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RimWorld => General Discussion => Topic started by: DDog on June 03, 2015, 12:24:23 PM

Title: Mid Game Boredom
Post by: DDog on June 03, 2015, 12:24:23 PM
I don't know how many hundreds of hours I have played RimWorld and love every minute of it... but when I get a good number of colonists, have plenty of food, lots of money, good defenses...  I always get bored... wish there was something to keep me challenged...  not a criticism...  I'm sure the problem is me!  ::)
Title: Re: Mid Game Boredom
Post by: Play2Jens on June 03, 2015, 01:40:21 PM
I don't know, I kind of experience the same problem. I always aim at having every colonist's needs fulfilled and when I get there I'm satisfied. But then after a while I get bored and just hope that a raid pops up or another challenging event.

From that moment it becomes a drag from defending/attacking, recovering, rebuilding, waiting and repeat. From time to time you have to build new rooms, focus on getting ready for the next winter and installing an extra security buffer. But that's about it.

From a certain point the player doesn't really need to focus anymore on expanding the base or fulfilling needs. It would be nice if we could focus a bit more on solving different kind of events, interact more with other factions (send a diplomat or spy), send a scout to explore the world map and retrieve precious items and technologies, making decisions for your colonist's personal story and develop relations between them, ...

I'm wondering how other people and Tynan feel about this?
 
Title: Re: Mid Game Boredom
Post by: Listy on June 03, 2015, 02:01:14 PM
Set yourself a mid term goal... for example: Crafting a legendary massive gold art sculpture.
Title: Re: Mid Game Boredom
Post by: keylocke on June 03, 2015, 02:12:57 PM
as for me, when i've built all that i wanted to build, i usually just wait for the inevitable centipede doomstack followed by a mad dash of any survivors towards my spaceship. same thing that usually happens in similar games like dwarf fortress or gnomoria, so i can kinda relate to this.

i've played other games similar to rimworld before and i know that rimworld is just an alpha. but despite that, i think it had already achieved most of the features it has set for itself in the kickstarter and more.

----------

as for the uncharted waters, i'm also trying to think about what other stuff rimworld can expand on, here's a few of what i'm hoping gets considered :

-4X path, so players can explore and conquer the entire world map. (i like total war series and sins of a solar empire series).

-"Towns" heroes and dungeon exploration or rabbit hole exploration. since out of the many colony sims, this is what made towns relatively unique compared to others (even though it's kinda buggy and the battlesystem is crummy)

-rimworld version of the game black&white + multiplayer. (i think rimworld could excel in this far better than black&white ever did, since rimworld seems to be more streamlined for efficiency in combat and colony simulation, compared to the overly gimmicky battles in molyneux's black&white), the influence border construction restriction concept and the contested region/griefing concept was quite ingenious for it's time.

-i also enjoy sandbox games like escape velocity nova, where despite it's sandbox nature, the players can pursue (if they wish) several story arcs at any given time. this would allow rimworld to let players explore the lore by providing them with in-game events that would enhance their understanding about the origin of ancient ruins, their relationship with the other world types like glimmer world story arc events, urbworld story arcs, cave world, the universal threat of the mechs etc.. like why are the mechs attacking you? how did they find you? is there a backstory about your ship that crashed? etc.. which could provide more context to the events that are happening within the game.


Title: Re: Mid Game Boredom
Post by: andyprogrammer on June 03, 2015, 03:09:31 PM
I think this will improve as more events get added, starting with this next alpha. I think smarter raiders can, in theory, keep things fresh because they'll start going around your defenses.
Title: Re: Mid Game Boredom
Post by: milon on June 03, 2015, 04:29:30 PM
+1, More events & smart raiders FTW!
Title: Re: Mid Game Boredom
Post by: Elixiar on June 03, 2015, 07:45:09 PM
Bear in mind I'm sure these sort of issues will be addressed. It's pretty much just Tynan working on it so remember it will take time. I'd say alpha is alpha but steam has sort of ruined that statement.

