playing Rimworld
Post by: Shurp on January 16, 2017, 06:22:37 PM
Two things:

(1) This game is in alpha.  Things are unbalanced and are going to break.  Expecting an "immersive" experience is unrealistic.  If you don't like "FUN!" then you need to use save files or try an easier difficulty level.

(2) Any crazed colonist is easily dealt with by boxing him into a room with no doors and plenty of Pemmican.  Wait a season until he gets over his dead mother, then let him out.  If you put a bed in and wait for him to go to sleep you can even sneak in and drop more Pemmican between rages.
Title: Re: Things that could make you quit playing Rimworld
Post by: cracksys on January 16, 2017, 09:23:59 PM
Quote from: Sola on January 16, 2017, 03:25:39 PM
The only thing that would keep me from playing it is a complete lack of updates.  If he says "Kay, I'm done", I'll probably play it for another month and quit.

As for mood micromanagement, it's a little unpleasant, but not a gamebreaker for me.  Doesn't the lower difficulty setting increase mood in general, too?
Heh, that's what happen to my Darkest Dungeon.

Right when it goes 1.0, I played for like 3 hours and never touch it again after.

I played that game for 60-70 hours before when it is still in EA.
Title: Re: Things that could make you quit playing Rimworld
Post by: GarettZriwin on January 17, 2017, 01:53:24 AM
Quote from: cracksys on January 16, 2017, 09:23:59 PM
Quote from: Sola on January 16, 2017, 03:25:39 PM
The only thing that would keep me from playing it is a complete lack of updates.  If he says "Kay, I'm done", I'll probably play it for another month and quit.

As for mood micromanagement, it's a little unpleasant, but not a gamebreaker for me.  Doesn't the lower difficulty setting increase mood in general, too?
Heh, that's what happen to my Darkest Dungeon.

Right when it goes 1.0, I played for like 3 hours and never touch it again after.

I played that game for 60-70 hours before when it is still in EA.
Its Beta syndrome, you played game so long while it was unfinished that you don't want to play it anymore when its finished and game is probably at its best.  :P
Title: Re: Things that could make you quit playing Rimworld
Post by: Andy_Dandy on January 17, 2017, 02:33:23 AM
Only death can make me quit playing Rimworld, but if Heaven is perfect I might be able to play Rimworld from there + get all recent updates.

NB! The reason the OP gets bored is his constant cheating, toning down important aspects of the game or save scumming. To me the game is becoming abit too easy even on hardest difficulties, no cheating, no mods, no turning off features, and on hardest biomes like Ice Sheet. I'm extremely experienced now after playing for more then 2 years (since Alpha 8 it has been my favorite game), and has played on the most extreme difficulty with Cassandra from day 1 (and got used to it as the normal). Anyways, I still have alot of fun for sure. Luckily there is loads of things you can do to increase the challenge now, like starting with just one tribal, and perhaps let him start with absolutely nothing.

Some times I find out I get bored if I constantly play on the fastest speed, and the constant pausing is stressfull. There is something very rewarding about slow progress and slow speed, and its incredibly meditative.
Title: Re: Things that could make you quit playing Rimworld
Post by: Pushover on January 17, 2017, 03:58:23 AM
For me, it's when I end up with 2/3 colonists with the plague within the first season or two. At that point it's just easier and more interesting to start a new game, especially if you only have 1 pawn with high medicine.

I've also had the 'That's XCOM Rimworld baby!' moments, where my pawn behind a wall gets one hit killed by a shot to the brain by an awful survival rifle.
Title: Re: Things that could make you quit playing Rimworld
Post by: skullywag on January 17, 2017, 04:11:23 AM
Modding.
Title: Re: Things that could make you quit playing Rimworld
Post by: Listen1 on January 17, 2017, 05:22:55 AM
Quote from: skullywag on January 17, 2017, 04:11:23 AM
Modding.
I thought it was doors.

Well, I agree that there are 3 or 4 events that can end a colony without you having any agency in it. There were more in the past, but as the game progress, they are being, patched, fixed and worked on.

