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RimWorld => General Discussion => Topic started by: Call me Arty on February 13, 2018, 03:57:18 PM

Title: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on February 13, 2018, 03:57:18 PM
 As Tynan said himself, it's kinda interesting seeing where everyone draws the lines on priority. Some people want all the content from the Fiction Primer added (The Holiest of Texts doth reference: Xenohumans, Transanimals with the intelligence of a homo sapien, and cacti of the whipping variety), and some just want more guns. I'm fairly interested in what you guys think.

Personally, I'd just love the pawns to be more human. The Psychology mod is in the right direction, but just little things that would add the the personalities of the pawns a lot, like a pawn's friend drinking with them under the stars after a break-up, or a researcher giving some other pawn pointers on how to improve their work. Little, human things for our ones and zeroes. No party or social fight style alert, just something you might see while planning a kitchen expansion or counting the spaces in a wall.

I hope not too many people see this as "suggestions" worthy. I thought this would warrant a bit more of a chill tone, rather than dozens of comments discussing how something would never be added because it would be too overpowered or isn't worth the Dev's attention.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kori on February 13, 2018, 04:28:39 PM
I would like that! More personality for our pawns and watching how they get along with each other would be awesome!

Unlike more weapons or furniture this isn't something that can be added by mods.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on February 13, 2018, 06:23:39 PM
Quote from: Kori on February 13, 2018, 04:28:39 PM
I would like that! More personality for our pawns and watching how they get along with each other would be awesome!

Unlike more weapons or furniture this isn't something that can be added by mods.

Well, thanks Kori. What about you, what're you missing?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Jibbles on February 13, 2018, 06:29:01 PM
Scenario editor. I rarely use it. Most of it's options provide predictable gameplay or permanent conditions since there's not many options to tweak it.  I daydream about creating custom events with it. It climbed up to the top of my list since I don't think we'll see events that have more depth to them, or challenges that require more preparation/strategy than what's already in the game.

Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Toast on February 14, 2018, 12:01:41 AM
Continuing in the same vein as OP but in a slightly different direction: I wish there were more human interactions with other factions. You can trade with them, murder them, or pay/be paid by them to murder things. That's it. It feels so... empty, particularly when there are so many random "X Faction are visiting your colony" events that just seem to be begging for a purpose. It's not too uncommon to find out that a refugee or slave you welcome in has family somewhere else on the planet, or for that family to actually show up in a caravan, but there's no way to ask a family member to join you *peacefully* or to even interact with them at all. We're all struggling here on the Rim but there's no real sense of camaraderie with the other friendly factions and I wish there was.

I think the Hospitality mod does some of this but as OP said this isn't a suggestion of specific elements I want so much as a feeling of missed potential.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on February 14, 2018, 01:28:47 AM
Quote from: Jibbles on February 13, 2018, 06:29:01 PM
Scenario editor. I rarely use it. Most of it's options provide predictable gameplay or permanent conditions since there's not many options to tweak it.  I daydream about creating custom events with it. It climbed up to the top of my list since I don't think we'll see events that have more depth to them, or challenges that require more preparation/strategy than what's already in the game.

I've noticed the same kinda thing. As much as I love scenarios, there's only so much they can do without mods, and they can't even do everything that the creator may want. Sometimes, simple things like, say, recreating the Devil's Blessing story. (https://ludeon.com/forums/index.php?topic=26359.0) It's essentially a variation of a default scenario, but you'd still need Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) to get the pawn and starting gear right, then you still lose-out on the potential coolness of your landing tile and map being customized (just like in the story), and even potential specialized events, like certain customized characters appearing at certain points in the game.
If you check the scenarios, you see a lot of repeating themes due to the limitations. Toxic Fallout 100% of the time instead of a toxic planet, permanent eclipses instead of caves, etc. You also have things like one of my personal favorite scenarios: Rimworld - The Survival Reality Show. (http://steamcommunity.com/sharedfiles/filedetails/?id=740348516&searchtext=) Seven rules that you're simply trusted to follow. Sure, it may be tough, but it's pretty easy to see some patterns of "if this then that" coding that the game already has to a degree (Cause event meteorite every 7 days).

Anyways, love the idea of an improved scenario editor overall!
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on February 14, 2018, 01:59:10 AM
Quote from: Toast on February 14, 2018, 12:01:41 AM
Continuing in the same vein as OP but in a slightly different direction: I wish there were more human interactions with other factions. You can trade with them, murder them, or pay/be paid by them to murder things. That's it. It feels so... empty, particularly when there are so many random "X Faction are visiting your colony" events that just seem to be begging for a purpose. It's not too uncommon to find out that a refugee or slave you welcome in has family somewhere else on the planet, or for that family to actually show up in a caravan, but there's no way to ask a family member to join you *peacefully* or to even interact with them at all. We're all struggling here on the Rim but there's no real sense of camaraderie with the other friendly factions and I wish there was.

I think the Hospitality mod does some of this but as OP said this isn't a suggestion of specific elements I want so much as a feeling of missed potential.

I know there have been a lot of posts debating about why someone would fight their old friends rather than turn on the people who shot and imprisoned them, but I'm still surprised that a mother and son will still fight. No dropping of guns, no solidarity between friends of either wanting the best for their comrade. Bang, boom, crippling mood debuff.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: O Negative on February 14, 2018, 03:43:14 AM
I've had some fun with the scenario editor, but I had to use notepad++ to edit the XMLs. Ive lately been playing with 25 starting colonists with no materials to start. No rerolling either. Euthanized 2 older people and buried them in sarcophagi to keep colonist mood stable. Now dealing with starvation as I build infrastructure and proper food production facilities.

On topic, I really wish diseases were a bit more interesting. Specifically, contagious. But, that's very unique to me as a player.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: SzQ on February 14, 2018, 07:01:54 AM
Orbital traders actually landing not sending stuff in capsules and magically teleporting our stuff trough mountain.
You know... like in Rikiki mod.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Grubfist on February 14, 2018, 10:59:24 AM
Caravans are easily my favorite part of the game and the fact you can't make a temporary camp or tents or anything like that really bothers me. :C
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: sick puppy on February 14, 2018, 11:19:17 AM
Quote from: Grubfist on February 14, 2018, 10:59:24 AM
Caravans are easily my favorite part of the game and the fact you can't make a temporary camp or tents or anything like that really bothers me. :C
agreed
camping stuff mod should definitely be added to vanilla
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Injured Muffalo on February 14, 2018, 12:16:13 PM
There are some grammatical issues...

Quote from: Grubfist on February 14, 2018, 10:59:24 AM
Caravans are easily my favorite part of the game and the fact you can't make a temporary camp or tents or anything like that really bothers me. :C

I third that.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Canute on February 14, 2018, 12:42:09 PM
The problem with the current camping mod is, you easyly can exploid it.
You are allways geting a fresh map with flora and fauna for the biome, together with the ruin's and maybe ancient danger.

Yes, the temp. set-up camps are very useful.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Harry_Dicks on February 14, 2018, 04:08:10 PM
1) How and what information is given to the player. Example is setting up outfits that use different layers. The layer a piece of apparel uses is hidden to the player. So I've gone through and edited all of my descriptions so that I know what goes where. With only a few apparel mods, it gets silly trying to play mix & match with clothing that takes up weird slots and layers. I think this will be fixed in 1.0.

2) I want the world map to actually matter. With RF - Faction control, I've had some amazing looking maps where all of the factions are strategically laid out. It makes me fantasize about a dream RimWorld scenario where I can have little outpost colonies have to feed supplies that can only come from different biomes into my main colony. I want to make my long distance adventures and journeys have to be strategically planned! I want to have to decide do I take the shortcut through the mountains, but it's winter and we are low on food. What if we end up like the Donner party?! Or do we take the safe, long route around the mountain range, but that means we have to travel through the heart of the cannibal tribes territory! C'mon, dammit... that sounds awesome!

3)I want to be able to have this setup for moving goods from one colony to another (your own or allies/traders) with pre scheduled, automated, unmanned cargo ships. I want this to be once you hit very late game though, so that way you still have to go through your walking period and can't take dropships everywhere :)

Like SzQ said, if we could have something like this combined with Rikiki's MiningCo. Spaceships, man that would be awesome. Especially if the pawns had to all load/unload the cargo from the ships, and you could have multiple new systems built around ship construction/maintenance/docking facilities/whatever! We could even have our own guys rappel in from a gunship or something fun.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Teutorix on February 14, 2018, 05:01:03 PM
Quote from: Kori on February 13, 2018, 04:28:39 PM
I would like that! More personality for our pawns and watching how they get along with each other would be awesome!

Unlike more weapons or furniture this isn't something that can be added by mods.

Does the mod Psychology not do this to some extent?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: sick puppy on February 14, 2018, 06:07:11 PM
Quote from: Canute on February 14, 2018, 12:42:09 PM
The problem with the current camping mod is, you easyly can exploid it.
You are allways geting a fresh map with flora and fauna for the biome, together with the ruin's and maybe ancient danger.

Yes, the temp. set-up camps are very useful.
true. (also i forgot camping incidents)
but that could be somewhat solved if whenever you started a camp it forced a negative incident that you cannot use for your gains (except if you wanna destroy your own stuff)

as an example most weather incidents would fit perfectly. it could even have a little popup window: "as it turned evening, the clouds turned dark much more quickly than usually and a huge hail storm/lightning storm/tornado started" or "at around midday you noticed how much hotter/colder it was than usual. your best meteorologist, jeff, determined it must be an unusual heatwave/coldsnap" or "suddenly, you came across a whole valley full of dying animals, corpses and even skeletons. you looked around and when you made it to a good place for a lookout and you could finally make out the horizon, you saw that the air around you had a different color. jeff, your chief scientist and researcher quickly figured it must be a large cloud of poisonous gas that kills all animals. you have to find shelter quickly or you'll suffer the same fate" and so on.

that would start off your stay there in a rough way, so in many cases you dont even want to stay there for too long. on the other hand, if your pawns are on the verge of dying for whatever reason and just cant walk on, you might wanna try and push through and struggle your way to survival there.

two downsides to my idea could also be fixed with easy fixes:
first problem is people just fleeing the map and starting a new camp. well, in my version first of all you cant just pack all your crap. you have to form a caravan and move off the map as usual. you would start on the edge of the map aswell though and not in the middle with all your crap scattered. another fix to this problem would be to not make it possible to make camps just anywhere. you still have to be two tiles away from the nearest encampment, be it proper faction bases, pirate camps or your own places. furthermore, a camp has to fall apart first, before you can go camp there again (so that the region can regenerate)
let's say it takes a week. you could also make it one day or a quadrum, doesnt really matter. all that is important that you cant just spam start camp/leave camp to get unlimited resources. maybe even make it impossible to get anything minable in camps aside from rocks and a bit of steel? it is about camping afterall, not making a new forward base.

problem 2 is people camping all around their main base to keep pawn count low to cheese raids and downed/not killed enemy raiders. my solution was always to finally make these stats global and not regional, especially when it is about pawn counts. maybe make it changable in the options, so that if people like to they can still make their imperium of 10 cities and hundreds of pawns (i am currently working on it in my first save game out of boredom. 4 cities, like 50 pawns, ~two infinite caravans.)

important about camps is that they really just have to be camps. the maps MUST be small and contain only few resources. otherwise tribal starts will always just rush the ai ship as soon as it is revealed. (if players even play rimworld like that) it should be mostly used to tend to pawns and animals and maybe to try and recruit prisoners or to do stuff so that mood goes up for a while. not as way to stock up on food to be able to survive for a week with your army of 10 pawns and 20 muffalos in tundra.

ps: holy crap i spammed a lot. imma quit here

pps: in the end there are just too many ways to cheese this game. maybe you dont have to fix these things. maybe just let the cheaters cheat, nobody likes to play with them anyway and everyone else just plays the game properly.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kori on February 14, 2018, 06:49:36 PM
Quote from: Call me Arty on February 13, 2018, 06:23:39 PM
Well, thanks Kori. What about you, what're you missing?

