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RimWorld => General Discussion => Topic started by: XeoNovaDan on July 07, 2018, 11:29:48 AM

Title: [1.0] RimWorld is being sucked dry of its flavour
Post by: XeoNovaDan on July 07, 2018, 11:29:48 AM
Having seen the change log for the latest build, and also having recently finished a run, it's no secret that many unique characteristics of things in RimWorld are being axed, and it's been a growing concern in my eyes. Let's briefly outline what's changed so far which I believe warrants this thread, and this does include changes which have been reverted:

No more stat changes on apparel - While this has thankfully been partially reverted with armour affecting movement speed again, it's still disappointing to see that apparel such as parkas and power armour no longer having work speed penalties (something which could be attributed to their 'bulkiness'), and other larger apparel items no longer giving movement speed penalties (e.g. dusters). To a lesser degree, there's also the removal of the protection deviation between jackets and dusters, meaning that dusters are now decisively the superior apparel item to go for, rather than previously being situational (although dusters were still mostly superior due to their coverage, presence of blunt protection and heat insulation).

Normalisation of weapon cooldowns to 2 seconds - One of the most recent changes, and one I personally heavily disagree with. Each weapon feels kind of the same now, bar damage differences and costs; no more semi-unwieldy yet powerful longswords, or nimble knives, or anything in between. This is also a similar story for prostheses.

Generic renaming - The renaming of Some Challenge, Rough and Intense difficulties to Medium, Hard and 'Extra Hard', Pekoe to 'Tea', Gravel to 'Stony Soil'. Overall, everything just seems to be made more generic, and if anything, that's just somewhat tragic. Granted, this is a minor issue.

While I do understand that since 1.0 is going to be a 'To the masses' release where there will be an influx of new players, dare I say RimWorld's losing some of its flair and even appeal to us longer-term players - there is also the challenge of catering to the casual and hardcore at the same time. I personally think that the saying 'don't fix what isn't broken' fits very well in this situation.

I still very much enjoy RimWorld, don't get me wrong, but it's definitely sad from a hardcore player's perspective to see some of these changes happening. It'd be nice to see other thoughts on this too, perhaps adding to anything that I missed.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Mehni on July 07, 2018, 11:48:17 AM
I'll add that RimWorld has lost the "Western" part of the "Western/Sci-fi" feeling and a lot of its soul. I love the game ever since I saw it, and every alpha has introduced something great. They build on each other, and it's gotten better every time. But it also gets worse as it loses its focus with each new alpha.

RimWorld started as a colony manager. A pretty difficult, almost hardcore, colony manager. It was oriented on the survival of the colony as a whole, and the colony was a pretty tight group of misfits mostly struggling to survive through hardships. Nowadays that's not really believable anymore: We can build everything from medicine to TVs to grenades to bionics. Colonists can get a pretty comfortable life late-game.

Instead of being a colony manager, it's now rebranded as a "Story generator".

I see most of the changes (recent or otherwise) as an attempt to remove the most unbalanced game elements: Some of the worst strategies/elements get a buff and some of the best strategies/elements get a nerf. This makes sense from a game design perspective, but it's slowly eroding the sandbox part of the game and instead of encouraging more varied gameplay it's all normalised to remove the fun excesses.

The removal of excesses also means that, to achieve its goal as a "Story generator", it needs to pull out some pretty desperate Deus Ex Machina elements to still generate stories. For example, the Corpse Obsessions mental breaks or pets eating drugs or colonists breaking up and starting affairs like they're the stars of a soap opera. Those are funny the first time they happen, but they lose any type of credibility the fifth time and become an annoyance.

RimWorld in ~A15 was a really fun colony manager that generated stories on the side. RimWorld 1.0 falls flat as a full-fledged story-generator and the colony manager part of it suffers as a result.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Adamiks on July 07, 2018, 12:15:08 PM
Can't agree more. I get the whole appealing to new players, but, look at us, everyone here was just a new player once, yet, just the forum itself has so many active members. I've never seen a new player complain about the things that Tynan has changed (non-generic names, etc), either.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Anniebenlen on July 07, 2018, 12:23:53 PM
I disagree that the story telling elements are a bad thing.  There are plenty of city/colony builder games out there, it's refreshing to be playing a game with a different ambition.  And I really disagree with the idea that this game has no flavor.  It's certainly evolving, and in just the couple of months I've played I've seen some changes, but it's hardly what I would call a generic management game.

