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RimWorld => General Discussion => Topic started by: b0rsuk on July 09, 2016, 05:42:32 PM

Title: Late game is unbearably stagnant.
Post by: b0rsuk on July 09, 2016, 05:42:32 PM
My current colony is sitting on 6000 steel, 1000 plasteel, over 80 components. They have two grand statues, a legendary alpacawool parka (and a dozen of others) and several thousands worth of goods.

Raids are easy, boring and a bother to clear after. Randy Random 100%.

No crashed ship part to recover the AI core. No exotic trader to potentially buy the AI core. It's 5503.

Out of curiousity, I generated a trade ship with development tools. The first ship was an exotic trader. It didn't sell the AI core - it's not guaranteed.

At this point I don't feel like playing (the colony) anymore. All that is left is to manage mundane actions, growing zones, stockpiling of food, medicine, hops. And wait.

In Dwarf Fortress there's always something to do. You get many Z levels to dig through. You can dig deeper and deeper and uncover valuable and terrible things. In Rimworld, you're stuck on a basically empty map. Completely at mercy of the storyteller. There are no late game events I would consider challenging, for example toxic fallout is a matter of using a sunlamp and locking everyone inside.

Building up a colony and making it work is what I enjoy the most. Rimworld reaches a point where there's nothing to do. And the ship relies on a random event.
Title: Re: Late game is unbearably stagnant.
Post by: Elixiar on July 09, 2016, 06:23:45 PM
I do have to agree. Threat level should jump up a level at end game definitely. (For those who don't want that - that's why there is multiple difficulty settings)

Though I have felt this way recently on randy random at all stages of the game. It can be a good 40 minutes before a real event happens (e.g raid or space trader) and it can be kind of dull to sit there watching research bars come up and waiting for something exciting to happen.

On a side note, what is the reason space traders are like, super, super rare now?
Title: Re: Late game is unbearably stagnant.
Post by: quxzcover on July 09, 2016, 06:34:45 PM
im sitting on probably 4 times that much resources at least. my goal now is to see how many colonists i can get before i lose to a massive raid. currently i have 70k raw food and 21 colonists. my goal is over 80 colonists
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 09, 2016, 06:45:50 PM
You could turn that pile of steel into dozens of masterful statues, thereby cranking up the value of your colony and attracting better raids?

But yes, the ship event is there to end the game because by the time you can build the ship there is not much else to do.  Beyond the initial challenge of keeping your colony alive there is a shortage of "game" to Rimworld.  Which is why the usual thing to do after 2 or 3 years is to start a new game.
Title: Re: Late game is unbearably stagnant.
Post by: keylocke on July 09, 2016, 10:21:30 PM
you can always change population settings.. (try to change the max values to around 50)

more people forces you to keep expanding and taxes your food and clothing production. the larger you expand your base, the more vulnerabilities gets exposed.

you should also probably switch to cassandra. randy is usually a goofball at late games.

next would be trying to remain hostile with at least 2-3 factions. one of those factions should be a tribal.

----------

i agree with you about the z-levels (also water/hygiene/kids), i feel like those are missing for the simulation to have more meat.

powerful boss-like creatures (like forgotten beasts/titans) would be nice. i wish void gods are actual powerful creatures that occasionally drop from space or hiding inside mountains. which would be great for population culling..

etc..

of course there would be people who would argue why we don't need those things and why those things are highly unnecessary. but that is solely their preference. i wouldn't bother wasting time writing this if i didn't disagree with that viewpoint.

right now i'm just writing my "wishlist" of features that if i see a game with these features and rimworld gameplay + better graphics.. <---- i'm totally gonna buy and play that game to bits.

--------------

edit : i would probably play more of DF, but i really don't like the battle mechanics of DF or gnomoria or towns. though the part i like about towns was the adventurers and dungeon diving (i think that was the game's only redeeming feature)