There are mods for almost everything I could wish for, but if I had to name only two features that I'd like to see in vanilla..

edit: I guess there's no need to list features that are already added by mods here

Quote from: Teutorix on February 14, 2018, 05:01:03 PM
Quote from: Kori on February 13, 2018, 04:28:39 PM
I would like that! More personality for our pawns and watching how they get along with each other would be awesome!

Unlike more weapons or furniture this isn't something that can be added by mods.

Does the mod Psychology not do this to some extent?

It does, but we were talking about interactions between pawns being a bit more visualized, like
-pawns who hang out together bring beer or other social drugs to each other which they consume together
-watching stars or clouds together
-wandering in groups during their joy time
and other small details that make them appear as social beings. :)
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Hans Lemurson on February 15, 2018, 05:06:51 AM
Quote from: Call me Arty on February 15, 2018, 01:46:36 AMRelationships can start over jokes and end over politics,
Politics? What kind of politics could there  possibly be in RimWorld?

"I wonder if sometimes the being that reads our secret thoughts and constantly tramples on our free will to command our bodies like puppets... that it might not always have our best interests at heart."
"Die heretic!"
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Harry_Dicks on February 15, 2018, 09:23:37 AM
Quote from: Hans Lemurson on February 15, 2018, 05:06:51 AM
Quote from: Call me Arty on February 15, 2018, 01:46:36 AMRelationships can start over jokes and end over politics,
Politics? What kind of politics could there  possibly be in RimWorld?
All sorts of interesting politics could be implemented if we had a sort of "Colony Council/Leadership" mod/system where leaders respective roles would have colony wide modifications - positive and negative! I think it would be interesting if besides having a regular leader and/or mayor for a colony, you could also have a pawn you designate as your "ambassador" that would appear on the Factions/Relations tab. Then this pawns actual personality (maybe from Psychology?) would come into play versus other ambassadors personality, and how factions will interact with each other. So if we have a shitty ambassador that is pissing off the pirates and causing them to constantly raid us, then all the pawns in the colony should want this ambassador to be replaced! But what if a pawn is friends or family with this ambassador?! Let us start forming colony wide cliques/gangs!

About the colony council positions - maybe you've got a shitty head engineer, which causes buildings to randomly fail when they shouldn't. This resulted in one of your pawn's embrasure failing on them in the most recent raid, and caused the pawn to take some terrible brain injury. Well, this pawn was also your head doctor, so now the replacement doctor is shit and everyone's medical success/surgery success chances are suffering and new incidents related are popping off. So pawns are pissed at head engineer, because him being shitty caused the head doctor to get wounded, and now everyone is suffering!

I think it would be cool if pawns social system could be tied to different aspects of the colony, and they would hold the respective leaders accountable. Like if your new terrible head doctor stays in the position for too long and too many medical related incidents start happening, then pawns will start to take matters into their own hands. This could be something like they attack the head doctor, forcing a replacement. These sorts of things could be extended into all sorts of awesome social webs and colony wide "cliques".

I remember reading about an update for Dwarf Fortress, and they were talking about these cliques, and how you could essentially have a civil war among your dwarfs? Not sure I'm remembering it all correctly, but that sounding completely off the walls awesome! I want stuff like this in RimWorld. I know with the mod Expanded Incidents, they have a sort of "gang" event that happens. I haven't tried it out yet myself, but it's definitely on my list of what I am going to play with next. Either way, I was thinking about how something like this could be expanded on into a whole new awesome system.

I think the Psychology mod is absolutely amazing, and the author has put in some serious work and polish. The mod looks very professional and feels complete. However, for me personally, it is not what I really want from the social system. Vanilla is not enough, but Psychology is pulling it into a direction that is too niche for me. I don't want to see 20 or so different personality traits that I have no clue what balances exactly against what or how they interact or anything. It's just a bunch of random bars to me (talking about Psychology's traits on individual pawns). Plus, when I have anymore than just a handful of pawns, there is no way in hell I am going to remember what pawns are introverted and what pawns are this and that and whatever.

After thinking about this on some time, I think I want something like what Kori is talking about, but then also some more new systems and things for the pawns to do socially. Just more events and incidents, maybe? Instead of relying on the story teller to pop off a "social event" once every so often, maybe it would be a lot cooler if just the SOCIAL system had it's own sort of storyteller with it's own events that pop off, independent of your regular storyteller and events.

These new "social storyteller" and their events could be going off all the time, maybe one a day or something, I think would add lots of flavor. They don't even have to be really big events, or even warrant a notification to the player. But maybe a couple always has a date night once a week, and they will stroll randomly around the colony together. Then a group of 4 friends all drink beer together, the same group, whenever they get the chance.

Hmm, I'm not sure, but I feel like the more I think about it, that having a separate social storyteller with social events would be interesting. This could also maybe make it a lot easier for modders to add in all sorts of new and interesting social events, that don't have to be these new big things that they have to just kinda hope that Cassandra/Phoebe/Randy decides to make happen.

I should also recommend the mod Razzle Dazzle for anyone interested (and I really wish Several Puffins mods were all B18, they look so freaking amazing). It let's your pawns has performances, theater, stand up comedy, and host radio programs. I haven't messed around with it yet myself, but it looks really interesting. That's the only mod of Several Puffins that's made it to B18 that I've found. His other mods, which I think if they made it to B18, would be really awesome, and I think would satisfy my want to expand upon pawn's social systems.

Check 'em out:

Razzle Dazzle!
https://steamcommunity.com/sharedfiles/filedetails/?id=935948631

Rumours And Deception
https://steamcommunity.com/sharedfiles/filedetails/?id=796643425

Romance Diversified
https://steamcommunity.com/sharedfiles/filedetails/?id=796643583

Rim Disorders (anyone interested might check out Therapy for B18. Same author as Hospitality!)
https://steamcommunity.com/sharedfiles/filedetails/?id=833388914

Recon And Discovery
https://steamcommunity.com/sharedfiles/filedetails/?id=935948526

EDIT: Also, I fully understand that a lot of what I proposed is very fanciful and could take a ton of work to implement. I'm sure that any number of the ideas might not even be worth the time required to invest into them to make them work properly and/or actually be fun. I'm just having a good time thinking of stuff I thought might sound interesting :)
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on February 15, 2018, 09:27:40 AM
Quote from: Hans Lemurson on February 15, 2018, 05:06:51 AM
Quote from: Call me Arty on February 15, 2018, 01:46:36 AMRelationships can start over jokes and end over politics,
Politics? What kind of politics could there  possibly be in RimWorld?

"I wonder if sometimes the being that reads our secret thoughts and constantly tramples on our free will to command our bodies like puppets... that it might not always have our best interests at heart."
"Die heretic!"

Mid/Glitterworld politics, I think. I personally love the idea of people still arguing about politics when they're years away from whatever those politics are.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: dogui on February 15, 2018, 12:41:11 PM
In my dreams I wish to see a deep improvement of map. To expand colony out of map borders, exploring freely around, creating outpost, wards, strengths, hunter barns, depots. The whole planet to be exploited and used more or less as the world-map of Age of Empires. Places matter. Where to settle, what to do, how to survive make difference. I think that to go beyond the idea of finding all you need to prosper in your own map and some added simple tricks/boring missions  should offer more depth to the game.
Trade: exploit caravans and merchants, creating a deeper relaction between factions. Liberty to join, leave, form a faction from your team. more resources, and complexity in goods creation. Length the goods production chain and multiply the skill.
Survive in nude barracks: quite simply; maintain rich and complex colony: great difficulty, to achieve  only after year of development, clever recruitment, alliances. In a word: politics.

Trade mechanics, basically Civilization saga can be a fair example of how to work.
In general I dream more complexity, more differences, more attinences with a surviving life and survivors communities. Like hundreds, maybe thousands of robinson crusoe on a huge island, where life is hard... and just a bit less hard... and a bit sweetier for the lucky/brave which control key resources.
I know that probably no processor would face a so deep game. I just want to tell what this fantastic game inspire to me.
Ah, last thing: a one player (pawn) arcade formula. You role a pawn and if he dies .. game ends.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Ser Kitteh on February 16, 2018, 09:06:07 AM
https://ludeon.com/forums/index.php?topic=38011.msg390725#msg390725

Inventory still needs a serious rework. Things like pawns being able to carry drugs just in case, the iffy drop furniture to use bedrolls, etc. It's not a problem for 95% of player who stay at one base but for nomadic playthroughs, inventory management is a huge hassle.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: cultist on February 17, 2018, 09:36:43 AM
I think Tynan should decide whether or not he wants pawns to have inventories, because what we have now is a system full of arbitrary limitations and flawed logic. Pawns can carry excactly one type of item and hold exactly one meal while they're on the home map... unless they came to you with stuff in their inventory already, then they're allowed more... until they drop it and then magically forget how pockets work. And of course, as soon as they are a designated part of a caravan, they suddenly realize that they can carry food for several weeks, as well as the chairs and tables to eat it off. There is no consistency whatsoever, and it's frustrating. I understand the reasons for not letting pawns carry 6 back-up weapons as well as 4 different kinds of drugs and 15 meals - but at least consider letting pawns fill their inventory with lightweight items temporarily. Add a "pack mule" negative thought for carrying more than a minimum weight. Increase carry limit penalty for bad back/missing limbs. Just do something.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Harry_Dicks on February 17, 2018, 01:37:05 PM
Quote from: Ser Kitteh on February 16, 2018, 09:06:07 AM
https://ludeon.com/forums/index.php?topic=38011.msg390725#msg390725

Inventory still needs a serious rework. Things like pawns being able to carry drugs just in case, the iffy drop furniture to use bedrolls, etc. It's not a problem for 95% of player who stay at one base but for nomadic playthroughs, inventory management is a huge hassle.

Hey! Someone actually listened to me! ::)

But I agree. Although the players who don't have any inventory "issues" now, would still benefit from a "limited inventory slots" sort of system that I described, I believe. There is the mod Dubs Rim Kit, which is kinda like what I talked about. I would really recommend it, maybe a different modder could look at it for inspiration, as well.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kori on February 18, 2018, 09:23:21 AM
I know this isn't the solution you are looking for, but everyone who wants real inventory management should try out the Combat Extended mod.
It gives you full control over your inventory with mass and bulk stats, you can order pawns to pick up stuff anytime and you can even create loadouts to tell your medics to always have a set amount of medicine and drugs in their inventory, your tamer to have kibble or whatever you want to do.
If Tynan decides to include this feature to vanilla, please have a look at CE's approach, it's perfect!
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: VincentJ on February 18, 2018, 11:25:09 AM
I red most of the posts here, if I can sum up there's demands for more psychology between characters, whether from the player's settlement whether other factions.
That your starting point really matters, it should not be the same thing where you're surrounded by hostile raiders or by peaceful villagers.

Others reclaims are on inventory, transportation, living like nomads.


For the map things, what bothers me is that's always the same climate : continental. It means -20°C in winter and +40°C in summer.
Personnaly I live in oceanic conditions, in the middle of the Gulf Stream, such temperatures are completely unimaginable. I know it would be a big work, but I'd like to see oceanic areas on the map, with more rain and more easy temperatures.


The most annoying thing according to me, it's the research system : how could you make me believe a single person behing a desk could discover electricity, microprocesors and interplanetary travels WITHOUT A MOVE !
Without asking someone ?

I think a scientist, if he would make new discovers, should recolt analysis on the field, then bring back samples in his lab, speak to visitors, make research projects with other factions (like in a civilization game, your progresses are way more important when you collabore with other countries), investigate ruins of other civilizations (cargo caps when you are tribal for example), and exchange, speak, exchange, speak...
Have events that let you gain more technology points.
You don't speak with a visitor only to make him see you're a friendly person. We don't care about that, it's useless. You welcome him and talk to him to exchange ideas or goods.