I understand that not everyone likes the same things as I do, of course. But I still find this game almost mezmerizing in it's execution. 
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Mehni on July 07, 2018, 12:31:47 PM
Quote from: Anniebenlen on July 07, 2018, 12:23:53 PM
I disagree that the story telling elements are a bad thing.

They aren't; they're just repetitive and their usage is so cheap it doesn't feel like they come from an intelligent AI-driven storyteller. I was watching a twitch stream yesterday and saw six corpse obsessions in the course of two hours.

Telling the same story over and over again isn't how you captivate an audience.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Jibbles on July 07, 2018, 12:37:00 PM
Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM

No more stat changes on apparel - While this has thankfully been partially reverted with armour affecting movement speed again, it's still disappointing to see that apparel such as parkas and power armour no longer having work speed penalties (something which could be attributed to their 'bulkiness'), and other larger apparel items no longer giving movement speed penalties (e.g. dusters). To a lesser degree, there's also the removal of the protection deviation between jackets and dusters, meaning that dusters are now decisively the superior apparel item to go for, rather than previously being situational (although dusters were still mostly superior due to their coverage, presence of blunt protection and heat insulation).

Yeah, figured this would disappoint some players.  Tho I always disliked the older way since day 1.  Going through stats, filtering the bills, all the effects of it came off overly complex for something that should be simple. Just seemed tedious to me really if I had any care about it. I was hoping for an update on managing outfits tho.  I always wanted to efficiently change out their clothing/gear to prepare for battle. Think of having a locker that contains helmet, vest and whatnot and they can change at a click.  Or they could at least get to it in time if you changed their assigned outfits.  Now it takes a ridiculous amount of time to change gear (for what reason?)  So I'll let them wear what they want as I've done in previous versions, and I guess they'll continue to grow plants and go cloud-watching in power armor.

Quote from: Mehni on July 07, 2018, 11:48:17 AM

RimWorld started as a colony manager. A pretty difficult, almost hardcore, colony manager. It was oriented on the survival of the colony as a whole, and the colony was a pretty tight group of misfits mostly struggling to survive through hardships. Nowadays that's not really believable anymore: We can build everything from medicine to TVs to grenades to bionics. Colonists can get a pretty comfortable life late-game.

The progression to endgame was always too short IMO.  Farming/Greenhouse for example. The progression for that is mainly on pawn skills, blah. Honestly there should be more work into it.  I do appreciate that we get to craft bionics and stuff now. I would like to see new content items only obtainable in quests..Stuff like vanometric power cell is interesting. See, I mainly stick around for base-building. Like to make it cute if I can and build whatever I'm allowed. (not to be confused with base-building difficulty).  The stories keep it somewhat interesting but there's not much surprise when it's always raining shit on you.  Caravan in hopes for bionics was just wasn't a great experience even if everything went according to planned. 
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: IndustryStandard on July 07, 2018, 12:40:19 PM
Quote from: Mehni on July 07, 2018, 12:31:47 PM
Quote from: Anniebenlen on July 07, 2018, 12:23:53 PM
I disagree that the story telling elements are a bad thing.

They aren't; they're just repetitive and their usage is so cheap it doesn't feel like they come from an intelligent AI-driven storyteller. I was watching a twitch stream yesterday and saw six corpse obsessions in the course of two hours.

Telling the same story over and over again isn't how you captivate an audience.

That's always been Rimworld stories, it isn't directly the stories the game has, it's the stories that come from players creative enough to take what is being created for them and make something out of it.

Of course saying something like "We had 3 prison breaks because of a psychic beacon in the last week." doesn't sound good, it sounds boring. Put that story in the hands of someone having fun and we get names, details and the results of actions, which tend to be unique and far more interesting to read.

OP provides an incredibly weak list of reasons that this game is losing flavor imo too. Using generic difficult modes so it isn't confusing on the differences between them isn't losing flavor.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Oblitus on July 07, 2018, 01:21:55 PM
Quote from: IndustryStandard on July 07, 2018, 12:40:19 PM
Of course saying something like "We had 3 prison breaks because of a psychic beacon in the last week." doesn't sound good, it sounds boring. Put that story in the hands of someone having fun and we get names, details and the results of actions, which tend to be unique and far more interesting to read.
And that's the problem. It can be good for someone who needs a draft for a story. A decent writer can make a story based on game events. But it is not fun to play. It sounds boring and it feels totally lame when happens.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Madman666 on July 07, 2018, 01:30:37 PM
Feels same for me as well. Many flavor things were redone, often for worse, like automatic weapons becoming standartised two-shot boring slow hitters. They might be more effective this way, but it just feels meh. And with those same-ish cooldowns, as to avoid some cunning player from hiding his pawn too fast, avoiding a crippling shot to the brain he needs to get for it to be a dramatic story.