The game probably is nowhere near finished and we can only imagine what such an awesome creator will give us in time!
Title: Re: Mid Game Boredom
Post by: Andy_Dandy on June 03, 2015, 11:14:23 PM
To me every new alpha have improved upon this. Game is getting richer and more interesting every update, and I'm sure it will continue like that.
Title: Re: Mid Game Boredom
Post by: Adamiks on June 04, 2015, 10:39:08 AM
Yep. For now Rimworld is a little boring. I know this is only a Alpha but without mods Rimworld isn't worth 30$ (this is still early access and only one guy is working on it, so what if Tynan will say "Fuck it"? I think the full game is worth 30$ but not Alpha), ya know you will won once and there is nothing to do.
Title: Re: Mid Game Boredom
Post by: Andy_Dandy on June 04, 2015, 11:09:14 AM
Quote from: Adamiks on June 04, 2015, 10:39:08 AM
Yep. For now Rimworld is a little boring. I know this is only a Alpha but without mods Rimworld isn't worth 30$ (this is still early access and only one guy is working on it, so what if Tynan will say "Fuck it"? I think the full game is worth 30$ but not Alpha), ya know you will won once and there is nothing to do.

Couldn't agree less about that it's boring. After I bought into the alpha last december I've hardly played other games. They are too boring now, compared to the fun, challenge, depth and overall grand gameplay I have with this game. But of course, there is a danger I'll find it boring someday (and need a break from it) if I keep playing it so insanly much, but thanks God, the game keeps expanding it contents. ;)
Title: Re: Mid Game Boredom
Post by: TLHeart on June 04, 2015, 11:21:55 AM
If you need a game to direct you towards a winning ending, then yes Rim world becomes boring.

Instead, I play with my own goal in mind, Get a colony to 30 healthy colonists, all in devilsstrand clothing.

Or build an open base, on flat land, with NO turrets, and see how long I can survive....

the list is endless, and the game does play differently with each goal. Sure, the basics are the same with each game.

And then there are the mods...

And for me $30 is very cheap, regardless of being alpha... I have paid $60 for a AAA game, and played it, learned it, beat it, and never played it again...

Rimworld has provided me with hours and hours of entertainment, and it is one of the few games, that I have to be very careful with, starting a game, if I have something else to do, that day, as I become so immersed into the game, that the world around me just does disappears  from my thoughts, and 6 or 7 hours pass, as if just minutes.
Title: Re: Mid Game Boredom
Post by: Adamiks on June 04, 2015, 11:38:38 AM
Quote from: TLHeart on June 04, 2015, 11:21:55 AM
And for me $30 is very cheap, regardless of being alpha... I have paid $60 for a AAA game, and played it, learned it, beat it, and never played it again...

Hmm.... For 60$ i can have Witcher 3 and remember about that Witcher is full game, Rimworld is a Alpha with one guy in team (everyone have a life). If Rimworld in Alpha costs 30$, full game will costs 60$ or more?
Title: Re: Mid Game Boredom
Post by: Listy on June 04, 2015, 11:41:07 AM
Quote from: TLHeart on June 04, 2015, 11:21:55 AM
If you need a game to direct you towards a winning ending, then yes Rim world becomes boring.

Instead, I play with my own goal in mind, Get a colony to 30 healthy colonists, all in devilsstrand clothing.

Or build an open base, on flat land, with NO turrets, and see how long I can survive....

the list is endless, and the game does play differently with each goal. Sure, the basics are the same with each game.

And then there are the mods...

And for me $30 is very cheap, regardless of being alpha... I have paid $60 for a AAA game, and played it, learned it, beat it, and never played it again...

Rimworld has provided me with hours and hours of entertainment, and it is one of the few games, that I have to be very careful with, starting a game, if I have something else to do, that day, as I become so immersed into the game, that the world around me just does disappears  from my thoughts, and 6 or 7 hours pass, as if just minutes.