And the game should have bathrooms and toilets, which is done with Dub's Bad Hygiene Mod, this adorable mod.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kraehe on February 18, 2018, 11:59:19 AM
I would love if colonists could have children (natural made or Vatgrown). This and Prisoner doors for bigger jails (more than one room) would be my most wanted improvements.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: wwWraith on February 18, 2018, 12:23:57 PM
More diversified animals. More varied temperature preferences, activity cycles (day/night, dependence on season and weather), aggressiveness (attack/flee/ignore if someone just goes nearby), behavior patterns (tendency to roam far or stay in preferred areas, pack hunting/defense), dens/nests, reproduction and caring for the offsprings, abilities to steal random unsecured things (and eating/hiding them), hiding corpses and other food to eat later, etc.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: BetaSpectre on February 19, 2018, 02:54:05 AM
Two things both fixed by mods.
Stacking limits - 10 jackets take up the same space as 750 potatoes
Lack of colonist inventory - a colonist can't carry items efficiently like how someone with a backpack should be able to.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Ser Kitteh on February 20, 2018, 07:10:57 AM
Glad to see people agreeing on the inventory stuff!

Is it not possible to have a standalone mod to import CE's inventory to vanilla? Because goddamn, the inventory is finnicky. It makes nomadic runs suck, and I'd rather it not suck.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kori on February 20, 2018, 10:00:32 AM
In that case I'd love to see the implementation of Ammo.

I think the only reason that this isn't part of vanilla yet is the missing inventory.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: sick puppy on February 20, 2018, 02:51:06 PM
Quote from: BetaSpectre on February 19, 2018, 02:54:05 AM
Lack of colonist inventory - a colonist can't carry items efficiently like how someone with a backpack should be able to.
not sure what you mean by this. how would you implement carrying a killed thrumbo or centipede, then? do you have to take them apart in that very place with something like a butcher spot?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: East on February 22, 2018, 07:03:39 AM
1. Rim World game wants to absorb some famous mod.
It does not hurt the balance of the game, but it maximizes convenience.
For example, allow tool, stack merger, medical tab, blueprints mods.
There are certainly modes already there, but many people seek the completeness of vanilla. And expects continuity compatibility.

2.
I want to see a list of the items on the map. Now only indirectly through the list.

3.
Improved scenario editor. I want to create a sort of story, but I only offer editors that are too restrictive. Two or more of the same events are also blocked. It is impossible to put an attack order on a specific date.
If Tainan is going to improve and open the topic, I will include more details.

4.
In-game world maps are still boring and uninteresting. I hope he will bring it up to an exciting level when playing with the Rim World World Map alone. So I will send out the colonists to play the game with World Map.

5.
I have nothing to do in a late game. Enemies were weak, food was overflowing, and doctors were trained.
I think need to the boss, the wave of the enemy, some action to get the score, the wonders and so on.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: sick puppy on February 22, 2018, 09:36:58 PM
Quote from: East on February 22, 2018, 07:03:39 AM5.
I have nothing to do in a late game. Enemies were weak, food was overflowing, and doctors were trained.
I think need to the boss, the wave of the enemy, some action to get the score, the wonders and so on.
this one is solved easily. turn up difficulty
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: East on February 23, 2018, 01:59:51 AM
Quote from: sick puppy on February 22, 2018, 09:36:58 PM
this one is solved easily. turn up difficulty

I played at the highest level of difficulty, raised the difficulty of the mod, and put the raid option once every four days.
Hardcore SK mod is also completed.

The difficulty does not change the battle pattern itself.
If the defensive line is above a certain level, the enemy number will only cause a delay in the game.

Contents other than raids are needed from a certain property size.
I think maybe it will be solved if the world event becomes more interesting, but the world event is not fun right now.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Harry_Dicks on February 23, 2018, 10:56:52 AM
Quote from: East on February 23, 2018, 01:59:51 AM
I played at the highest level of difficulty, raised the difficulty of the mod, and put the raid option once every four days.
Hardcore SK mod is also completed.

The difficulty does not change the battle pattern itself.
If the defensive line is above a certain level, the enemy number will only cause a delay in the game.

Contents other than raids are needed from a certain property size.
I think maybe it will be solved if the world event becomes more interesting, but the world event is not fun right now.

This furthers my belief that we need to be able to edit the "scenario options" on the fly after the game has started, or at least a mod that will allow us to do this. Say I am late game, and I want to have a raid recur every 5 days, and have eclipses always coming and going, and/or whatever other specific events/incidents/raids I want to have turn completely on or off, or set them up on recurring intervals, which I can further adjust when I actually turn on or off or change the interval date for whatever scenario options that I want.

Maybe I want a raid every 5 days, but not start until year 7? I feel like we are forced to make all of the decisions in the scenario editor before we start our game, but we will want to change a lot of this stuff later on. Or maybe the player changes their mind half way through, but now they must restart a whole new game simply because they cannot change these things after the game has started. Frustrating.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: sick puppy on February 24, 2018, 04:10:50 AM
Quote from: East on February 23, 2018, 01:59:51 AM
Quote from: sick puppy on February 22, 2018, 09:36:58 PM
this one is solved easily. turn up difficulty

I played at the highest level of difficulty, raised the difficulty of the mod, and put the raid option once every four days.
Hardcore SK mod is also completed.

The difficulty does not change the battle pattern itself.
If the defensive line is above a certain level, the enemy number will only cause a delay in the game.

Contents other than raids are needed from a certain property size.
I think maybe it will be solved if the world event becomes more interesting, but the world event is not fun right now.
not sure what mods you use but it might be the mod itself that makes the game easier for you. sure, not all of them do, but still quite a number. personally, i dont play mods that make the game noticably easier. but i guess that's just me.

you can change story teller though. i'd go from chillax to cassandra at least. randy tends to be easier than cassandra, but he will sometimes swing so hard it almost breaks the space/time continuum. just trying to say that if anybody, randy WILL eff you up.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Ser Kitteh on February 24, 2018, 10:22:43 AM
While we're at it, can we make the scenario editor better?

I want to make quests appear every 5 days but can't. Considering that it can take chance and you can go YEARS without an AI persona core, I see this is a glaring issue. Antigrain, serums, those are luxuries. AI persona cores? Yeah, that's an important thing to get.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Harry_Dicks on February 24, 2018, 11:54:14 AM
Quote from: Ser Kitteh on February 24, 2018, 10:22:43 AM
While we're at it, can we make the scenario editor better?

I want to make quests appear every 5 days but can't. Considering that it can take chance and you can go YEARS without an AI persona core, I see this is a glaring issue. Antigrain, serums, those are luxuries. AI persona cores? Yeah, that's an important thing to get.

If you want, please show support for this on the thread I've started for it. I'm hoping if it gets enough attention, then maybe we can see some changes. Or at least hope that a modder might make something happen. ;)
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Boston on February 25, 2018, 03:24:15 AM
Non-powered, or "primitive" play. Right now, vanilla Tribal starts are little more than speedbumps to electricity and the same things offworlder colonies have.

Mainly, this is due to how ineffective non-gunpowder weapons are. Believe me ornot, but an arrow to the heart or lung will kill you just as dead as a bullet will.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kalre on February 25, 2018, 06:55:11 AM
Make Hygiene mod and No Life With water Vanilla, i mean, cmon. :(
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: JDDoolin on February 25, 2018, 08:49:23 AM
First Post! 
... which I hate to make all whiny.  This is a real fun game, and I've wiled away many enjoyable hours playing it.

My Micromanagement Play Style
The question is, "what's the most lacking part of Rimworld for you".  As it is, I am constantly trying to restrict them to zones where the important work is to be done, and changing their priorities so they focus on the important work of the moment.  And rather than playing at speed 3, I am pausing the game to fix all the zones, and priorities. 

It could be, that making fixes to make micromanagement easier does not lend to a better game for most people.  So long as you're keeping your people fed, raids and other dangers are correlated with your colony's wealth, rather than the amount of time passed.  This means that being efficient with your time by micromanaging your colonists doesn't really benefit you in being ready for the raids.   You might recognize my problem to be more of one, that perhaps I am trying to micromanage my colony too much...  Perhaps I would enjoy the game more if I just accepted that my colonists are going to waste a lot of time walking across the map, and just played on speed 3 all the time. 

But for players like me, who do like to micromanage, I would say these are the most lacking parts of Rimworld:

Menus are Too Mouse Intensive;  Context Sensitivity is Not Redundant Enough

I'm often a bit frustrated at how mouse-intensive and context-sensitive the menu-system is.  Or rather, how badly the interface recognizes correctly what context you want to be in.

For instance, when I want to expand a zone, I would expect that when I click on the zone, the option to expand that zone, or clear parts of that zone would become available.  Instead, I have to select the zone, then hit tab or Architect, then check whether the zones tab has been selected, and if not, then select it, then click on expand zone, or delete zone. 

When I have a character selected, and he's running off to go plant something, if I want to change his work priorities, I can't do it from the character's character page.  Rather, I have to open up a spreadsheet of all the characters, then search for that character in a list, and then find the relevant category, and change the number. 

How I would Improve It

I can imagine a couple of ways to improve this.  One would be to give the player a keyboard shortcut to straight to the end of menus, like a macro that would execute several things when a single key-combination were selected "click, tab, zone, e(k)pand, manage, new" for creating a new animal zone, for instance.  Another option would be to give some of the menu options in the architect menu a keyboard shortcut.  And a third option would be to make some redundancies in the menus.  So, for instance, when you click on a stockpile zone, expand zone, and shrink zone should be in that menu, as well as in the architect->zone menu. And work priorities should show up in the individual character tab, as well as in the "Work" tab.

Caravan Menu Should be Editable

One other thing is that the "Form Caravan" screen should be continuously available as long as the caravan is not under way.  When they are packing for the caravan, you have the option to cancel the caravan, and start over.  But you don't have the option to change your mind about who is going, or what is being brought along, or which direction they are setting off.   (Edit; others have discussed this issue:  https://ludeon.com/forums/index.php?topic=39192.0 )
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: sick puppy on February 26, 2018, 09:35:15 PM
honestly, i'd be happy if my colonists actually did what i told them to do.
most importantly quitting a manually priotized job after seconds. on a sidenote also recruited pawns that suddenly go back to their daily job.
the recruits' thingie exists because players sometimes forget that some of their pawns are in war mode and that they dont do anything. switching them back automatically makes some sense, but if you're like me, you hate it. just give me a notification that some of my recruits havent been doing anything for the past minute just like you would if my pawns have no tasks. i click on it and unrecruit them. OR, which happens more often than not, i ignore the notification because i still need my soldiers.

now the other thing is a different story. it isnt too bad, as if you make a bad constructor or generally a slow worker build something huge by manually prioritizing it, he might take days if not weeks to finish it and he'll even forget to eat. well, that's exactly what i want: dont forget to eat. sleeping isnt THAT important. but i guess eating isnt either...i'd get notifications for both anyway if i forgot someone and they have to work their butts off.
the more i think about it the less reasons do i see in a pawn quitting their manually prioritized jobs. like seriously. there just is no reason to do so, especially not after seconds to piss me off. by the way, would be nice if pawns didnt just plant or harvest once if i prioritized it manually on the map. how about the pawn at least continues a few more times? then just go do whatever, but clicking every plant to harvest is annoying as hell and changing work priorities on the work tab is also annoying if i have a system that finally works after so long.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: sadpickle on February 28, 2018, 06:18:22 PM
Caravans and their mechanics. Easily the biggest headache of the game.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Headshotkill on March 03, 2018, 06:02:03 PM
1. Ruined city biomes, we've already got the ancient roads and the isolated ruin but a fleshed out mini-biomes featuring the ruins of an ancient metropolis where you can settle with easy shelter but unfertile ground is something I've dreamed of since alpha 1.

2. Rainfall per year having more impact on diversifying tiles within a biome. Basicly the more rainfall per year a tile has the more dense the vegetation in that tile meaning jungle with lots of rain would be choke full of trees while jungle with less rain could start to resemble more of a savannah. The humidity would also determine flamabillity of the vegetation so the dryer more sparse vegetation is more flamable than the dense vegetation which would render the IMO "gamey" firewatcher obsolete, so we have to sometimes react to wildfires instead of waiting for rain, as fireball of death would be extremely rare with this system.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: saulysw on March 12, 2018, 08:21:53 PM
Many, many good points brought up so far.