While 1.0 has a lot of good changes and larSyn's artwork is absolutely fabulous, feels much less fun with the game artificially adjusted to have more chances to make you suffer for either not microing something like kitchen cleaning, or for using turrets instead of your squishy everwhining colonists.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Kirby23590 on July 07, 2018, 01:38:49 PM
Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM
Normalisation of weapon cooldowns to 2 seconds - One of the most recent changes, and one I personally heavily disagree with. Each weapon feels kind of the same now, bar damage differences and costs; no more semi-unwieldy yet powerful longswords, or nimble knives, or anything in between.

I think i agree with this one.

In other games, There are the quick hitting weapons for DPS but low damage. And heavy hitting weapons for damage but are very slow.

I think the knife should have it's attack cooldown to 1.6 or 1.8 seconds but it's damage in the middle of the road since it's quick.

I think hurts the melee weapons more as the gladii (plural for gladius) gets overshadowed by the longsword since everyone is gonna ditch it.

Heck everyone might just stick with boring modern call of dootie shootie guns. They are interesting as the Machine pistol beats bolt-action at short range but is counter-able.

Also might as well be everyone in Dark souls 3 PVP running around with those LKS and Longswords and claymores but
rimworld is a single-player c'mon!

Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM
Generic renaming - The renaming of Some Challenge, Rough and Intense difficulties to Medium, Hard and 'Extra Hard', Pekoe to 'Tea', Gravel to 'Stony Soil'. Overall, everything just seems to be made more generic, and if anything, that's just somewhat tragic. Granted, this is a minor issue.

While the difficulty doesn't concern me.

I think stony soil doesn't fit overall, gravel is fine after all. I don't use pekoe at all ingame.

Now theres going to be an argument about megasloths and the name megatherium.

I don't know if the players of the minecraft community will be happy if gravel in minecraft is renamed into "stony sand" or anything. It will end up in confusion.



Now don't get me wrong. I still love this game since i bought it when it came out in steam and played the heck alot of it with 991 hours in that game. I can get around these stuff but some changes can turn me off at curtain points, as i like the nerf to curtain things like killboxes and turrets in general and buff to blunt melee weapon's ability to have a chance to stun.

I don't get some stuff at all like nerfing the shotgun's damage in B18 to situational to not even worth it or curtain things like removing silver melee weapons. ( They exist in real-life! ) They are better as blunt weapons but middle of the road but somewhat better in DPS than uranium if it works.

it might be opinion but at least i need some thoughts thrown in or other stuff i'm missing. Kind of sad honestly. :(
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Serenity on July 07, 2018, 01:54:40 PM
The parka thing is weird. Parkas always had their niche in arctic biomes where you truly needed the insulation. I never used them anywhere else. Now there is no real penalty to have a parka in just normal winter.

At least the glitterworld medicine renaming was quickly reverted
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: ashaffee on July 07, 2018, 02:14:49 PM
This thread is 100% garbage trash. The developers said over and over not to draw conclusions on an unstable build. He stated that his to do list on updates is far longer than the amount of input he is getting where he can't keep up. The game you are seeing now isn't anything like the final product will be. To speculate that the game is being sucked dry of flavor at this point is like walking into a restaurant and sampling a half uncooked meal and telling the chief he doesn't know how to cook.


Half the updates he does are just reaction based. He does something to the game and see if the community responds positive or negative. Even if that change wasn't even slightly intended to be put into the game.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Greep on July 07, 2018, 02:25:46 PM
Eh, I think the oldschool players will just mod flavor things they like back in xD  Once it hits 1.0 and mods are more stable I'm going to get back my megatherium and xerigium ;)

I do think there is a bit too much of an emphasis on nerfing OP strategies.  As a single player game, it is not exactly a requirement and this is just something Tynan prefers.  My stance has always even been that adding difficulties was a mistake to begin with as it forced a certain kind of player into killing their own joy when always playing on higher difficulties by using silly tactics that completely eliminate any threat.  Looking at many games that had seriously off balance (e.g. combat in elder scrolls games) I mostly didn't enjoy them because of a lack of substance rather than actual balance.  Swing sword x100 or swing bigger more enchanted sword x2 isn't exactly gamechanging.