And Rimworld often throws something new into the mix. Only yesterday my tooled Close combat, Power armoured, Bionic monster armed with a legendary plasteel sword went beserk in the middle of the night.

That got interesting fast!
Title: Re: Mid Game Boredom
Post by: Adamiks on June 04, 2015, 11:43:51 AM
Quote from: Listy on June 04, 2015, 11:41:07 AM
And Rimworld often throws something new into the mix. Only yesterday my tooled Close combat, Power armoured, Bionic monster armed with a legendary plasteel sword went beserk in the middle of the night.

That got interesting fast!

Every game will be interesting if you'll do things like this ;D This is why you shouldn't make bionic monsters from psychically weak guys not psychically strong guys :P
Title: Re: Mid Game Boredom
Post by: Play2Jens on June 04, 2015, 11:49:33 AM
Quote from: Adamiks on June 04, 2015, 11:38:38 AM
Quote from: TLHeart on June 04, 2015, 11:21:55 AM
And for me $30 is very cheap, regardless of being alpha... I have paid $60 for a AAA game, and played it, learned it, beat it, and never played it again...

Hmm.... For 60$ i can have Witcher 3 and remember about that Witcher is full game, Rimworld is a Alpha with one guy in team (everyone have a life). If Rimworld in Alpha costs 30$, full game will costs 60$ or more?

I guess the point is that Rimworld has a longer lifespan than the average full game, and it costs only half the price of AAA games. Besides, it runs great on my 700 € laptop. If I want to play Witcher, I would have to buy a new laptop/desktop, which would cost me a lot more money.

Point being, it would be nice to see some more development for late game. You know, things you'll do once you're completely settled with your colony.
Title: Re: Mid Game Boredom
Post by: milon on June 04, 2015, 11:57:30 AM
Quote from: Adamiks on June 04, 2015, 11:38:38 AM
Hmm.... For 60$ i can have Witcher 3 and remember about that Witcher is full game, Rimworld is a Alpha with one guy in team (everyone have a life). If Rimworld in Alpha costs 30$, full game will costs 60$ or more?

I think it will stay at $30:

Quote from: Tynan on March 27, 2015, 12:32:47 AM
Well, FYI, there's no plan to raise the price. Just in case that's useful to you.
Title: Re: Mid Game Boredom
Post by: Listy on June 04, 2015, 01:31:13 PM
Quote from: Adamiks on June 04, 2015, 11:43:51 AM
Every game will be interesting if you'll do things like this ;D This is why you shouldn't make bionic monsters from psychically weak guys not psychically strong guys :P

Well he wasn't so mentally weak, it's just he'd been sitting in his launch tube (a hole in my defence line to enable rapid pursuit) ready to deploy when the latest enemy raid broke, and then he runs through them lopping off extremities left and right as they flee.
Only he'd not been fed his sandwiches for 24 hours. Pushed him too far.

He more than made up for it a few days later though, when I was on year 4 (or 5) and had crafted a legendary golden statue, and got a Tribal immediate assault event.
Title: Re: Mid Game Boredom
Post by: jaeden25 on June 04, 2015, 07:34:12 PM
Don't use a killbox, if you exploit the AI then the game will be easy and boring.
Title: Re: Mid Game Boredom
Post by: killer117 on June 04, 2015, 11:30:41 PM
I mentioned something like this on another thread. my idea was to give the player a little warning, then replace half the map with a crashed and trashed spaceship. this is only for late game players, because itd change the map dramatically and drop a ton f cool stuff and nasty enemies right into ur backyard
Title: Re: Mid Game Boredom
Post by: akiceabear on June 05, 2015, 12:33:55 AM
Quote from: killer117 on June 04, 2015, 11:30:41 PM
I mentioned something like this on another thread. my idea was to give the player a little warning, then replace half the map with a crashed and trashed spaceship. this is only for late game players, because itd change the map dramatically and drop a ton f cool stuff and nasty enemies right into ur backyard