For me, the biggest lacking thing is ... the map edge and being bound by one map. I certainly know about caravans, and how they work. I also know you can start more than one colony (ie have 2+ maps going at once). However, if this game was perfect I would expect that if my pawn walked to the very edge of the map they would go to the next map. Why not? Seems natural to me. Of course, you can only see one map at a time, so they would "grey out" at the top, until you selected them, and then you would switch maps and see them. It seems silly to me that a hunter can't go into the next map square to hunt, or to even manually walk a few tiles to get to the nearest town. Also, if you don't like where you start, you could peek into the adjacent tiles and see if you liked those better. Caravans make sense for long journeys, but I want to have the freedom to walk to the next map. I am realistic though - I don't expect this to be added at this stage of development.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: dogui on March 15, 2018, 08:58:57 AM
Quote from: saulysw on March 12, 2018, 08:21:53 PM
Many, many good points brought up so far.

For me, the biggest lacking thing is ... the map edge and being bound by one map. I certainly know about caravans, and how they work. I also know you can start more than one colony (ie have 2+ maps going at once). However, if this game was perfect I would expect that if my pawn walked to the very edge of the map they would go to the next map. Why not? Seems natural to me. Of course, you can only see one map at a time, so they would "grey out" at the top, until you selected them, and then you would switch maps and see them. It seems silly to me that a hunter can't go into the next map square to hunt, or to even manually walk a few tiles to get to the nearest town. Also, if you don't like where you start, you could peek into the adjacent tiles and see if you liked those better. Caravans make sense for long journeys, but I want to have the freedom to walk to the next map. I am realistic though - I don't expect this to be added at this stage of development.

I completely agree. I think that if the development could a day take the normal game mechanics onto the whole map, it would be the perfect game.
A great sum of age of Empires+Civilization+Sim+Simcity: a game where you can simply use all the map and do what you want. Build colonies, streets, military or trading outposts, docks, customs.

But forget to find hundreds of herbivorous in your local map. They will follow real migrations, in order to seek fresh water and heater temperatures. Your hunter will have to learn this cycle and follow it.
Forget to find everything you need as building materials, items and weapons. Resources will be spawned onto the whole map. Maybe building a big solar generator would be a bit more complicated.
Forget to find precious metals out of your door. Gold, silver are spawned onto the whole map. Maybe someone has a strong militar outpost there.

In this new idea, choices count and make sense.

A real planet where biosphere influences what to grow, where to hunt, what to trade, how to build defences, how to live.
Unrealistic?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: b0rsuk on March 15, 2018, 02:06:46 PM
- no fishes in ponds. This makes ice sheet like a nuclear wasteland.
- herbivores can't graze in winter. They just ragequit.
- you can't tell two tribes/outlander towns/pirate bands apart. It would be very nice if factions of the same type still had some preferred apparel style, weapons, or goods manufactured.
- there is no GUI for how many days worth of food you have. This is a very basic feature in survival games.
- desert is actually quite nice to live in, other than heat waves sometimes you can just put hydroponic tables outside (no sunlamp). Cold biomes are distinctive and quite fun, but hot ones are just... bland. There should be corresponding difficulty mechanics associated with too hot biomes, like accelerated food spoilage, or dust storms.
- you can wall off any field you need quite easily.
- biomes are largely interchangeable. I distinguish these: temperate, cold, year-round growing zone, ice sheet.
- I haven't played with ambrosia, but there are otherwise no wild plants worth getting. You can just farm everything.
- the only way your colony can truly die is raids. Everything else is manageable, and you can pre-plan for it.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Third_Of_Five on March 15, 2018, 06:00:17 PM
1. No ability to camp. If my caravan is starving and I want to stop to gather food, I have to either settle a new tile permanently or hope that I get ambushed. I'd like to be able to set up a temporary camp which generates a small plot of land that I can camp on for a few days before I have to leave again.

2. I'd like to be able to see my trade caravans enter the towns that they trade with. The game currently only generates towns when I attack them, I'd like for the game to also do that when I'm just peacefully trading with them. It would work exactly like a trade caravan event only in reverse. There could also be events where the town you are trading with gets attacked while your caravan is still there, forcing you to help defend the town.

3. Fences. I've suggested this before in multiple threads so I won't go into any detail. Basically they'd be just like sandbags except animals can't walk through them.

4. This:
Quote from: Headshotkill on March 03, 2018, 06:02:03 PM
1. Ruined city biomes, we've already got the ancient roads and the isolated ruin but a fleshed out mini-biomes featuring the ruins of an ancient metropolis where you can settle with easy shelter but unfertile ground is something I've dreamed of since alpha 1.

5. More ways to utilize the 'artistic' skill than just sculptures.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: NiftyAxolotl on March 15, 2018, 08:26:01 PM
Quote from: b0rsuk on March 15, 2018, 02:06:46 PM
- I haven't played with ambrosia, but there are otherwise no wild plants worth getting. You can just farm everything.
- the only way your colony can truly die is raids. Everything else is manageable, and you can pre-plan for it.
Farming seems to be labor-efficient and scalable in most biomes. Food scarcity just stops being a thing once you realize you can ignore fertility and plant huge fields of potatoes.
If I knew how to mod, I'd make a biome where farming becomes harder over time. Maybe fertility drops or invasive weeds take over. That way, your colony must either move or find alternate food sources.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: b0rsuk on March 16, 2018, 01:55:08 AM
I'm not just talking food. Cotton, healroot, devilstrand, hops, smokeleaf... every kind of plant you need is farmable, and farmable easily. No need to forage even in the early game. Sometimes for berries if you didn't have time to plant for some reason, or your food supply runs out because of new recruits or prisoners. You can even plant trees within your colony walls if you wish.

- no wall maintenance
This makes mid-late game Constructors quite pointless. Everything you need is mostly done, unless you want to establish a new colony. No wall maintenance allows players to build very large castles and paths loaded with deadfall traps, into which enemies walk in a predictable manner. I think this is the largest enabler of Tower Defense in Rimworld as opposed to more organic looking bases, or even open bases.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kirby23590 on March 21, 2018, 11:56:30 AM
1-I think Fishing should exist and if there should be another way to get food easily, it would be fishing and depending on the biome different types of fishes will appear that are either tasty or gross.

2-Some tamed animals, if they spot an hostile enemy. They will either flee if they are a hare or attack if they are a dog. ( If they are trained you change it to flee or attack just like with colonists. )

3-Something with Non-Playable Factions with other factions. An outlander faction are hostile to an tribe or to a another outlander faction but it changes in curtain events where they are friendly or hostile again from time to time. Some would be unhappy and lose goodwill if you buy or call in a rival faction's traders that they are hostile with, like in Civilization or 4X Games.

4-Since traps don't work with animals 90% of the time. Maybe it should trigger 80% when they are in manhunter mode or if they are larger animals like elephants or are insectoids from an hive...

5-The Research skill becomes useless when everything is researched. Maybe research will benefit with ancient ruins if it doesn't have mechanoids or hostile spacers in cyrosleep caskets to know if it's safe or not. Or it's effectiveness with artifacts ( example. Shocklances will have a chance to kill or non-lethally incapacitate the target. higher Research skill lowers the chance to kill the target. ) And maybe it effects learning other skills quicker.

6-No Tribal Sieges. In Tribal sieges they would bring pawns hauling resources and ammunition for building the siege equipment. They would build catapults or trebuchets (Neolithic variant of mortars.) and fire/throw rocks or explosive boulders to the colony. Unlike pirates or modern sieges if they run out of ammo they would immediately attack the colony.

7-Adjustable amount of days to the next season/year. Since i think 15 days is too short IMHO. It means preparing for the next season is easier but it makes the season of winter longer.

8-In Caravan-ing i think running out of supplies and food. There should be something like camping or a button for hunting/scavenging/forging for food.

9-Options for non-lethal or lethal. Non-lethal means for pawns using melee weapon like blades or spears, they will mostly attack with blunt attacks only. They would use the weakest attack at times and avoid attacking vital points or destroying the limb to avoid killing the target. Good for capturing prisoners and putting down colonists that are going berserk.

10-No ruined cities or other interesting structures in the world map(Farms, Military outposts/bases, Research stations or abandoned Vaults etc.) i think this would help add points of interests in game.

11-Never using luciferium or touching it. Just selling it. Maybe if there were a cure for it would been very, very rare and expensive. Otherwise it's not worth it even for curing scars or getting regeneration.

12-I think Pyromaniacs should have a command to start a fire when drafted (similar to raiders having the ability to start fires).

I think that's i got. I know some mods exist for some but still there some points i made or others I'm missing.

Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Third_Of_Five on March 21, 2018, 01:09:50 PM
Quote from: Kirby23590 on March 21, 2018, 11:56:30 AM
11-Never using luciferium or touching it. Just selling it. Maybe if there were a cure for it would been very, very rare and expensive. Otherwise it's not worth it even for curing scars or getting regeneration.

This. Perhaps the 'cure' could be using a healer mech serum? It would be easy to implement, just change the behavior of the mech serum so that it considers a luciferium addiction to be the highest priority injury to cure.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kirby23590 on March 21, 2018, 04:34:41 PM
Quote from: Third_Of_Five on March 21, 2018, 01:09:50 PM
This. Perhaps the 'cure' could be using a healer mech serum? It would be easy to implement, just change the behavior of the mech serum so that it considers a luciferium addiction to be the highest priority injury to cure.

That's something that i think would work and heavily agree on. I like it! :)
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: carewolf on March 21, 2018, 05:42:59 PM
More events. Not only have I seen them all, in an standard playthrough you get to see everything 10+ times. So even for a complete newbee, more events are needed.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on March 21, 2018, 08:06:43 PM
Quote from: carewolf on March 21, 2018, 05:42:59 PM
More events. Not only have I seen them all, in an standard playthrough you get to see everything 10+ times. So even for a complete newbee, more events are needed.

I might've considered buying some eclipse goggles a couple months back if I needed them a couple times a year, like in Rimworld.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Bozobub on March 22, 2018, 12:22:44 AM
Actually, besides the bizarre class crossovers in A18 (stonecutting being worthless for XP, mainly), eclipses are my greatest disappointment.  They simply *can not* occur the way they do in RimWorld, on a planet that also has a regular enough orbit to sustain life, much less have predictable seasons.  Constructing a decent fake ephemeris (table of eclipses) wouldn't be terribly difficult.  As it is now, eclipses always completely break immersion for me :-\.

It's no "deal-breaker", mind you, but this thread DID ask...
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Tynan on March 22, 2018, 02:24:34 AM
Quite a diversity of responses!

I definitely appreciate the feedback everyone.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on March 22, 2018, 10:05:42 AM
Quote from: Tynan on March 22, 2018, 02:24:34 AM
Quite a diversity of responses!

I definitely appreciate the feedback everyone.

Thanks for the comment, Tynan. I'm sure you've probably heard it before (possibly from me), but a dev dropping by the forums every once and a while and leaving a comment is really cool and appreciated.

Now could you finally tell the same to Firaxis and Red Hook? They haven't responded to my letters about why Darkest Dungeon and XCOM 2 would be the perfect crossover, and I'm starting to feel a little neglected.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: cultist on March 22, 2018, 11:06:33 AM
Probably pawn AI in general. It's not a huge issue with my pawns, as there are mods or I can micro them. But factions constantly get themselves killed or hurt by being idiots, and it's always considered the player's fault. Random visiting pawn has a mental break and kills his friend because he's a brawler with a ranged weapon glued to his hands? YOUR FAULT! And we now all hate you.

I find that incredibly annoying.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Cyan on March 22, 2018, 12:08:58 PM
A good tie-in with an overhaul of the caravan system would be vehicles.

The simplest would be a wooden cart or wheelbarrow that you could build (pulled by humans or animals) that could be taken to the next map over for quick resource gathering missions.  The more complex would be vehicles powered by chemfuel or some kind of strange mechanoid contraptions that could travel long distances.