Regarding armor/clothes stuff, honestly I never really noticed it pre-1.0, I just wore whatever and never took it off  ::)  The effects were just so tiny.

@ashafee, Xeo's an uberfan as well so I don't think he's all like "1.0 unstable sucks, Rimworld is dead to me"  We're just yacking :)

Quote from: Mehni on July 07, 2018, 11:48:17 AM

Instead of being a colony manager, it's now rebranded as a "Story generator".


As someone who's played since almost the beginning, it actually was originally branded as a story generator, and then sort of went in the extreme dwarf fortress colony direction for a while at about alpha 6.  I hadn't even built a ship in like 4 years since 1.0  ::)
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Oblitus on July 07, 2018, 02:29:05 PM
Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM
No more stat changes on apparel - While this has thankfully been partially reverted with armour affecting movement speed again, it's still disappointing to see that apparel such as parkas and power armour no longer having work speed penalties (something which could be attributed to their 'bulkiness')
Actually, this one is good. What people do IRL in winter? They only wear warm apparel when they are going out. But in Rimworld, you either suffer work speed penalty all the time or just ignore warm clothes for pawns which are not working outside. And winter already gives more than enough penalties for outside work.

Power armor work penalty is questionable. If it is a POWER armor, it should also give a bonus for carried weight and manual work like mining then, not penalties. And, again, pawn that doing a job where power armor only weights them down they should be able to get out of it while working. Now even without the penalty, PA feels like it was in F:NV - nominally mobile coffin, the armored duster is the way to go.

Quote from: Greep on July 07, 2018, 02:25:46 PM
I don't think he's all like "1.0 unstable sucks, Rimworld is dead to me"  We're just yacking :)
Sure, as long as it stays moddable we can always fix it. We always had, so nothing really changes.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: XeoNovaDan on July 07, 2018, 02:37:06 PM
Quote from: Mehni on July 07, 2018, 11:48:17 AM
...

I agree, definitely! There's definitely the feeling that half of RimWorld has all but been thrown off the wayside (the Sci-Fi/Western part). Regarding romance, while I haven't experienced too much of what you've described, it's definitely a pain when colonists keep trying to hit on somebody who's already happily married - though this isn't the same type of concern as what this thread's about.

Quote from: IndustryStandard on July 07, 2018, 12:40:19 PM
...

Admittedly this is a culmination of smaller things, and this is subjective, but if one somewhat long-term player has this opinion, then I'm pretty sure others out there would too. Difficulty labelling is indeed one of the more minor things, but something like the standardisation of cooldowns, predators no longer hunting humans (recently reverted) and so on is definitely something more significant.

Quote from: Madman666 on July 07, 2018, 01:30:37 PM
...

Yeah, it's unfortunate for legitimate players to also suffer the consequences of changes to help combat exploits. IIRC though, the main reason for the two-shotting with the AR and CR was so that they didn't have high AP for their old damage amounts - still also a change that I agree is a bit 'meh' though, and personally would've preferred the alternative of just a high AP for the damage amount.

Quote from: Kirby23590 on July 07, 2018, 01:38:49 PM
...

Mocking aside, yeah, it definitely sucks that many weapons have had their niches removed (e.g. the gladius being faster than the longsword, making it better for weaker melee pawns). I remember the megasloth fiasco but eventually accepted the megatherium's sealed fate.

Quote from: ashaffee on July 07, 2018, 02:14:49 PM
...

You're right that this isn't an end product. However, seeing the trend with the recent updates isn't exactly difficult to spot, and it's definitely plausible that all of this builds up to a direction change: an emphasis on storytelling, but also removing depth from the gameplay. And yes, the title is somewhat hyperbole, but the point isn't too far from this.

It's better to bring something like this up in good timing since this is ultimately just extra feedback, but isn't really super experience-driven so it doesn't quite fit in the main 1.0 unstable thread.

Quote from: Greep on July 07, 2018, 02:25:46 PM
...