rimworld RTS battle is still the best.
Title: Re: Late game is unbearably stagnant.
Post by: Crowbar Felt on July 10, 2016, 12:08:19 AM
I usually go to mods, and relatively low turret strats. Makes me play constantly tactical and moving my best colonists around. Mods also give you some weird raids too. Imagine a 20+ Pirate raid (Or similar) with really good personal shields and high crafted weaponry to swarm you. Other than that, it really slows down in late game if you get everything well planted in the colony.
Title: Re: Late game is unbearably stagnant.
Post by: Rim soldier on July 10, 2016, 02:05:40 AM
Swap the storyteller to randy random and set the dificulty to extreme.
Title: Re: Late game is unbearably stagnant.
Post by: b0rsuk on July 10, 2016, 03:53:05 AM
Quote from: keylocke on July 09, 2016, 10:21:30 PM
more people forces you to keep expanding and taxes your food and clothing production. the larger you expand your base, the more vulnerabilities gets exposed.
Randy has a higher population cap already. I got to 13 people just by random events.
Quote
you should also probably switch to cassandra. randy is usually a goofball at late games.
I was thinking the same.
Quote
next would be trying to remain hostile with at least 2-3 factions. one of those factions should be a tribal.
I made no peace in this game, so I'm enemy to 2 pirates and 1 tribe. And the tribe only sent a few raids. One raid cost me over 50 herbal medicine to heal all the bears, but no casualties.

Quote
i agree with you about the z-levels (also water/hygiene/kids), i feel like those are missing for the simulation to have more meat.

I don't understand players who want multi-year colonies and raising kids. To make multi-year games interesting, rimworld needs either

A) close to infinite space to explore, like Z-levels. In DF there are 99 levels, but those levels are progressively harder and you're gambling. Players can keep exploring, but typically want to stop at some point.
B) four megatons of unique events, like in King of Dragon Pass. Watching n-th cargo drop, visitors or raid is really not the same.
C) a mechanism that applies real and growing pressure

Or a combination of the above.

Quote
powerful boss-like creatures (like forgotten beasts/titans) would be nice. i wish void gods are actual powerful creatures that occasionally drop from space or hiding inside mountains. which would be great for population culling..
That could be copied from DF, but does it really fit a science fiction setting ?? We have thrumbos and centipedes, neither of which is especially interesting or hard to fight.
Title: Re: Late game is unbearably stagnant.
Post by: ChimpX on July 10, 2016, 05:52:59 AM
"Void Gods" could fit with RimWorld'S sci-fi setting. Tynan hasn't written much lore or background on his universe, but beings called Void Gods have been mentioned. Tynan's also written that Warhammer 40K is one of the setting's inspirations.

So Void Gods could either be WH40K-style extradimensional beings, or simply remnants of civilizations so advanced that your colonists might as well think of them as gods.

Either way, such events would surely test any late-game colony.

Personally, I wouldn't be surprised to see a Void Gods DLC sometime after 1.0
Title: Re: Late game is unbearably stagnant.
Post by: hwfanatic on July 10, 2016, 05:54:44 AM
I think you just need a rest from Rimworld. :) No better timing than just a week prior to the A14 release.

Don't get me wrong, I agree wholeheartedly that the late game can be improved, but I also acknowledge the fact that after so many hours of Rimworld, there are not many things that can surprise or excite me.
Title: Re: Late game is unbearably stagnant.
Post by: b0rsuk on July 10, 2016, 06:04:31 AM
Quote from: hwfanatic on July 10, 2016, 05:54:44 AM
I think you just need a rest from Rimworld. :) No better timing than just a week prior to the A14 release.
Probably. I started 47 or so threads in the Testers subforum between alpha13 and alpha14.

Quote
Don't get me wrong, I agree wholeheartedly that the late game can be improved, but I also acknowledge the fact that after so many hours of Rimworld, there are not many things that can surprise or excite me.
It would need to be a fundamental change, like Z-levels to explore or 10 times as many events. And events you can't just wave away with a well known counter and building in a certain way in advance. Or sabertooth badgers. (European ones, not American ones because those are butt-ugly)
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 10, 2016, 08:51:34 AM
One significant problem is map size.  If you play on a standard size map it is easy to build a large colony that consumes a large chunk of it, limiting your room to grow further.  But on a larger size map travel time becomes a real hassle.  Your colonists can starve or freeze or go insane by the time they walk over to those sieging pirates or ship part.

Z-levels solve the travel time issue but are a programming headache.  Maybe what Rimworld needs is trucks or motorcycles to get around faster.  A simple pickup truck would really change game dynamics.  Especially if it had a mounted heavy machinegun.
Title: Re: Late game is unbearably stagnant.
Post by: b0rsuk on July 10, 2016, 10:18:15 AM
What's a large colony to you ? If anything bigger than 10-13, I'm not going to wait until it happens. The only way to get it is to wait through an already stagnant game.

Why would you get outside ? Drop pods are mostly meat and leather, generally low value stuff. If you build a bunker inside a mountain, you don't need to get out. Or you build 4-5 mortars and shell the pirates before they can get their mortars up.