Fits in well with the wild west theme and I think it would make combat more dynamic as well.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on March 22, 2018, 03:17:06 PM
Quote from: Cyan on March 22, 2018, 12:08:58 PM
A good tie-in with an overhaul of the caravan system would be vehicles.
. . .
Fits in well with the wild west theme and I think it would make combat more dynamic as well.

I still want some crazy apex Spaghetti Sci-Fi vehicle, like the ability to lay tracks for your nuclear steam engine. . . but that's probably skipping a couple essential steps.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Maverik on March 22, 2018, 03:35:24 PM
What I feel most lacking in the game is a greater life from the factions, more interaction and actions with respect to them, for example I would like to see new colonies being founded, that the raids be closely related to your neighbors, establish watch-towers for foresee the raids, add a "hospitality" system as in the famous and indispensable mod, and many other things.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Teovald on March 22, 2018, 06:50:50 PM
I have not played in a while so excuse me if this has changed in the last versions of the game : 

The combat system is the most lacking part for me. 

Leave a melee pawn alone in a combat situation ? It will let itself die 2 cells from attackers it could have exterminated. 

AI has 100 % knowledge of the situation, so it is impossible to create ambushes. 
I have tried several times to take 2 or 3 skilled pawns and make them circle a mountain in order to attack the raiders from their rear. Nope, does not work, they move into new positions way before they could naturally see that I am doing a maneuver. 

ranged combat feels a lot like placing your pawns as best as you can and then wait for them to roll dices. 
It create some stories from the random injuries they get but it feels very static.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Headshotkill on March 23, 2018, 08:48:08 AM
Unfortunatly for all of us posting in this thread, the fact we almost all have different priorities on what should be added to the game for completion means it's likely non of it will be added. Only a feature that would've resonated with half the community could have had a chance.

But hey, look on the bright side, if Rimworld stops getting large modbreaking updates then we might see a large boom in new mods that will adress our wishes.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on March 23, 2018, 02:30:53 PM
Quote from: Headshotkill on March 23, 2018, 08:48:08 AM
Unfortunatly for all of us posting in this thread, the fact we almost all have different priorities on what should be added to the game for completion means it's likely non of it will be added. Only a feature that would've resonated with half the community could have had a chance.

Sssh, not, each and every post in this thread is going to get added, it's magic!
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Elixiar on March 24, 2018, 01:47:41 PM
-Diplomacy and deeper faction interaction as well as no faction groups.
-Way more incidents/ events.
-Water interaction like boats for world travel or irritgation for farms.
-Overhauled Melee combat.
-More things going on in the world view like what other factions are up to.

Diplomacy is the most important for me.
It's the last part of the game that feels really sparse in depth where'as water potential feels wasted or unexplored.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Bozobub on March 24, 2018, 06:52:31 PM
Quote from: Headshotkill on March 23, 2018, 08:48:08 AM
Unfortunatly for all of us posting in this thread, the fact we almost all have different priorities on what should be added to the game for completion means it's likely non of it will be added. Only a feature that would've resonated with half the community could have had a chance.

But hey, look on the bright side, if Rimworld stops getting large modbreaking updates then we might see a large boom in new mods that will adress our wishes.
You DO realize Tynan has responded in this thread, right?  Whether or not any specific change happens, at least you know he's seen what people have to say.  It's difficult to develop in a vacuum ::).
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Ultratrinitor on March 24, 2018, 08:07:30 PM
Do you know when a pawn is doing a job, and suddenly stops and leave to another place to do another job without finish the first.. I hate this, It happens to me in real life and I thing it's about focus.. First my question: is it ruled in some trait? if not why? is something like focus skills in vanilla core? is there some mod which can do that?  If not.. WHY? (I can understand you need to piss when you are farming, but please, continue what you were doing, dont start a parca)
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Bozobub on March 24, 2018, 08:57:15 PM
Quote from: Ultratrinitor on March 24, 2018, 08:07:30 PM
Do you know when a pawn is doing a job, and suddenly stops and leave to another place to do another job without finish the first.. I hate this, It happens to me in real life and I thing it's about focus.. First my question: is it ruled in some trait? if not why? is something like focus skills in vanilla core? is there some mod which can do that?  If not.. WHY? (I can understand you need to piss when you are farming, but please, continue what you were doing, dont start a parca)
This is a common complaint in the latest version.  I'm willing to bet it's addressed in the next, along with skills in general, although I have no special knowledge on the subject ^^'.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Mihsan on March 25, 2018, 05:32:33 PM
Combat.

I want combats to be less clumsy/dull and give more options to player, be more tactical, have more features.

What I would like to change:
- Add "shoot on the move" feature - it alone can revolutionize how combat will feel in this game.
- Add firing modes to pawns (aimed/sniper fire; normal fire; quick fire; area supression). Those modes should affect stats like rate of fire, hit chance, weaken or raise influence of cover on hit chance.
- Add firing modes to weapons (single shots / short bursts / long bursts) where applicable.
- Add behavior modes to pawns ("stay low" - use cover more and fire less; "careless" - use cover less and fire more; "charge!" - switch pawn to aggressive mode, make him walk towards enemy and shoot).
- Add ammo. NOT like physical resource that you need to manage (which is really too much fuss), but as limited magazine sizes after which pawns will have to take reload pauses. Great story moment of "last pirate was reloading and we chaged him then".
- Add inventory system with multiple weapons (like SMG in hands, rocket launcher behind back and knife on the belt) and secondary items/tools (grenades, explosives, bandages, deployable cover...). Also grenades (and pilas) should go away as "weapon with infinite ammo" and be limited use secondary items instead.
- Add formations to AI raids: that thing with "crowd of idiots cassualy walking into killbox" for every raid from wild animals to high-tech future robots should go away. Industrial era enemy should walk as single unit in single formation; it should spread out to limit loses from mortars, mines and machineguns; it should react to ubeatable threats like killbox , retreat and switch to "sapper raid" behavior.
- Also just add more raid types other than "crowd of idiots cassualy walking into killbox".

Also I would like to see armor and weapons settings reworked from scratch. They just dont scratch my "real items with real tactical applications" feel and instead are all more of the same thing with better/worse stats. Power armor is just better body armor; charge rifle is just a bit better assault rifle with less range - this kind of stuff.

There is some slight hint on that SMG is somewhat better in close range and more agile, but it is weak hint. There is a hint that minigun/LMG is good against covered enemy, but it is weak hint. Weak hint that (on paper) some armor/clothes are better against bullets and others against blunt weapons. Weak hint that some equipment makes pawns slower. But all those hints are ignorable weak and almost unnoticeable when it comes to real use. These differences should be directly strengthened and expanded with additional features.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Ultratrinitor on March 25, 2018, 09:30:56 PM
Quote from: Mihsan on March 25, 2018, 05:32:33 PM
Combat.

I want combats to be less clumsy/dull and give more options to player, be more tactical, have more features.

What I would like to change:
- Add "shoot on the move" feature - it alone can revolutionize how combat will feel in this game.
- Add firing modes to pawns (aimed/sniper fire; normal fire; quick fire; area supression). Those modes should affect stats like rate of fire, hit chance, weaken or raise influence of cover on hit chance.
- Add firing modes to weapons (single shots / short bursts / long bursts) where applicable.
- Add behavior modes to pawns ("stay low" - use cover more and fire less; "careless" - use cover less and fire more; "charge!" - switch pawn to aggressive mode, make him walk towards enemy and shoot).
- Add ammo. NOT like physical resource that you need to manage (which is really too much fuss), but as limited magazine sizes after which pawns will have to take reload pauses. Great story moment of "last pirate was reloading and we chaged him then".
- Add inventory system with multiple weapons (like SMG in hands, rocket launcher behind back and knife on the belt) and secondary items/tools (grenades, explosives, bandages, deployable cover...). Also grenades (and pilas) should go away as "weapon with infinite ammo" and be limited use secondary items instead.
- Add formations to AI raids: that thing with "crowd of idiots cassualy walking into killbox" for every raid from wild animals to high-tech future robots should go away. Industrial era enemy should walk as single unit in single formation; it should spread out to limit loses from mortars, mines and machineguns; it should react to ubeatable threats like killbox , retreat and switch to "sapper raid" behavior.
- Also just add more raid types other than "crowd of idiots cassualy walking into killbox".

Also I would like to see armor and weapons settings reworked from scratch. They just dont scratch my "real items with real tactical applications" feel and instead are all more of the same thing with better/worse stats. Power armor is just better body armor; charge rifle is just a bit better assault rifle with less range - this kind of stuff.

There is some slight hint on that SMG is somewhat better in close range and more agile, but it is weak hint. There is a hint that minigun/LMG is good against covered enemy, but it is weak hint. Weak hint that (on paper) some armor/clothes are better against bullets and others against blunt weapons. Weak hint that some equipment makes pawns slower. But all those hints are ignorable weak and almost unnoticeable when it comes to real use. These differences should be directly strengthened and expanded with additional features.
Run and shot is already arround there, the 2n point is good, but I thing this is more like Combat Extended mod and changes a lot the game.. I'm also an X-Com fan but here I think it will be tedious and will slow the game
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: MajorFordson on March 25, 2018, 09:53:25 PM
Difficult and broad question

The only large system I really feel needs more refinement is combat balancing, with animals especially. A tortoise should essentially die to one or two blows with a club, attacking a muffalo with a knife should be suicide etc. Giving weak animals much less killing power, but perhaps more interesting maiming possibilities (A monkey pulled out his eyes! A tortoise bit his foot off!) might balance it a bit. Oh and animals just wandering around humans peacefully without keeping their distance too is one of those small but immersion breaking things.

The more fiddly stuff is sort of the realm of modders, and should lead to the player being able to build unique and interesting types of homes. For example no boardwalks in Vanilla so the player can't do construction around swamps or rivers very well out-of-the-box, or make better use of those natural features for defences. Some simple additions like that would give more biomes different possibilities for unique little towns.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Bozobub on March 25, 2018, 11:10:42 PM
Quote from: MajorFordson on March 25, 2018, 09:53:25 PM
Difficult and broad question

The only large system I really feel needs more refinement is combat balancing, with animals especially. A tortoise should essentially die to one or two blows with a club, attacking a muffalo with a knife should be suicide etc. Giving weak animals much less killing power, but perhaps more interesting maiming possibilities (A monkey pulled out his eyes! A tortoise bit his foot off!) might balance it a bit. Oh and animals just wandering around humans peacefully without keeping their distance too is one of those small but immersion breaking things.

The more fiddly stuff is sort of the realm of modders, and should lead to the player being able to build unique and interesting types of homes. For example no boardwalks in Vanilla so the player can't do construction around swamps or rivers very well out-of-the-box, or make better use of those natural features for defences.
You don't make a bad point, BUT I'll mention here, that small, hard-to-hit anuimals already are very, very effective.  Try a squirrel swarm, sometime, zoned into the path of approaching enemies; it's pretty epic.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kiter5 on March 28, 2018, 11:26:33 AM
seems silly, but I think after we rescue someone from an escape pod and they decide to not join us, they can at least stick around a  few days and help out to show their thanks. It's only human decency. 
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: EnterTheNameHere on March 28, 2018, 01:30:36 PM
Minimap.

Get that colonist running around with wrench to do something productive - make a f****ng radar or something so we can see all the spies in the immediate surroundings. I mean animals. Definitely animals, no ninjas.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Foefaller on March 28, 2018, 02:36:47 PM
Two big ones for me:

1.) Lack of uses for surface water. No, I'm not preaching for a thirst meter or irrigation for plants, but I mean more things like the Hydro generator that's already been mentioned for 1.0, things like fishing, bridges, building moats, rafts, water freezing over in the winter and possibly drying up in the summer, Things that make water interesting and potentially useful, not simply a hassle to basebuilding.