Yep, already working on a mod that reverts many of 1.0's changes - currently on hold though to see how the rest of unstable unfolds. Regarding the strategy nerfing and such, Mehni worded that one perfectly. :)
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Madman666 on July 07, 2018, 03:03:37 PM
Good stuff. I have quite a bit of things i'd like to roll back to B18 state, so I'll definitely keep watch on your mods page for when it comes out. Thanks. Incredibly high modability of RW is one of its strongest most tempting points.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: IndustryStandard on July 07, 2018, 04:41:16 PM
Assuming that because you're a long time player that most other long time players share that thought is very bad thinking. I'm a long time player and think the complete opposite. The entirety of the combat system in this game is being constantly changed with each revision to the 1.0 build so it is way to early to be trying to claim these are causing some loss of "flavor"

I don't really understand what you mean by flavor either, I would assume you mean the things that make Rimworld Rimworld, but like, these aren't even remotely unique or interesting.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: XeoNovaDan on July 07, 2018, 04:58:20 PM
Quote from: IndustryStandard on July 07, 2018, 04:41:16 PM
...

I never said that most other long-term players would share the same opinion; I said "I'm pretty sure [other long-term players] out there would [also share a similar opinion]". Two pretty different things. We all have our own opinions, and the beauty of discussion threads is that we can share them.

You're right that it's early, and I am being particularly critical because this is 1.0, the most important release for RimWorld. As an unstable release, feedback is what drives how the final release turns out, and this is simply feedback.

In this particular case, my use of 'flavour' would probably lean more towards complexity than anything, and doing something like normalising one thing that previously set weapons apart from eachother is reducing complexity - good for newcomers, and with varying degrees of impact for the existing playerbase; I tend to favour complexity and thus dislike this particular change. The degree of complexity (combined with reasonable user-friendliness) is what got me into RimWorld in the first place.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: TheMeInTeam on July 07, 2018, 05:00:22 PM
I thought it was melee cooldown that was normalized?  I didn't have a chance to play with that yet, so don't want to comment on the long thread.  Given cooldown is a significant aspect of DPS it becomes harder to make melee weapons unique this way.

My impression when reading that was that gun cooldowns wouldn't be changed...logically since doing something like giving snipers and pistols the same after-shot move cooldown would be an enormous balance change and one that takes some of the ability for micromanagement skill to alter outcomes out of the game.

While some of the complaints are aesthetic and balancing dominant/weak stuff makes sense, I don't like the idea of less variance between good play and bad play.  I've had a hard time keeping up with playing around with the changes lately.  I guess I'll see for myself soon enough.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Scavenger on July 07, 2018, 08:45:19 PM
Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM
Having seen the change log for the latest build, and also having recently finished a run, it's no secret that many unique characteristics of things in RimWorld are being axed, and it's been a growing concern in my eyes. Let's briefly outline what's changed so far which I believe warrants this thread, and this does include changes which have been reverted:

No more stat changes on apparel - While this has thankfully been partially reverted with armour affecting movement speed again, it's still disappointing to see that apparel such as parkas and power armour no longer having work speed penalties (something which could be attributed to their 'bulkiness'), and other larger apparel items no longer giving movement speed penalties (e.g. dusters). To a lesser degree, there's also the removal of the protection deviation between jackets and dusters, meaning that dusters are now decisively the superior apparel item to go for, rather than previously being situational (although dusters were still mostly superior due to their coverage, presence of blunt protection and heat insulation).

Normalisation of weapon cooldowns to 2 seconds - One of the most recent changes, and one I personally heavily disagree with. Each weapon feels kind of the same now, bar damage differences and costs; no more semi-unwieldy yet powerful longswords, or nimble knives, or anything in between. This is also a similar story for prostheses.

Generic renaming - The renaming of Some Challenge, Rough and Intense difficulties to Medium, Hard and 'Extra Hard', Pekoe to 'Tea', Gravel to 'Stony Soil'. Overall, everything just seems to be made more generic, and if anything, that's just somewhat tragic. Granted, this is a minor issue.

While I do understand that since 1.0 is going to be a 'To the masses' release where there will be an influx of new players, dare I say RimWorld's losing some of its flair and even appeal to us longer-term players - there is also the challenge of catering to the casual and hardcore at the same time. I personally think that the saying 'don't fix what isn't broken' fits very well in this situation.

I still very much enjoy RimWorld, don't get me wrong, but it's definitely sad from a hardcore player's perspective to see some of these changes happening. It'd be nice to see other thoughts on this too, perhaps adding to anything that I missed.