Rimworld has no interesting plants to gather. Mountains hold more resources and surprises.
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 10, 2016, 12:17:50 PM
Well, you'd have to mod the storyteller to provide more colonists.  But I can't imagine doing that on a standard size map.  You'd run out of space for bedrooms, and a medium map doesn't have enough steel.  So you need a larger map, but then ship parts and siegers are *so* far away.  And caravans will die of hypothermia on an ice sheet map before they get anywhere.

I'm considering writing a motorcycle mod to get colonists around.  It might make Ludeonicrous maps viable.
Title: Re: Late game is unbearably stagnant.
Post by: falcongrey on July 10, 2016, 02:00:53 PM
Why vehicles? I always play large or ludeonicrous maps and never found a need for them. Under the conditions, I feel it would also defeat the reason for those size of maps; to make it more challenging.

It doesn't really take that long for a pawn to go from 'point A to point B' then back again. Granted, I usually found a starting colony some place near center. If on one side or corner, then it would take all 'game day' to go to the opposite corner for something. Still, it fits in with the game and story/lore of the game in my opinion.

And yes, as mentioned earlier it also comes down to personal preferences. I prefer the challenge and also prefer the ability to grow into the map.

Now, if say we were to add 'wagons' pulled by muffalo or perhaps a charged battery being removed from it's charge place and placed into a 'motorized' wagon which would run dry on a ludeonicrous if it ran from 1 side to the other then back again. (There needs to be a 'balance' to keep it within context of the lore in my opinion and also not to break the game's challenge.)
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 10, 2016, 02:48:18 PM
"to make it more challenging" -- exactly the point.  Large maps *are* a challenge in the current game.  Some people don't want that extra challenge, but do want the game to have room to advance beyond setting up an initial base.  A larger map with room to grow without additional difficulty due to size is what I am suggesting.  Vehicles to get around that larger map are what I had in mind.

I was thinking of creating a motorcycle "clothing" item, using the shell-legs slot, which would increase movement speed by 10x while dropping work effectiveness by 90% so people aren't scootering around inside the base :)  I don't know if there is any way to impose a penalty on shooting as well to encourage players to get off of them before engaging siegers.  I was thinking cost 300 steel and 10 components, manufacturable at the machine table with armors.
Title: Re: Late game is unbearably stagnant.
Post by: falcongrey on July 10, 2016, 03:00:50 PM
Hmmm I know there was a mod at one point that had 'carts' that pawns (and hauling pets) could attach to when they went to haul things and once they were done hauling they dropped the carts. Making something based on 'that' might be more of what is needed for vehicles.

When the hauling mod worked (a couple updates ago) it was awesome actually. It 'slowed' the pawn down who was dragging it and also increased carry capacity by I think it was 5x.  Now if something similar that increased speed by say 2x (initially and more advanced ones got up to 10x) but decreased carry capacity I think it would be in business.
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 10, 2016, 03:43:03 PM
Hmmm, looks like this might be what you're talking about:

https://ludeon.com/forums/index.php?topic=12282.0

I'll have to dig into it and see how it works.  I might be able to build something off of it.
Title: Re: Late game is unbearably stagnant.
Post by: falcongrey on July 10, 2016, 04:28:15 PM
Quote from: Shurp on July 10, 2016, 03:43:03 PM
Hmmm, looks like this might be what you're talking about:

https://ludeon.com/forums/index.php?topic=12282.0

I'll have to dig into it and see how it works.  I might be able to build something off of it.

Yes! That is exactly the one! Such an awesome mod! (Kind of hope it can get resurrected for Steam Release!) <3
Title: Re: Late game is unbearably stagnant.
Post by: Tynan on July 10, 2016, 06:45:20 PM
I hear you - I think I've got a pretty decisive solution to this coming down the pipe. Currently targeting A16 (but not certain).
Title: Re: Late game is unbearably stagnant.
Post by: falcongrey on July 10, 2016, 08:21:45 PM
Quote from: Tynan on July 10, 2016, 06:45:20 PM
I hear you - I think I've got a pretty decisive solution to this coming down the pipe. Currently targeting A16 (but not certain).