I felt surprise in the last colony of mine where I had 2 berserken colonists, it just dosen't happen anymore. Smokeleaf, beer, nice rooms, joy and dining rooms make huge buffs. I only had this because half of my colony died.

Diseases and blight can be worked on, toxic fallout and vulcanic winter can be improved, but overall, there's nothing ingame that can make me quit.
Title: Re: Things that could make you quit playing Rimworld
Post by: skullywag on January 17, 2017, 06:00:21 AM
Quote from: Listen1 on January 17, 2017, 05:22:55 AM
I thought it was doors.

-_-
Title: Re: Things that could make you quit playing Rimworld
Post by: Calahan on January 17, 2017, 06:19:54 AM
Merging the repair and construction jobs >:(
Title: Re: Things that could make you quit playing Rimworld
Post by: jmababa on January 17, 2017, 07:10:18 AM
If no medical compilation for A16 need to cure em colonist with 1 compiled mod and not having to search for all the medical stuff
Title: Re: Things that could make you quit playing Rimworld
Post by: PotatoeTater on January 17, 2017, 10:10:02 AM
I play on cass extreme and I've never had problems with constant mental breaks, rarely do they happy, and usually only after someone loses a lover. Even then it usually isn't an extreme break, only a minor one. If you are complaining about the difficulty, play on an easier mode. The game is as fun as you make it, so playing on hard when you can't handle it will of course make you quit.
Title: Re: Things that could make you quit playing Rimworld
Post by: OFWG on January 17, 2017, 04:45:11 PM
In the game as it stands now, 2 things will repel me eventually:

- The rush to set up at the beginning of a new game. I prefer to play maps with a fairly cold winter (nowhere near ice sheet, just snowy winter) and a short to medium growing season. Setting up the food source by the time you need it is way too big a task for 3 pawns.
- The grindy end game of trying to keep enough components in stock. Things break down way too frequently and just waste components, and they're far too rarely available and take too long to make. This isn't the only problem with end game, it's just what was messing with me the most in my latest colony. :)

For the future, what would repel me is if we keep getting ham-handed changes that address a broken game feature in a way that is nothing but a tedious, overly gamy bore. For an example, dead man's clothing which (I guess) was to fix the broken economy but does nothing but provide even more tasks for the pawns, in the form of incinerating (D) clothing.
Title: Re: Things that could make you quit playing Rimworld
Post by: ProFF7 on January 18, 2017, 03:22:49 PM
Quote from: Andy_Dandy on January 17, 2017, 02:33:23 AM
Only death can make me quit playing Rimworld, but if Heaven is perfect I might be able to play Rimworld from there + get all recent updates.

NB! The reason the OP gets bored is his constant cheating, toning down important aspects of the game or save scumming. To me the game is becoming abit too easy even on hardest difficulties, no cheating, no mods, no turning off features, and on hardest biomes like Ice Sheet. I'm extremely experienced now after playing for more then 2 years (since Alpha 8 it has been my favorite game), and has played on the most extreme difficulty with Cassandra from day 1 (and got used to it as the normal). Anyways, I still have alot of fun for sure. Luckily there is loads of things you can do to increase the challenge now, like starting with just one tribal, and perhaps let him start with absolutely nothing.


You dont know anything from me. WTF u mean with "constant cheating", I just changed ONE value of a game mechanic I consider makes no sense, and the game is in alpha after all so it might not be like this on final version. I like difficulty, I dont like having to reload game, I like to play roguelike style, and I will accept death and catastrophe without reloading the game, I just feel the way berserk works right now is insane, annoying and kills inmersion, I dont know how to tone it down so it behaves less stupid, so I just remove the chance to happen.

And no, youre totally wrong, the reason I stopped playing was not because I was bored, but because of ANNOYANCE, I got tired of having to micromanage the constant crippling effects of berserk. Once I reduced the phrequency of it happening Im enjoying the game again, so what you say is flawed.