I like the idea of an entirely new class of events starting much later in a colony's development/timeline that push you off of equilibrium. This one sounds fun (but perhaps too dev intensive), but I generally support the spirit of this suggestion.
Title: Re: Mid Game Boredom
Post by: zodium on June 05, 2015, 03:39:49 AM
If you get sufficiently late game, the raids get so big (29x29) that they fail to place properly. They just drop pod directly into ... everything, everywhere (https://i.imgur.com/UUNsiVf.jpg).
Title: Re: Mid Game Boredom
Post by: SSS on June 07, 2015, 07:06:28 PM
Quote from: jaeden25 on June 04, 2015, 07:34:12 PM
Don't use a killbox, if you exploit the AI then the game will be easy and boring.

Tynan has acknowledged killboxes as a legitimate strategy, hence the sappers in the upcoming update.
Title: Re: Mid Game Boredom
Post by: jaeden25 on June 07, 2015, 07:49:09 PM
Quote from: SSS on June 07, 2015, 07:06:28 PM
Quote from: jaeden25 on June 04, 2015, 07:34:12 PM
Don't use a killbox, if you exploit the AI then the game will be easy and boring.

Tynan has acknowledged killboxes as a legitimate strategy, hence the sappers in the upcoming update.

It can be legit and still exploit the limited AI. By building the killbox you are taking advantage of the fact the AI chooses the path of least resistance instead of finding ways to bypass it, building inside mountains is also legit but I think that also makes things really dull especially combined with the killboxes because what do you have to worry about ever? Not much really.

There is almost no point in even having raids in the game the way most people like to play imo, and if people enjoy it then no problem but I don't understand complaints about the game being dull when the same people negate everything that is a threat to your colony i.e sieges, raids, enemies dropping in the base etc. and build the same base design over and over again. It's up to the player to make the game interesting for himself and try new things.
Title: Re: Mid Game Boredom
Post by: SSS on June 07, 2015, 08:42:14 PM
Quote from: jaeden25 on June 07, 2015, 07:49:09 PM
Quote from: SSS on June 07, 2015, 07:06:28 PM
Quote from: jaeden25 on June 04, 2015, 07:34:12 PM
Don't use a killbox, if you exploit the AI then the game will be easy and boring.

Tynan has acknowledged killboxes as a legitimate strategy, hence the sappers in the upcoming update.

It can be legit and still exploit the limited AI. By building the killbox you are taking advantage of the fact the AI chooses the path of least resistance instead of finding ways to bypass it, building inside mountains is also legit but I think that also makes things really dull especially combined with the killboxes because what do you have to worry about ever? Not much really.

There is almost no point in even having raids in the game the way most people like to play imo, and if people enjoy it then no problem but I don't understand complaints about the game being dull when the same people negate everything that is a threat to your colony i.e sieges, raids, enemies dropping in the base etc. and build the same base design over and over again. It's up to the player to make the game interesting for himself and try new things.

No, it cannot. In terms of gaming, an exploit is an unusual method of play that results in game behavior unintended by the developer, making it the opposite of "legitimate". A legitimate strategy is different from an abuse of mechanics. Since Tynan has acknowledged killboxes, they can't be considered an exploit any longer (whereas it was a grey area before). Not finding a style of play fun doesn't make it illegitimate, though I do agree that people shouldn't complain as much about the game being dull if they pick all the safest, most efficient strategies every time.

An exploit would be (making this up) somehow forcing a centipede onto a tile that can't be traversed (like water or rock), therefore making it immobile. An actual one that existed in an earlier alpha was building walls around an AI ship part and removing them so the falling thin roof would kill it.