:o  (Speachless....)
Title: Re: Late game is unbearably stagnant.
Post by: keylocke on July 10, 2016, 10:21:47 PM
Quote from: b0rsuk on July 10, 2016, 03:53:05 AM
I don't understand players who want multi-year colonies and raising kids. To make multi-year games interesting, rimworld needs either *snip*

for me, having water/hygiene/kids is a matter of time scaling. i agree that since rimworld doesn't have z-levels or other epic events to distract the player, and playing at 3x speed gets boring while waiting for stuff to actually happen.

which is why having 10x speed and adjusting the timescales/movement speed/amount of time per action, to add water/hygiene tasks, makes it less tedious to wait.

at 10x (or more) speed, players shouldn't have enough time to get bored. your colonists should have enough time to raise kids to adulthood, and your colonists could actually die from old age.

meanwhile, water/hygiene would add a new layer of logistics to the game (especially once the length of day and the amount of time to do each tasks is tweaked).

contagion quarantine would also actually be a real thing. (coz some diseases have no cure and can be contracted from animals and infected people)

Quote
That could be copied from DF, but does it really fit a science fiction setting ?? We have thrumbos and centipedes, neither of which is especially interesting or hard to fight.

i don't consider thrumbos/centipedes like "bosses". void gods are part of the lore (though not fully explained) and when a technology is highly advanced, it looks like "magic" (even though it's not)

so i'm talking about void gods that could teleport beside the shooter when shot (quantum teleport), or a void god that can summon minions periodically from a parallel dimension, etc..

i'm just showing what are the possibilities of what a "boss" could possibly do in rimworld.
Title: Re: Late game is unbearably stagnant.
Post by: ChimpX on July 10, 2016, 11:59:02 PM
Quote from: Tynan on July 10, 2016, 06:45:20 PM
I hear you - I think I've got a pretty decisive solution to this coming down the pipe. Currently targeting A16 (but not certain).

Two words: Polar Bear Cavalry
Title: Re: Late game is unbearably stagnant.
Post by: A Friend on July 11, 2016, 07:16:29 AM
Okay, so I'm someone that's kinda against kids and stuff. Just not really that vocal about it. Here's my piece of cheese.

I would prefer Rimworld to be a game that focuses more on your characters and the stories that a playthrough will make. Providing an experience similar to a TV show where you get to tell the story. The number of people you have is just right that it makes you at least a little bit attached to these characters. Sure the core of the game is spent building their home but the spotlight is still on the people living there, their struggles, interaction and inevitable downfall. While along the way, memorable events are made.

Creating things like these:
https://ludeon.com/forums/index.php?topic=13561.0
https://ludeon.com/forums/index.php?topic=18222.0

Now the problem I would personally have with kids and time accelerators, is it shifts the focus off of the characters and into the base building itself. It would create high populations and characters become expendable to the point of just being sacrificial chess pieces with name tags. Deaths would just be "Welp, that sucks. Meh" events and relations would just be purely to see who'll create babies. Who gives a crap if John's best friend Bob, who fought with him back to back against tribal hordes since they first landed here dies from a failed thrumbo hunt? We can just replace him in a few years no biggie. It'll just be pics of how large and impressive the colony looked like and the story of how it ended with less of what happened in between.

I don't have a problem with base building games. Heck, I love Dwarf Fortress. Rimworld would have no problems if it focused on being a basebuilder. But it won't really have anything to stand out from many other games out there. It would mostly just rely on it's nifty tactical combat system but even then raids become so massive that it just becomes a tower defense.

All of this is my opinion though and I don't really represent anyone. The first paragraph is how I felt when I first played this game on A7 and it produced one of the most memorable event I had in any game I played. And it hooked me immediately. Making me play again and again all in the hopes of getting something even more memorable. While the game kinda fails on recreating that, I'm not giving up hope of the game being able to give out a unique experience with each play. I have my hope set on one of the many potentials of Rimworld and you are hoping for another on an opposite spectrum. At the end of the day, it's up to the developer to decide which route we'll take.
Title: Re: Late game is unbearably stagnant.
Post by: isistoy on July 11, 2016, 10:36:12 AM
Mission-oriented story telling events is something that comes to mind, for me.

That is, having some mission-type scenarios triggered by story and RNG, that would propose you to (for instance):

- Attack another faction's base, or ambush them in their surroundings, with a set of colonists and items of your choice, and come back with loot, or establish the complete colony there (if you take the base).
- Establish another camp/base to scout for hostile faction's raids or plan an attack on them...
- Protect a friendly faction's base or trade camp from raiders
- Move to another colony, after a "permanent" cataclysmic event is cast upon you (volcanic winter or toxic fallout or anything else).