2.)Personal interactions between faction members. You get a visitor, they stay for a while, leave... and you often never see then again. I'd love to see land caravans or explorers comprised of the same people that do regular trips (especially if your colony is on or near a road) with pawns making friendships and even romances with visitors. Could probably lead to some new interesting ways to get new recruits as well.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: MisterVertigo on March 28, 2018, 02:57:34 PM
Quote from: Foefaller on March 28, 2018, 02:36:47 PM
Two big ones for me:

1.) Lack of uses for surface water. No, I'm not preaching for a thirst meter or irrigation for plants, but I mean more things like the Hydro generator that's already been mentioned for 1.0, things like fishing, bridges, building moats, rafts, water freezing over in the winter and possibly drying up in the summer, Things that make water interesting and potentially useful, not simply a hassle to basebuilding.

2.)Personal interactions between faction members. You get a visitor, they stay for a while, leave... and you often never see then again. I'd love to see land caravans or explorers comprised of the same people that do regular trips (especially if your colony is on or near a road) with pawns making friendships and even romances with visitors. Could probably lead to some new interesting ways to get new recruits as well.
I would agree with both of these. I'd love to see a good use for the water on the maps. Also, I know of the hospitality mod for visitors. It feels a bit unbalanced though, as it was too easy to gain colonists. I really like the idea of colonists having romances with visitors, and then they could possibly come join your base, or if they are unhappy enough, leave yours to go to them!
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Kiter5 on March 28, 2018, 03:22:06 PM
I'd be happy if my colonist could put their own bandage on their own extremely minor cut.
They get food on their own when they ae hungry, Why can they do some simple 1st aid on their own scratches?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Mihsan on March 29, 2018, 12:56:26 PM
Quote from: Kiter5 on March 28, 2018, 03:22:06 PM
I'd be happy if my colonist could put their own bandage on their own extremely minor cut.
They get food on their own when they ae hungry, Why can they do some simple 1st aid on their own scratches?
There is a "self-tend" switch in pawn's health tab. Dont you know about it?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Taramafor on March 29, 2018, 03:32:42 PM
Vehicles for faster caravan speed. Current tech and "future tech" alike. Maybe we could have bikes, cars and trucks. Spaceship should probably be the only "future tech" vehicle. Unless we're talking about very small single piloted ones (helicopters and jets maybe?).

These things wouldn't really work in the "top down colony map" movement wise (building them wise, sure) but I can see the potential to use these things on the world map. A bit like in Xcom. We could build them and see them and maybe use the bikes on the colony map but the others can be world map only. They would of course all need chemfuel. So they can't just be overused and cheesed either.

Imagine if the enemy also had things like this. We could get AA turrets set up and the like. A big shadow could represent an enemy chopper on the colony map if it's too much work to animate the chopper moving itself. The enemy ground troops can move in at the same time or it could be a single chopper to harass the player.

Ultimately it feels like all we deal with are raiders when we could be fighting more organised enemy types. I don't want just weak enemies. I want enemies armed to the teeth as long as we can have the same tech advantages. The "high tech" we are the more we could be on the radar of higher tech factions. Friendly and enemy alike. The star wars mod makes the game feel more challenging because of the tech they have. I want to fight rimworld version of the brootherhood and enclave, not face tribes and raiders 24/7 in fallout. A faction should be more then "Same type of people with a different name here".
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: ceofiofy on April 07, 2018, 10:18:03 AM
Quote from: Kirby23590 on March 21, 2018, 11:56:30 AM
1-I think Fishing should exist and if there should be another way to get food easily, it would be fishing and depending on the biome different types of fishes will appear that are either tasty or gross.

Totally agree with you Kirby. The rivers are dead right now... I only use a river as a strategic advantage during fights.
Also, water was left behind. It must have had a bigger impact in a game like this.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: KozmoD on April 07, 2018, 02:33:31 PM
1 - Water mechanics. Things like generators, fishing, water animals, but also thrist, irrigation and maybe a sewer/hygiene system. Water opens up so many interresting things, imagine youre are fishing and instead of getting food a manhunter Legged Shark spawns and attack your colonist or youre using the bathroom and a giant rat spawns out of the toilet. Tilting and fun XD

2 - Combat. Right now is the gameplay resumes to "Make a killbox and deal with sappers" but if you dont make a kill box, the game will tear your colony apart every raid. I had a colony that got raided only by tribals, my weapons were mostly bows and pilas, then pirates came with 5 people using shields and swords. They kidnapped half of my colony. I wish we had more types of weapons and armors, stuff like barbed wire to slow raiders. Also a way of knocking someone down, like a Poison Dart would be pretty cool and useful, but also tilting when the raiders have said darts. More eletric/fire weapons, better stuff for melee and different turrets, like what they did with Mortars and maybe Mech weapons.

3 - Animals. Not only more animals, cause they same set of things spawning over and over again gets boring, but make them more useful and interactive. Give us horses so I can raid other bases quicker, war animals trained to kill and only kill, like a armored polar bear with a taste for raiders flesh, trained animals to make people happier, like a therapy dog. And obviously bionics, I want my end game War Rhino with a minigun horn dream to be true.

4 - Human to human interaction. We can only trade with other people, imagine making trading deals with other factions so we get traders in a regular basis bringing things that we ask in exchange of thing they want. Making "No agression Pacts" with pirates in exchange of money and goods. Calling the leaders of the factions to talk and make said deals, but also things like tribals "arranged marriage" to make peace between factions and other love/hate relationships. And this wouldnt be only for your colony. Imagine we get an alert like "The factions X and Y are now in a trading deal" and you can try raid their caravans.

5 - Personality and modifications. This is probably the least "action packed" thing in the list, but I love to see the little interactions between colonists. A better sexuality system would be cool and more complex relationships, also something like "Favorite food" and "Favorite animal" feature (an improvement of the "bond" stuff). If the colonist eat a meal made out of a certain meat/crop it gets a little mood boost for some time. (this opens the possibility of making different food like sandwitch, pizza, cake and other things) and with you have X animal as a pet in your colony, that colonist will get the same little mood boost. Imagine something "John's favorite food is simple sandwitch with pork. And its favorite animal for pets are Elephants".
And for modifications, I really want to see a "non baseline human" genetically modified to do/be a certain thing, or a human that evolved in a different planet. Like a heat/fire resistent human that evolved in a Inferno Desert planet. Or a modified model made to be extremely beautiful.

6 - A complete rework of certain mechanics like "Incapable of X" and the trading system. Its really annoying to get a "wanderer joins" and it cant do shit. And have trade every single little thing one by one, having to stare at the trading window literally hurts my eyes. The economy of the game could be more flexible, I would love to put my prices on things.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: nefarian11 on April 13, 2018, 04:28:25 PM
Backstories (and occasionally relations). I play Rimworld in a RP heavy way, and backstories play an enormous part.

I can't stand when i see a pawn with a medieval/midworld childhood that somehow ended up being a space marine in some imperial navy, or a researcher close to discovering the secrets of transcension. It's even worse when they have a relation that doesn't make sense at all, like Vatgrowns having parents.

I think that maybe creating different categories for backstories based on their technology level could help, so that no medieval farm boy grows up to be a mechanoid hacker or something like that.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Mufflamingo on April 16, 2018, 09:44:15 AM
Give them favorites

Favorite dish - Example would be the vegetable garden mod with its cooking add ons. I like to give that meat pie to Jack who is working so hard. Because he deserves that favorite pie of his.

Favorite pet - Like bonded pet but more severe penalty if died and if not the current master

Favorite room/hangout - Will choose a random spot in the colony. It will give mood boost if he/she is inside that room or mood penalties if the room is dirty or destroyed (Will get favorite room destoryed debuff for couple of weeks)

Favorite artist - People like Jack's sculptures! Make more of them!

Favorite weapon - I like knives! I like that pistol! I like that MEGA MACHINE GUN!!!

Favorite the list goes on and on

But this is just for me. This is so impossible to be put in the game.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Jackalvin on April 16, 2018, 10:27:45 AM
Animals. Just ANIMALS!
I hate that my rat terrier can't do anything but fight, and gets their lil legs torn off by a horde of rats.
I thinks some animals should have unique training, like boars can charge and knock someone over, a warg could disarm, Bears could grapple, and yes, rat terriers can sniff out infestations before they occur. So finally, your rat, cat, and bat (if that's implemented) can be useful.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: loc978 on April 18, 2018, 02:50:41 PM
On the subject of animals... one of the most frustrating things in the game for me has to do with predator AI as it relates to combat.

If I keep a pack of combat trained bears/dogs/wolves/muffalo/boars/cougars/rats/tortoises in my colony, they should be territorial. A hunting predator should not be able to get into my compound without having to fight all of them, much less attack any of my people or animals (members of the pack) without being swarmed.

Probably not an easy thing to simulate... but it's enough of a glaring weakness that I just don't deal with animals anymore. Kill on sight policy for all of em.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on April 18, 2018, 03:27:57 PM
Quote from: loc978 on April 18, 2018, 02:50:41 PM
If I keep a pack of combat trained bears/dogs/wolves/muffalo/boars/cougars/rats/tortoises in my colony, they should be territorial. A hunting predator should not be able to get into my compound without having to fight all of them, much less attack any of my people or animals (members of the pack) without being swarmed.
Probably not an easy thing to simulate... but it's enough of a glaring weakness that I just don't deal with animals anymore. Kill on sight policy for all of em.

Probably not, actually. There could be a set radius around animal spots, boxes, and beds, to keep people from just letting their animals sleep anywhere. That, or there could just be a kind of limited "release" within the designated home area. Wouldn't be too tough.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Rulin on April 18, 2018, 11:41:07 PM
I want a better Endgame (goal). Something that gives your colony and its inhabitants some kind of persistence.

It would be cool to convert them into a "legacy colony" at the end, so there is a chance they will appear as a faction in future worlds.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Shurp on April 19, 2018, 05:54:01 PM
My biggest complaint right now is the missed shot mechanic.  Have three pawns standing next to each other behind sandbags.  Have someone shoot at the one in the center.  The two next to him will get brutalized, because cover doesn't apply to missed shots as far as I can tell.  This makes fighting centipedes a real pain in the ass...
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Shurp on April 29, 2018, 07:34:38 PM
OK, I take that back.  The range mechanic is far more annoying than the missed shot mechanic.

A bunch of sappers attack my base.  They breach a perimeter wall which was set up a bit distant from my main base (leaving room for expansion), but I figured the range wouldn't be an issue, I had colonists behind some hastily constructed defenses armed with charge rifles that I had modded the range out to 30 to ensure they wouldn't be useless....

...but noooooo... 2/3rds of the raiders have sniper rifles, and stand there outside of range just plinking at my colonists. 

What is the use of researching and manufacturing what's supposed to be the best weapon in the game if you have to head back into your armory and grab a bunch of sniper rifles before being able to shoot back at anything?

The range mechanic simply sucks.  Bullets don't just magically stop when they reach a certain distance.  Sure, sniper rifles should be much more accurate than charge rifles at 50 meters but charge rifles shouldn't be utterly useless.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Names are for the Weak on April 29, 2018, 07:40:53 PM
I wish that plants and animals appeared based on the temperature of the map you were in, not the biome. I've seen iguanas freeze to death just because the biome was technically a desert, but was still very cold.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: KozmoD on April 29, 2018, 07:59:26 PM
Talking about animals, is it possible to make them spawn from a specific tile?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Third_Of_Five on April 30, 2018, 02:20:29 PM
Quote from: Foefaller on March 28, 2018, 02:36:47 PM
Two big ones for me:

1.) Lack of uses for surface water. No, I'm not preaching for a thirst meter or irrigation for plants, but I mean more things like the Hydro generator that's already been mentioned for 1.0, things like fishing, bridges, building moats, rafts, water freezing over in the winter and possibly drying up in the summer, Things that make water interesting and potentially useful, not simply a hassle to basebuilding.

2.)Personal interactions between faction members. You get a visitor, they stay for a while, leave... and you often never see then again. I'd love to see land caravans or explorers comprised of the same people that do regular trips (especially if your colony is on or near a road) with pawns making friendships and even romances with visitors. Could probably lead to some new interesting ways to get new recruits as well.