Knowing how the AI behaves and making counter-strategies with that in mind isn't exploitative unless the AI isn't doing what it's supposed to do. Raiders are meant to go the path of least resistance, so using that trait against them is a strategy rather than an exploit. Tynan is just adding more strategies now so killboxes won't be one solution that fixes everything.
Title: Re: Mid Game Boredom
Post by: keylocke on June 08, 2015, 12:27:43 AM
besides, "open bases" tend to abuse the way that the AI isn't very good at navigating maze-like internal structures, and then shooting at the enemies opportunistically while they are too busy humping at walls to notice.

it also takes advantage of the same tactics as depriving the enemy of LOS (line of sight) by using chokepoints and corners, same as any other killbox.
Title: Re: Mid Game Boredom
Post by: akiceabear on June 08, 2015, 12:36:58 AM
Quotebesides, "open bases" tend to abuse the way that the AI isn't very good at navigating maze-like internal structures, and then shooting at the enemies opportunistically while they are too busy humping at walls to notice.

it also takes advantage of the same tactics as depriving the enemy of LOS (line of sight) by using chokepoints and corners, same as any other killbox.

I tend to prefer limited turrets because it forces use of pawns, which I think makes the story more engaging. Sometimes I use a kill box, other times an open base, but try to avoid turret spamming. That bias aside, this is a good point on how open bases also game the AI.
Title: Re: Mid Game Boredom
Post by: zodium on June 08, 2015, 03:53:01 AM
How do you even build a killbox that stands up to an end-game mechanoid raid in vanilla? I have an absolutely insane setup, but a 29x29 block of mechanoids still has so many inferno cannon-wielding centipedes with a billion HP that I literally can't seem to fit enough turrets within the turret range.
Title: Re: Mid Game Boredom
Post by: Adamiks on June 08, 2015, 05:15:12 AM
Quote from: zodium on June 08, 2015, 03:53:01 AM
How do you even build a killbox that stands up to an end-game mechanoid raid in vanilla? I have an absolutely insane setup, but a 29x29 block of mechanoids still has so many inferno cannon-wielding centipedes with a billion HP that I literally can't seem to fit enough turrets within the turret range.

You need to build something like this:

-----------------------
I    ----------------    I
I                             I
I                             I
I                             I
I                             I
L  ______________ L

I,L,-=Walls
_=Turrets and/or walls

Everyone in the killbox will be in your turrets range.
Title: Re: Mid Game Boredom
Post by: zodium on June 08, 2015, 05:32:45 AM
Quote from: Adamiks on June 08, 2015, 05:15:12 AM
Quote from: zodium on June 08, 2015, 03:53:01 AM
How do you even build a killbox that stands up to an end-game mechanoid raid in vanilla? I have an absolutely insane setup, but a 29x29 block of mechanoids still has so many inferno cannon-wielding centipedes with a billion HP that I literally can't seem to fit enough turrets within the turret range.

You need to build something like this:

-----------------------
I    ----------------    I
I                             I
I                             I
I                             I
I                             I
L  ______________ L

I,L,-=Walls
_=Turrets and/or walls

Everyone in the killbox will be in your turrets range.

In my Glittertech game, I've had end-game mechanoid raids take down my 300k HP primary blast door standing in the middle of a killbox like that while a 20 Construction colonist repaired it from inside, and had to defend room to room. The mechanoids are still vanilla, but I'm not sure if Glittertech ups the maximum raid size.

Besides that, drop pod-based raids often fail to deploy properly due to lack of space, so I'll get as much as 20-30 dropped directly into my mountain base.
Title: Re: Mid Game Boredom
Post by: Adamiks on June 08, 2015, 05:46:05 AM
I'm working on mod that will enhance vanilla mechs. Because lack of time i've created only some "fixes", no weapons etc. but this mod is playable. In general mechs will can't land into your base, ship part crash chance is reduced to 1.0 and i added more "raid groups" so now you will can have only scythers/centipedes and scythers are more common than centipedes (because for me scythers are weakest).

[attachment deleted due to age]