Of course, this is unrealistic as of right now but that idea would enrich other stages of the game as well, imo.
Title: Re: Late game is unbearably stagnant.
Post by: keylocke on July 11, 2016, 01:42:44 PM
Quote from: A Friend on July 11, 2016, 07:16:29 AM
Okay, so I'm someone that's kinda against kids and stuff. Just not really that vocal about it. Here's my piece of cheese.

I would prefer Rimworld to be a game that focuses more on your characters and the stories that a playthrough will make. Providing an experience similar to a TV show where you get to tell the story. The number of people you have is just right that it makes you at least a little bit attached to these characters. Sure the core of the game is spent building their home but the spotlight is still on the people living there, their struggles, interaction and inevitable downfall. While along the way, memorable events are made.

Creating things like these:
https://ludeon.com/forums/index.php?topic=13561.0
https://ludeon.com/forums/index.php?topic=18222.0

Now the problem I would personally have with kids and time accelerators, is it shifts the focus off of the characters and into the base building itself. It would create high populations and characters become expendable to the point of just being sacrificial chess pieces with name tags. Deaths would just be "Welp, that sucks. Meh" events and relations would just be purely to see who'll create babies. Who gives a crap if John's best friend Bob, who fought with him back to back against tribal hordes since they first landed here dies from a failed thrumbo hunt? We can just replace him in a few years no biggie. It'll just be pics of how large and impressive the colony looked like and the story of how it ended with less of what happened in between.

I don't have a problem with base building games. Heck, I love Dwarf Fortress. Rimworld would have no problems if it focused on being a basebuilder. But it won't really have anything to stand out from many other games out there. It would mostly just rely on it's nifty tactical combat system but even then raids become so massive that it just becomes a tower defense.

All of this is my opinion though and I don't really represent anyone. The first paragraph is how I felt when I first played this game on A7 and it produced one of the most memorable event I had in any game I played. And it hooked me immediately. Making me play again and again all in the hopes of getting something even more memorable. While the game kinda fails on recreating that, I'm not giving up hope of the game being able to give out a unique experience with each play. I have my hope set on one of the many potentials of Rimworld and you are hoping for another on an opposite spectrum. At the end of the day, it's up to the developer to decide which route we'll take.

that's fine for you and people like you. but what about people like me who actually plays rimworld like a basebuilder? does the opinion of people like me become a moot point just coz other people think otherwise?

heck, the only reason why i keep going back to play rimworld was coz of the RTS battle system. and yea, i DO play it as a basebuilder, and all the drama that the pawns have are just icing on the cake. coz i like building my colony based on logistical efficiency and strategic defenses.

i treat my colonists like soldiers or workers. yes i enjoy watching the drama of their day to day life as much as i enjoy sending them to glorious battles.

i like long games but i hate waiting for hours just to have something interesting to happen in the late game, coz unlike early game where you're pretty much preoccupied by basebuilding, late game is a deadzone.

some people would say : build a ship and start a new game. <---- but i don't want that.
coz i didn't wanna feel like i just spent hours building a base just so i would start again from scratch.

nope. what i want is to continue with my game, with my colonists leaving behind their LEGACY.
having kids let's me continue with the story of my characters, so even if those characters eventually die, their kids would continue with their story.

it's like game of thrones. minimal plot armor.

so unlike what you initially surmised, kids doesn't diminish the story. for me they actually are the goal of the story as well as the continuation of the story. WHY? coz for players like me who don't actually like to launch the spaceship and yet wants to play a very long game, kids would be one of the many alternate goals instead of launching the spaceship.

people would have kids, die of old age, kids grow up, have their own kids, die of old age (or get killed or whatever).

it's like endless mode, sans the immortality. a never ending story.

--------------

edit :

this is one of those issues that are preference-based rather than a technical impossibility..

no matter how much i try to convince you, and vice versa, we'll never see eye-to-eye coz what you want seems to be the polar opposite of what i want.
Title: Re: Late game is unbearably stagnant.
Post by: NemesisN on July 11, 2016, 02:18:27 PM
amp up the difficulty....you can always change the difficulty level

I don't find that there is nothing to do late game because I get raids so huge I struggle to survive it each time....they damage my colony so heavy that I need to rebuild everything to be able to defend myself against next raid....giving me a lot to do in game

the only problem late game I have is the lagg....lagg is the reason I end up deleting my colony and starting a new one
Title: Re: Late game is unbearably stagnant.
Post by: b0rsuk on July 11, 2016, 02:53:14 PM
Building a base in Rimworld reminds me of developing a character in Dungeon Crawl Stone Soup (a roguelike I used to play a lot). Early on, you're vulnerable and everything you come across is very important. That wand of flame may be saved for an ogre, orc wizard (unsung hero of player killers) or a centaur. Your decisions at this stage are very important and most monsters are threatening. You may get something to kill a dangerous monster, a scroll of teleport to run away, or you may escape by running into unknown (typically downstairs without fully exploring the level). You can't kill everything, you have few resources you treasure and hold onto. You consider carefully which branch to explore next....