I second both of these suggestions. Especially the second one. There are already events in the game which tell you if a caravan that is arriving has someone among them who is related to/in a relationship with one of your colonists, yet even then there is no interaction between the two groups whatsoever.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Shurp on April 30, 2018, 05:07:03 PM
Interesting idea -- especially if they don't like each other, get in a fight, and negatively impact your faction rating.

Or your colonist falls in love with a trader, marries him, and runs off to join your faction -- and you get a nice faction boost in exchange for losing a pawn.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: greggbert on May 02, 2018, 04:43:59 PM
I'd like to see some sort of incorporation of vehicles
Like to see the ability to build mobile homes that you can pull around the map with animals or vehicles
I'd like to see animals or vehicles like snowmobiles that move quickly in snow.
Also I'd like to see horses,
Like to see more cages, and more uses for precious metals.
Flamethrower traps would be good also.
Also musical instruments like guitars and flute
And give the enemy tribes more personality, such as tribes of all women, tribes of all cannibals, Tribes where everyone has a bionic eye, Tribes that are obsessed with explosives and ride boomalopes.
Also would like to see the ability to construct robots or android colonists.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Sokestu on May 06, 2018, 09:35:50 AM
Vehicle or at least aircraft, I can understand that introducing land vehicule are hard to create but aircrafts for transport is fairly possible,I mean 10 guys may build a starship, able to travel acros stellar systems but can't build aircrafts ?
I have to admit that I use mod to correct that, but it's really annoying to have to use drop pods for travelling fast across the world like I think I should be able If I can build space stuff.

The 2nd and last thing I will say here will be about water from sea/rivers. I think giving the ability to fish may be interresting when it come to decide where to camp.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: DuckBoy on May 27, 2018, 05:49:24 PM
Nomadic (-Ancient Danger Hunter-) Tribe play could use some polish still: 

The highest speed setting seems to be dependent on processing/map size, and when you have no active colony, everything goes extremely fast.  This has led to some !!hilarity!! in an unexpected boomrat ambush on a tiny map when i'm looking at the world screen.  Visiting a town should auto pause, otherwise all my colonists starve by the time I hit space bar. 

Forming a caravan is pretty finicky.  I'd like a button to abandon colony AND form caravan, which would bring up the same Warning: anything left behind will be abandoned, and the same screen from map encounters.  Feel free to make it prevent caravanning if there are active raids/manhunters/open ancient dangers to prevent cheating the system.    Acceptable Now!

Let me see the map screen when I'm looking at Config: Choose caravan direction.  I have no idea which way to send them because I can't see the map.    FIXED!

I want the abandon and form caravan screen (and the encounter screen) to ignore silliness like forbidden, not in stockpile, and buildings that are "built" but can be packed up.  Let me pack up everything that isn't literally nailed down.  What's the point in carrying around 5 sleeping bags, a vanometric generator, batteries, and a steel turret if I drop them on the ground and forget them every time I'm ambushed by ravenous bunnies and try to take a nap afterwards? 

Tribals should be able to accept those 24hr to pay silver quests from a faction without a comms console if they're standing in the other faction's town.  SUPER FIXED!!

Other major issue with forming caravans is the "OH crud, 2 days into packing, I forgot to pack X, guess I have to cancel the whole caravan, drop 600 pounds of garbage back into all the stockpiles all over the map, wait for all the pack animals to empty, then form a new caravan that has X in it."  A right click add to pack animal like exists during encounters, or a new order marking additional items for pickup would solve this.  So would having more control over when the caravan I'm disbanding gets unpacked and which items should just stay on the characters until the next caravan.    ULTRA FIXED! 

Then there are all the pawns who go insane and cancel the caravan for lack of flake because the muffalo is carrying all the flake and they can't find it.  I don't know how to solve that one short of making each caravan member a stockpile, but I don't see a non exploitable way of making that work out nicely. 


And umm, I love this game?  Just a reminder, since it sounds like I'm complaining...!!!
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on May 28, 2018, 03:01:00 AM
Quote from: DuckBoy on May 27, 2018, 05:49:24 PM
And umm, I love this game?  Just a reminder, since it sounds like I'm complaining...

Don't worry, the only people who complain about this game are the ones who either love it or don't understand it, and it sounds like you've spent plenty of time in the caravan menus alone.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Shurp on May 29, 2018, 08:52:27 PM
Now I don't feel so bad about constantly complaining.  I must be completely in love with this game!
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on May 29, 2018, 11:27:47 PM
Quote from: Shurp on May 29, 2018, 08:52:27 PM
Now I don't feel so bad about constantly complaining.  I must be completely in love with this game!

-or you suck. It's up to you, flip a coin if you must.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on May 30, 2018, 08:30:50 PM
PSA FOR THIS THREAD

I don't want to get all semantical or crappy about details, but this thread was made with the intent of being both more, and less than "suggestions." I wanted people to get some ideas out without all of the nit-picking and criticism you'd find if it was a serious suggestion. As the title says, "I have an issue, this is how I could see it being fixed." This is opposed to the more common occurrence of "put this in the game because I want it in the game."
This doesn't just mean "I want tropical fruit in the game." Preferably, it would be more along the lines of "There's a serious lack of variety in nutrition, and the amount of diseases in jungles doesn't justify living there. If jungles had unique fruit, not only would it not be a starch, but it could also be a joy object (like a less potent fine meal) and could sell for more a decent price without growth being slowed by high temperature (because it's used to it)."
 
I apologize if this seems hypocritical ("This thread is so you can give ideas without people trying to crush them, btw, you're doing it wrong), I just wanted to highlight this. No offense to Tynan, he did it with good intentions, but we probably don't need another "Your cheapest ideas."
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Shurp on May 31, 2018, 01:42:39 AM
And I'll repeat what I said earlier: the combat mechanic is maddening, and I would fix it by removing the range restriction on firearms and instead rely on inaccuracy at long range to make ranged combat more realistic and simultaneously more entertaining.  No more building walls around my turrets because a tribesman with a bow standing at range 26 plinks it to death.

BTW, I already modded exactly this.  Yay mods.  I'm trying out my first open base now.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on May 31, 2018, 09:38:35 AM
Quote from: Shurp on May 31, 2018, 01:42:39 AM
No more building walls around my turrets because a tribesman with a bow standing at range 26 plinks it to death.

I didn't realize how much of a problem that was for me until you just now mentioned it.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Canute on May 31, 2018, 10:46:18 AM
Ok Shurp, no range restriction, but then the accuracy of the turret at range 26 should be around 1% ! :-)
And no minigun exploid that allow you to aim far behind, to get a higher chance to hit anything on the path.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Shurp on May 31, 2018, 07:20:08 PM
Quote from: Call me Arty on May 31, 2018, 09:38:35 AM

I didn't realize how much of a problem that was for me until you just now mentioned it.


I'm convinced this is what drives the "killbox" style of Rimworld play.  Past a certain range your weapons are *completely* useless, so it's critical to keep the enemy in a box within that range.  Remove the range restriction and long range gun duels become feasible with sensible weapons (assault rifles) and impractical but possible with other weapons (pistols, shotguns).  You'll *want* to get them closer, but you don't *have* to.

Quote from: Canute on May 31, 2018, 10:46:18 AM
Ok Shurp, no range restriction, but then the accuracy of the turret at range 26 should be around 1% ! :-)
And no minigun exploid that allow you to aim far behind, to get a higher chance to hit anything on the path.

The Gun_TurretImprovised already has an AccuracyLong of 22%.  I can't imagine it's going to hit often at range 50, especially if the target is behind cover.

And I would love to see the minigun mechanic fixed so that it just sprays bullets in a direction and uses *only* the square pass-through mechanic to hit something.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Snafu_RW on June 02, 2018, 04:04:40 PM
FWIW caravan packers already ignore 'forbidden' status of items (at least in stockpiles), unless you're trying to pack those items manually. I use this to ensure my pets don't eat my PSMs while they're 'piled, while still allowing them to haul PSMs to the forbidden stacks
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: eugeneb on June 04, 2018, 09:15:13 PM
If I were to pick one thing, it would be late game challenge. Usually early game is really exciting, mid game is less exciting and late game is pretty boring since my colony is a well oiled machine by that point. I'd add some global events to match preparedness of the colony, something similar to what's already in the game but more extreme: e.g. much colder supervolcano event which affects area and forces you to migrate south or some plant disease that causes increasingly frequent blights. Essentially something that would either force me to adapt hard or take on a migration project. Would be cool to have some unique ones too like a war breaking out and there are waves of pirates fighting each other with you being in the middle sometimes (again - adapt or migrate out of this).

A close second is AI. I know this has been mentioned a lot but I wish AI wouldnt mindlessly march into a killbox and would adopt some human-like tactics. Like splitting in two groups may be with one group keeping killbox busy while another one is punching through wall. Or even better: pretend you are going for a killbox and then air drop more of your men in the middle of the base. I'd also reduce enemy numbers with this, making battles more interesting and challenging rather than being a current murder-fest with killbox. I got bored in the past and tried playing without a killbox but at some point you have to have it because game is scaling difficulty by throwing larger numbers at you and there is no other way to deal with that without being overrun.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: fritzgryphon on June 05, 2018, 12:20:07 PM
Pirate out-posts and bases not being integrated with the core gameplay.

Attacking outposts and bases is an interesting task, but there's no reason to do it in the course of a normal play-through.  If you conquer a base you might get a small sum of money and some loot, but it's nothing compared to the wealth you would already have by that point.  The risk of caravanning and attacking is huge, both for the raiding party and your home base.  Offensive raids are a fun challenge that could be made an interesting (though perhaps not mandatory) part of a game play-through.

It would be cool if bases would have a persona core, unique items, rare resources, or anything to give the player a reason to do it.  Just like an item stash quest.  Perhaps an event where a pirate faction 'declares war' on the player, followed by increasing attacks, until the player destroyed the pirate's base, or fled to a new tile.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: eugeneb on June 05, 2018, 01:44:02 PM
I agee, I think whichever way implemented the base relocation quest is so far a missed opportunity for a late game challenge. Ohhh ohh and I also want to have random lootings and destructions happening to the base while away so that I can hide valuables inside mountain sealed behind many doors and later launch a quest to retreive valuables that were left behind. May be even fight some pirates who settled the base or navigate bug-infested decaying ruins.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on June 05, 2018, 02:24:50 PM
Quote from: eugeneb on June 05, 2018, 01:44:02 PM
I agee, I think whichever way implemented the base relocation quest is so far a missed opportunity for a late game challenge. Ohhh ohh and I also want to have random lootings and destructions happening to the base while away so that I can hide valuables inside mountain sealed behind many doors and later launch a quest to retreive valuables that were left behind. May be even fight some pirates who settled the base or navigate bug-infested decaying ruins.

To be honest, I've always liked people's suggestions of legacy modes. Things get overgrown, more dirt roads pop-up, starting-up a lost tribe might even have a couple familiar last names from a previous colony. Hoping the mod or update will come soon.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: TelekineticSloth on June 06, 2018, 07:55:54 PM
Sheep, rimworld needs sheep
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Call me Arty on June 06, 2018, 10:22:32 PM
Quote from: TelekineticSloth on June 06, 2018, 07:55:54 PM
Sheep, rimworld needs sheep

I mean, man of few words, but they're really all you need.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Gabe Lincoln on June 07, 2018, 02:17:32 AM
The combat. You have to either cheese the fuck out of it, or have your pawns sit in decent cover and hope they hit the guys coming for them before they get into cover. There's no other option. Yeah sure, gear helps, but that's not really a part of the combat.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: rainwaffles on June 07, 2018, 04:40:19 AM
QuoteFor me, the biggest lacking thing is ... the map edge and being bound by one map. I certainly know about caravans, and how they work. I also know you can start more than one colony (ie have 2+ maps going at once). However, if this game was perfect I would expect that if my pawn walked to the very edge of the map they would go to the next map. Why not? Seems natural to me. Of course, you can only see one map at a time, so they would "grey out" at the top, until you selected them, and then you would switch maps and see them. It seems silly to me that a hunter can't go into the next map square to hunt, or to even manually walk a few tiles to get to the nearest town. Also, if you don't like where you start, you could peek into the adjacent tiles and see if you liked those better. Caravans make sense for long journeys, but I want to have the freedom to walk to the next map. I am realistic though - I don't expect this to be added at this stage of development.