Also, I play on intense difficulty and I enjoy the challengue, having to face the hardships of hunger, freezing, raiders, beasts, plague etc, I lose colonists to these and I will never load back. Just THAT feature set me off. I just removed it and Im happy, I just posted this to know what else the community would find annoying/boring which Im curious, but there will always be ppl like you that just want to be right about everything and will not respect different opinions or views.
Title: Re: Things that could make you quit playing Rimworld
Post by: Stage on January 18, 2017, 03:56:00 PM
I love to play extreme difficulty. These are the things that nearly make me quit (or edit the savegame):

- Mass mental breaks/berserks: not beeing able to deal with these is a thing that I miss. No psychiatrists, (in the beginning) only smokeleaf and the later drugs are not that good too (hello addiction!)
There are enough methods to avoid mental breaks, but if you get several bad events at once, you barely make it out alive.

I would like so see a small rework of the negative buffs (corpse/rotten corpse - why the rebuff per corpse? Especially after a raid...remember they tried to kill you?) and the rate of rebuffing. Not much, but a little tweaking.
A couch would be nice too, where high social pawns can talk with other pawns to lower the duration of some buffs/increase the mood (but maybe decrease the mood of the therapist?)

- The randomness of the disease-incidents. No one feels sick, everyone is happy and health and suddenly -BAM- 2/3 of my colonists have malaria/plague/..., and the worst thing is the immunity is random. I would like to see pawns slowly get sich ("feeling sick", something, "showing symptoms", something, disease). Your medics should be able to examine the pawns for diseases and if detected prevent other pawns from getting it via quarantining the pawn. Ofc detection-rate should be based on medical skill, equipment and maybe experienced diseases (known-disease modifier)

Title: Re: Things that could make you quit playing Rimworld
Post by: PotatoeTater on January 18, 2017, 04:27:52 PM
Quote from: Stage on January 18, 2017, 03:56:00 PM
The randomness of the disease-incidents. No one feels sick, everyone is happy and health and suddenly -BAM- 2/3 of my colonists have malaria/plague/..., and the worst thing is the immunity is random. I would like to see pawns slowly get sich ("feeling sick", something, "showing symptoms", something, disease). Your medics should be able to examine the pawns for diseases and if detected prevent other pawns from getting it via quarantining the pawn. Ofc detection-rate should be based on medical skill, equipment and maybe experienced diseases (known-disease modifier)

I've seen pawns with the feeling bad debuff in their needs tab. I don't know if it means anything, but usually the game throws some kind of sickness at them after I see that it seems.
Title: Re: Things that could make you quit playing Rimworld
Post by: OFWG on January 18, 2017, 05:45:36 PM
Quote from: PotatoeTater on January 18, 2017, 04:27:52 PM
I've seen pawns with the feeling bad debuff in their needs tab. I don't know if it means anything, but usually the game throws some kind of sickness at them after I see that it seems.

I had to double check the wiki on this, but those are "random" thoughts, complemented by the "feeling good" thoughts. It'd be kind of neat if they did mean something though!
Title: Re: Things that could make you quit playing Rimworld
Post by: Lightzy on January 19, 2017, 09:40:03 AM
prolly lack of new content.
At some point you get sick of every game.  Except maybe master of orion 2... I'll return to that one on a rare occasion.
Heck I don't even Kerbal that much anymore after like 300 hours
Title: Re: Things that could make you quit playing Rimworld
Post by: Limdood on January 19, 2017, 06:37:51 PM
One thing some people have been asking for that, if changed, would most likely make me give up (if it can't be turned off or worked around), is "more intuitive" job assignment -

where pawns would weigh complex factors and decide to do something other than a job that could be explained by the priority system.

If i can't predict what my pawns will do, and they decide to do some batch cooking jobs rather than EVER get the 1 last wall section built, i'd quit in frustration.

Removal of cause/effect from the already complex, but usually sufficient work priorities and zones = done with this game unless its modded back out.