... sometime later, you've leveled up, you've found most resistances, your're running out of skill points and you're going to continue the way you've been doing up to this point (bumping into monsters or evocation spells, these are the 2 main choices). You've covered weaknesses in your character (colony), have plenty of everything and can respond to anything.
Title: Re: Late game is unbearably stagnant.
Post by: isistoy on July 11, 2016, 02:58:00 PM
Quoteamp up the difficulty....you can always change the difficulty level

I don't find that there is nothing to do late game because I get raids so huge I struggle to survive it each time....they damage my colony so heavy that I need to rebuild everything to be able to defend myself against next raid....giving me a lot to do in game

the only problem late game I have is the lagg....lagg is the reason I end up deleting my colony and starting a new one

Sry for the obvious statement, but there is a difference between lag, as a technical issue, and late game, through design choices...
Lag will be (partially) processed in any case, as a result of technical refinements that will surely come to the game's structure itself.
Late game ideas are a different thing and there we would have debate over ideas.
Apparently, Ty has got sthg in his mind able to address immersion when in late game already, which rejoice me to say the least.
Title: Re: Late game is unbearably stagnant.
Post by: keylocke on July 11, 2016, 03:21:41 PM
Quote from: NemesisN on July 11, 2016, 02:18:27 PM
amp up the difficulty....you can always change the difficulty level

I don't find that there is nothing to do late game because I get raids so huge I struggle to survive it each time....they damage my colony so heavy that I need to rebuild everything to be able to defend myself against next raid....giving me a lot to do in game

the only problem late game I have is the lagg....lagg is the reason I end up deleting my colony and starting a new one

i don't have problems with raids, but i can relate with the lag. haha. it's also the reason why i quit (usually lag and boredom).  i make some test colonies to see what's new, but most of the time i try to stick to a single colony for the entire alpha playthrough.

however, i think that raids are only artificially difficult since their difficulty is primarily based on quantity slowly increasing over a length of time. though AI is getting better every new alpha, it's still net yet as awesome as it could be. (even then, rimworld battle AI is leagues better than the most colony sim AIs)

that's not the kind of "challenge" i'm looking forward to though.

rather what i'm looking for is more about "story progression". like in DF where civilizations rise and fall. not only should the story of each person progress, the story of all the factions and the world should progress as well.. (wars, alliances, the casualties of war, and the people left behind to build from the ashes, etc..)

coz i don't wanna be stuck with the same people i started with. haha. i wanna see how their story start, how their story ends, and how their story gets continued by the people they leave behind.

it's like ned stark gets beheaded, yea? but that's not the end of the story, it's only the beginning.

Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 11, 2016, 06:02:13 PM
Since the subject of "theme" has come up repeatedly, I thought I'd point out that Rimworld seems to be aiming for a "space western" feel.   Which makes me think that at some point gun duels and a clocktower are needed :)  Children sort of fit in -- not in the sense of future citizens of RimTown, but rather, as motivations for the characters.  Sending out your squad to kill the pirates that just kidnapped one of the children fits perfectly.

Quote from: Tynan on July 10, 2016, 06:45:20 PM
I hear you - I think I've got a pretty decisive solution to this coming down the pipe. Currently targeting A16 (but not certain).

And I really like the sound of *this*  :)
Title: Re: Late game is unbearably stagnant.
Post by: quxzcover on July 11, 2016, 06:05:26 PM
something people on this topic don't seem to get is that there is no cap to population. unless you keep on expecting the game to keep handing you people, which is unrealistic. ive gotten over 80 colonists without cheating in a12 and im well on my way in a13.
Title: Re: Late game is unbearably stagnant.
Post by: keylocke on July 11, 2016, 08:36:57 PM
this is cassandra :

<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>18</desiredPopulationCritical>

this is phoebe :

<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>18</desiredPopulationCritical>

this is randy :

<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>50</desiredPopulationCritical>

-------------------

i'm assuming you're playing with randy?