I would absolutely love a more seamless way of traveling between maps, because that would open up many new types of content in the game - roads, cars (where it actually makes sense to travel long distances), larger battles/invasions, logistics between parts of the colony, maybe even subjugating existing colonies without actually recruiting the people. There are so many possibilities.

HOWEVER, if we're talking about realistic additions to the game (and not just turning it into Civ), maybe make it possible to travel between adjacent tiles of the world, and add a minimap that shows an overview of all the currently open areas. I think this is still unrealistic, as IIRC the game engine is designed to be single-threaded and having more than a couple of areas open will tank performance.

I guess I just want to act as a lord in my manor that protects surrounding citizenry in exchange for taxes. Sounds like an idea for a mod hmm
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: cultist on June 09, 2018, 06:04:38 AM
Quote from: Call me Arty on June 05, 2018, 02:24:50 PM
To be honest, I've always liked people's suggestions of legacy modes. Things get overgrown, more dirt roads pop-up, starting-up a lost tribe might even have a couple familiar last names from a previous colony. Hoping the mod or update will come soon.
This already kind of happens organically. If you leave the game running after your last pawn dies, a wanderer will eventually "join" and become the start of a new run with all of your research and buildings (assuming the base wasn't destroyed) intact.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: cultist on June 09, 2018, 06:11:13 AM
Quote from: netdomon on June 08, 2018, 12:40:47 AM
In that case I'd love to see the implementation of Ammo.

I'm curious why. I like the Combat Extended Mod (which has a pretty deep ammo system) but all it really amounts to is enormous amounts of microing. It's just another resource box to tick and spreadsheets to make for your pawns. There's also the fact that once you have a steady economy running, it's no longer a resource you're in danger of running out of, but it's still extremely important to manage...
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Bozobub on June 10, 2018, 04:40:00 PM
I can't agree with ammo, unless the early difficulty curve is HEAVILY rebalanced.  Tribal starts can be challenging enough, as it is, without having to craft arrows :P.

What I find most lacking in RimWorld is the AI, in general, although that's a VERY difficult nut to crack ("AI is hard" is a cliche for a reason).  It's super-hard to make competent AI, without merely giving it various cheats/"artificial" boosts that aren't available to the player.  That said, it IS often possible to improve a game's AI, with enough work; the "More Naval AI (https://forums.civfanatics.com/threads/mod-more-naval-ai.357824/)" modmod (yes, "modmod" ::)) for the absolutely *outstanding* Civ 4: BtS mod "Fall From Heaven 2 (https://forums.civfanatics.com/threads/mod-fall-from-heaven-ii.171398/)", is an excellent example of this.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Boston on June 11, 2018, 12:12:21 AM
Quote from: cultist on June 09, 2018, 06:11:13 AM
Quote from: netdomon on June 08, 2018, 12:40:47 AM
In that case I'd love to see the implementation of Ammo.

I'm curious why. I like the Combat Extended Mod (which has a pretty deep ammo system) but all it really amounts to is enormous amounts of microing. It's just another resource box to tick and spreadsheets to make for your pawns. There's also the fact that once you have a steady economy running, it's no longer a resource you're in danger of running out of, but it's still extremely important to manage...

..... What do you mean, "enormous amounts of microing"? You select how much of each ammunition you want a character to carry in their inventory loadout, and they automatically pick it up as they use ammo.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Lav on June 11, 2018, 06:22:11 AM
I really hate the "Green Thumb" trait. What is the purpose of a trait if it doesn't make your character special in some way? All the trait does is a small increase for one skill, and the same can be done by simply increasing the skill. There's absolutely no difference between a Green Thumb with Growing 9 and a generic McDoe with Growing 9. The trait simply adds nothing to the game, and it really should, as it sounds like a pretty nice trait to have in your farmer.

In the same vein, what is the purpose of Cold Snaps and Heat Waves? They would be interesting if they happened randomly, but you're getting them like clockwork. Winter comes, get your obligatory annual Cold Snap. Summer starts, here's your Heat Wave. Absolute predictability of these supposedly "random" events does nothing but increase the temperature range which could be easily achieved by tweaking seasonal temperature ranges directly.

Expanding on that, the frequency of all "random" events detracts a lot from their impact. You don't have to weigh the risks of a possible heat wave against the resources you need to spend to prepare for this possibility. There is no uncertainty at all: take any event in the list, and you are going to be hit with it within a year. Cold snap, heat wave, eclipse, solar flare, psychic drone etc.

Decreasing both frequency and regularity of these events would make their impact much stronger IMHO.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Canute on June 11, 2018, 09:09:26 AM
Lav,
maybe you should reread the description of Green Thumb.
The advance isn't the small skill boost. The pawn with Green thumb get a mood boni when he is planting stuff.

Cold/Heat, i bet you only played in temperated biomes so far. Then yes you are geting these more often and they don't have much effect for you.
But imagine you are playing on a desert, summer temp. around 45C, and then a heat wave comming.
Not only that your plant die because it is too hot, maybe you didn't got proper clothes and your pawn geting heart stokes.
These event can be dangerous for unprepared colonies.

And when you don't like them, you can disable them at the Scenario editor.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: cultist on June 11, 2018, 09:42:23 AM
Quote from: Boston on June 11, 2018, 12:12:21 AM
..... What do you mean, "enormous amounts of microing"? You select how much of each ammunition you want a character to carry in their inventory loadout, and they automatically pick it up as they use ammo.

... until you get a new weapon, at which point you need to make new loadout from scratch. I found it was actually easier to make loadouts for each character and just change that, rather than try to cover every weapon and ammo type in the game. Say you want one rifleman to use a knife and the other a longsword - gonna need another new loadout for that.
I'm not bashing the loadout system as such, it's about as good as it can be. It's just that the game doesn't benefit from this level of complexity, because it already has this type of challenge in spades (item management). The changes to bleeding out, weapon ranges etc. that CE adds are much more relevant and interesting IMO.

Regardless, I stand by my statement. I like the idea, but in reality it only adds to the early-game challenge, which isn't the lacking part of this game.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: cultist on June 11, 2018, 09:48:35 AM
Quote from: Canute on June 11, 2018, 09:09:26 AM
Cold/Heat, i bet you only played in temperated biomes so far. Then yes you are geting these more often and they don't have much effect for you.
But imagine you are playing on a desert, summer temp. around 45C, and then a heat wave comming.
Not only that your plant die because it is too hot, maybe you didn't got proper clothes and your pawn geting heart stokes.
These event can be dangerous for unprepared colonies.

You're missing the point. Heat wave = always middle of summer, cold snap = always just before winter starts. There's little challenge if you always know when to expect it and can prepare for it. And there's no challenge at all if it happens during the first few hours of gameplay for a tribe on a hot map either, then it's just the game deciding that you're done playing now. None of these scenarios are fun.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Canute on June 11, 2018, 10:51:09 AM
Not realy, when the cold snap comes before you are harvest all your food for the winter, he can ruin your winter time.
Same with heat wave, in combination with both, it can be that you didn't got enough food for the winter.
Sure you can counter it, special when you are an expierenced player. But as first time Rimworld player such an event can ruin your colony.

ANY event can be harmless if you know how to counter it. A tornade at example never destroyed any of my buildings so far.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Reolos on June 11, 2018, 11:37:26 AM
In no particular order of importance:

Z Levels. Without Z levels Rimworld will always be in the looming shadow of Dwarf Fortress. I know it is probably beyond reality, as the game would have to be totally recoded, but that is my Wish...

Core "Prepare Carefully". I will wait to play a new Alpha or Beta until the Prepare Carefully Mod is updated to compatibility. I never play the game without it and I am not alone. It, or something similar, should be a core part of the game.

Water. There has never been a water mechanic to the game, and since A11, it has been my greatest request. Water for pawns, livestock, crops, heating, cooling, etc... Adds more depth and difficulty to biomes.

Revamped quest system. The quests you receive from other factions are nice, but they are very basic, with not much depth. A deeper colony quest system that you could design with the editor or at game start would be welcome, so the path of your colony is rewarded by meeting quests along the way.

Other "win" conditions. I have never built the ship and "won". It isn't how I like to play. I would rather tough it out until it is no longer fun or the framerate from the raids are impossible. Other win conditions could include Hegemony: 10 of your own bases built and surviving, Alliance: A certain number of factions are allied with you against the remaining, Dominance: A certain number of bases raided and or destroyed by your hand. They aren't much richer than the Escape win, but at least there could be alternatives.

Children. Everyone wants pawns to reproduce and children to be a part of the game, I assume.







Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Bastobasto on June 11, 2018, 08:10:37 PM
The '' Inbetween '' phase. When your colonists have just enough food, are doing things by themselves and you can only wait. This phase is long and boring. Maybe add more micro gestion ? I do not damn know.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Shurp on June 12, 2018, 07:29:17 AM
I haven't had too much trouble with this.  But I play Cassandra, who throws regular attacks at you.  So I'm often busy fending off one attack or another, then cleaning up, then reacting to the next attack, with a little time in between to focus on building/growing.

If you play Randy you'll often wind up with long periods of absolutely nothing going on...
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: ReZpawner on June 12, 2018, 11:20:36 PM
Wouldn't the implementation of Z levels be absolute murder on the performance of the game?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Bozobub on June 13, 2018, 12:22:46 AM
Not a given.

Dwarf Fortress very definitely compares favorably to the complexity of Rimworld's simulation; you can build freaking Turing machines in it (https://www.themarysue.com/dwarf-fortress-turing-machine-computer/), FFS o.O'.  Either adding a true, RimWorld-like graphics layer to DF or adding Z-levels to RimWorld is rather plausible, in my opinion (and equally quite desirable).
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Mehni on June 13, 2018, 03:05:09 AM
Quote from: Reolos on June 11, 2018, 11:37:26 AM
Revamped quest system. The quests you receive from other factions are nice, but they are very basic, with not much depth. A deeper colony quest system that you could design with the editor or at game start would be welcome, so the path of your colony is rewarded by meeting quests along the way.

Mind clarifying how you want to design a quest? What elements should it have, what options should each element have? What are some different ways of getting quests, what are some different goals in the quest?
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: Diche_Bach on June 13, 2018, 09:07:32 AM
"What's the most lacking part of Rimworld for you, and how would you improve it?"

Colonists tend too far toward the "snowflake" whiner end of the continuum. Feels a bit too much like "baby sit your colonist" simulator.

How would I "improve it?" Reduce the importance of some of the "unhappiness" moderator factors, reduce the frequency of "weak psyche" traits. Buff the character traits factors which contribute to resiliency.

People flipping out is fine; people struggling to thrive is fine. It just happens too much I think.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: gipothegip on June 14, 2018, 09:38:41 PM
In general, I would like for more interesting interfactional relations, both in how the player interacts with them, and in how they interact with eachother.

Making the world more alive would be something I'd also like to see. This could just be subtle things one can find out in the world that imply it has a history, that other factions interact, etc. Kind of like how geographical features are named. Maybe there could be art descriptions generated that recount an event that occured at one of the npc colonies when you buy things. Maybe books or scrolls could be added for the purpose of generating texts that make an account of some event.

In general, I would like something of a framing device using the world around the player's colony, to better tie in the game world with the storytelling aspects of the game. Right now I feel things are too centered on the player and their colonists, and that the larger world outside the player's colony is somewhat vague and underdeveloped. We seem to see little of what is going on in the rest of the world.
Title: Re: What's the most lacking part of Rimworld for you, and how would you improve it?
Post by: MeowRailroad on June 14, 2018, 10:42:53 PM
The one thing that I think needs to desperately improved is the way vegetation doesn't grow back after the first winter. It only grows back in the edges of the map, which is frustrating as the map looks so barren with just exposed soil, and you have less access to healroot and berries if they don't grow everywhere.