as others have pointed out, randy is random. sometimes it gives you a fun and exciting playthrough, sometimes you have to wait years before something interesting pops up. sometimes it's "interesting" every single day even at the early game. haha

i like randy, but he's too random for late game.. lots of waiting involved (boredom and lag are my greatest enemies)



Title: Re: Late game is unbearably stagnant.
Post by: falcongrey on July 11, 2016, 09:53:07 PM
Quote from: keylocke on July 11, 2016, 08:36:57 PM
this is cassandra :

<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>18</desiredPopulationCritical>

this is phoebe :

<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>18</desiredPopulationCritical>

this is randy :

<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>50</desiredPopulationCritical>

-------------------

i'm assuming you're playing with randy?

as others have pointed out, randy is random. sometimes it gives you a fun and exciting playthrough, sometimes you have to wait years before something interesting pops up. sometimes it's "interesting" every single day even at the early game. haha

i like randy, but he's too random for late game.. lots of waiting involved (boredom and lag are my greatest enemies)

And there is the reason I tend to only play Phoebe and occasionally Cassandra both at the hardest or second to hardest settings. Phoebe almost always at some point late game does something to wipe me out... sadly. Get a nice base sat up, beautiful gardens and amazing designs. Defenses are well integrated and it is hard for raids to get through. Then some phreak of nature series of events wipes the floor of my colony clean. >.<
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 11, 2016, 10:43:50 PM
This is Cassandra after you've edited the mod file:

<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>25</desiredPopulationMax>
<desiredPopulationCritical>36</desiredPopulationCritical>
Title: Re: Late game is unbearably stagnant.
Post by: keylocke on July 11, 2016, 10:59:03 PM
@shurp : yep, modified cassandra extreme is probably the most "fun" of the storytellers.

------------

anyways, on a sidenote : i like combat, but interesting stuff doesn't necessarily have to be about combat. for me it's about story progression so that the story doesn't end up getting stagnant.

rimworld is supposedly a "story generator" rather than a "tower defense".

so even though combat is a huge and enjoyable part of the story, there's not a lot of story progression behind the reason for raids other than "yar, we be pirates. gimme yer loot!". (though i think the faction system might eventually get some much needed attention.. eventually.)

i think this lack of story progression for factions, mechanoids, the world itself, etc.. and not just individual story progression is part of the reason for lategame stagnation.

it's like eventually you reach a point where the story progression grinds to a halt and players are left waiting for "stuff to happen".

because the story of the world around you doesn't progress (although this is slightly addressed by climate change settings in a14 *cough* which we're not really allowed to discuss yet *cough*), the story of each faction doesn't seem to progress (no factions getting wiped out or new factions appearing), even your colonists themselves eventually reach a stagnation point. (yay, you got married. so what? you don't make new babies. just a constant stream of immigrants to substitute for people that died, until you forget that they actually even existed, save for that marble sarcophagus that you never really build coz cannibals think people are yummy)
Title: Re: Late game is unbearably stagnant.
Post by: Elixiar on July 12, 2016, 10:37:05 AM
I just don't think there are enough events, and I don't think events happen often enough some times.

There's a metric ton amount of possibility but events currently come down to.

It's too hot.
It's too cold.
Mad animal.
There's a trader.
There's a raid.
You can't use solar panels.
There's a storm.
There's a blight.
Good mood boost from distant AI.
Bad mood boost from distant AI.
Friendlies are visiting.
There is radiation.

There's just not enough there for the game to be as interesting without combat as it is with it.

"Allies are setting up an outpost in the area."
"Allies and raiders are skirmishing in the area. Assist them."
"A contagious virus is sweeping through the colony, isolate the infected until a cure is found".
"Space debris is crashing" (crash landing mod gave me that idea)
"A mechanoid base has been established in the area. Destroy it before their machines corrupt the ground."
"A super siege has been started! We are outnumbered 3-1."
"A flood of refugees are heading for the colony, they will need food for a few days."
"A super strain of rabies had emerged in local wildlife. Be sure not to be bitten!"
"A glitterworld starship has landed in the area for repairs. This is sure to bring unwanted attention!"
"Colonists are celebrating the colony anniversary."
"A colonist is suicidal, keep an eye on him."
"A distant settlement has deployed an EDEN device. Plant/ wildlife growth has been dramatically increased."
"The colony is now well established across the Rimworld and will become a bustling hub of trade and increased pirate interest." (5 - 6 years on with large wealth.)

I know there is still some combat orrientated suggestions there but you get the point.
The list could go on and on.
Title: Re: Late game is unbearably stagnant.
Post by: b0rsuk on July 14, 2016, 12:40:19 AM
And weather has little impact on the game. Rain clears blood and dirt outside, lowers weapon accuracy. Maybe corn left outside deteriorates a little faster, not sure. Snow covers area with snow. But you don't have to remove snow from solar panels,  pawns don't become drenched and unhappy, the ground slippery. No warped furniture etc.
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 14, 2016, 06:36:54 AM
So you *want* sandstorms that destroy your solar panels and wind generators? ;->
Title: Re: Late game is unbearably stagnant.
Post by: b0rsuk on July 14, 2016, 07:26:40 AM
At least sandstorms and blizzards that make you remove snow from panels afterwards.

I don't see why a sandstorm shouldn't deal minor damage similar to frostbite. Naturally, it wouldn't start instantly like currently but you could see that a storm is coming. This part is completely absent from Rimworld - you can't predict any event, they drop on top of you with no warning whatsover.

Weather could cause breakdowns in outside machinery. Wind turbines would be a little more resistant because they're designed to work outside.
Title: Re: Late game is unbearably stagnant.
Post by: CrazyTribal on July 14, 2016, 01:47:11 PM
Don't most of these type games get a little stagnant towards the end?   That's when you start over on a different biome ... with different challenges and play the game differently.
Title: Re: Late game is unbearably stagnant.
Post by: ( Tchey ) on July 15, 2016, 08:08:48 AM
Whenever i reach such a level in game pace, i feel i win, and i simply start over. It's like this in all colony games i know. It "has to happen", sometime late game, it simply means i manage to understand the game and use all the tool to reach my goals.

I like to start over with my own goals, for example, a specific shape for the colony ( a big circle, only outside, only undercave...).
Title: Re: Late game is unbearably stagnant.
Post by: taha on July 15, 2016, 06:05:13 PM
Well, at some point raids / manhunter packs become SO massive and this is way too much for my poor computer to handle. There is no way I could win that kind of fights with lag and everything. So I must play tower defense.

Here... ~ 400 wargs vs ~ 30 (moded) turrets. Randy extreme on Ice Sheet. The main problem is the map becomes cluttered with corpses, and even with 4 cooks and 4 butchers, I'm still drowning in fur or human leather.

Yes, I know, I could just cremate corpses and live happily ever after on those lavish meals. But I would just clean the map for next raid, and the next and the next...

Colony value:
(http://s34.photobucket.com/user/Rjak/media/screenshot1_zpsmnfckx38.png.html)

Number of wargs
(http://s34.photobucket.com/user/Rjak/media/screenshot2_zps4vqdejes.png.html)
Title: Re: Late game is unbearably stagnant.
Post by: Shurp on July 15, 2016, 08:01:11 PM
Colony wealth of 3.5 M in 19 hours... that's... impressive, wow.
Title: Re: Late game is unbearably stagnant.
Post by: thefinn on July 15, 2016, 09:47:10 PM
Yeah called this problem out several alphas back, haven't seen a fix for it.

I love dwarf fortress also and it's one of the reasons I was one of the proponents for Z levels in rimworld. Great to see nicer graphics, but it's unfortunately at the expense of a lot of gameplay.
Title: Re: Late game is unbearably stagnant.
Post by: taha on July 15, 2016, 11:21:10 PM
Quote from: Shurp on July 15, 2016, 08:01:11 PM
Colony wealth of 3.5 M in 19 hours... that's... impressive, wow.

Thx. In order to get nice raids, I must appear rich. So I use the most expensive option when I build something. That boosts the number of attackers => more loot. More loot = more gold and silver, which I use to build new shinny things... and that attracts more raiders, and they bring loot. Not to mention their own skin and meat.

Still, I'd like to see a solution to my/our problem. Yes, I enjoy the raids (a lot, that's why I use this play style) but after a while (usually 15-20 hours in game) my comp almost freezes when they enter the map.

Title: Re: Late game is unbearably stagnant.
Post by: b0rsuk on July 16, 2016, 02:43:34 AM
One type of threat that would fit especially well to late game is internal colony politics, and factions.

People from caveworlds banding together. Converted tribal prisoners form a mini-faction. Midworld people with their own agenda.

This is how people behave. If a group is too small, there isn't (much) politics. Working in a small team is simple. But in a corporation, there's a lot of politics and people trying to get advantage of each other in various ways.