I don't think dusters should have much impact on movement, they are basically just light trench coats with mobility in mind made for horsemen and older gunslingers.

As for the rest.. I quite agree. The names were fun! And i think rather clear what they meant, and would suffer none for having the plain names in ().

Weapons speeds were fun, and made sense. Harder to balance, sure, but most of this game is hard to balance lol. Knives should be much  faster than steel maces!
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Namsan on July 07, 2018, 09:41:59 PM
Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM
Normalisation of weapon cooldowns to 2 seconds - One of the most recent changes, and one I personally heavily disagree with. Each weapon feels kind of the same now, bar damage differences and costs; no more semi-unwieldy yet powerful longswords, or nimble knives, or anything in between. This is also a similar story for prostheses.
I strongly agree, I clearly think it's not good change.
melee weapons had their own traits, but that update removed them.

Quote from: XeoNovaDan on July 07, 2018, 11:29:48 AM

No more stat changes on apparel - While this has thankfully been partially reverted with armour affecting movement speed again, it's still disappointing to see that apparel such as parkas and power armour no longer having work speed penalties (something which could be attributed to their 'bulkiness'), and other larger apparel items no longer giving movement speed penalties (e.g. dusters). To a lesser degree, there's also the removal of the protection deviation between jackets and dusters, meaning that dusters are now decisively the superior apparel item to go for, rather than previously being situational (although dusters were still mostly superior due to their coverage, presence of blunt protection and heat insulation).

I disagree, because the removal of penalties made micromanegement far less important.
For example, Power armor had workspeed penalty, so I needed to make colonists to remove their power armor when Raid is finished.
It was rather tedious.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Tynan on July 07, 2018, 09:53:06 PM
Quote from: Namsan on July 07, 2018, 09:41:59 PM
For example, Power armor had workspeed penalty, so I needed to make colonists to remove their power armor when Raid is finished.
It was rather tedious.

This is the reason.

Also don't worry too much about melee, I'm still working on it.

Current plan is to find a good "medium" speed and then split the melee attacks into three groups - fast (knife), standard (gladius), and slow (longsword, spear).

What I don't want is a bunch of micro differences that are just adding noise, like differences between 1.6s cooldowns, 1.65, 1.70, 1.75... this kind of difference isn't really conceptualizable. I'd rather the weapon just say fast, standard, or slow, and then the cooldown can perhaps be affected by the user's skill (which would make melee skill more "visible" without clicking to inspect numbers).

There's some other weirdnesses in melee, like the lack of any warmup; I'm still thinking on what to do there. Overall melee is a bit weird.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Crow_T on July 07, 2018, 11:13:26 PM
Quote from: Tynan on July 07, 2018, 09:53:06 PM
Current plan is to find a good "medium" speed and then split the melee attacks into three groups - fast (knife), standard (gladius), and slow (longsword, spear).

What I don't want is a bunch of micro differences that are just adding noise, like differences between 1.6s cooldowns, 1.65, 1.70, 1.75... this kind of difference isn't really conceptualizable. I'd rather the weapon just say fast, standard, or slow, and then the cooldown can perhaps be affected by the user's skill (which would make melee skill more "visible" without clicking to inspect numbers).

I like this idea of simplification by using words instead of numbers, flipping between weapon stats can get a bit involved as it stands now. Even very fast, fast, average, slow, very slow gives 5 levels to consider which seems like it would be plenty fine-grained enough. One thing to consider is perhaps adding coloured bars to represent things, eg. a bar where red = poor, green = good, and for ranged weapons have a bar for long, medium, and short ranges so at a glance one could get a good picture of how they perform. Would be nice for armor too. Obviously these would be in addition to the numerical stats, one could create a basic stats and advanced stats view.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Razzoriel on July 07, 2018, 11:31:07 PM
Quote from: Tynan on July 07, 2018, 09:53:06 PM
Quote from: Namsan on July 07, 2018, 09:41:59 PM
For example, Power armor had workspeed penalty, so I needed to make colonists to remove their power armor when Raid is finished.
It was rather tedious.

This is the reason.

Also don't worry too much about melee, I'm still working on it.

Current plan is to find a good "medium" speed and then split the melee attacks into three groups - fast (knife), standard (gladius), and slow (longsword, spear).

What I don't want is a bunch of micro differences that are just adding noise, like differences between 1.6s cooldowns, 1.65, 1.70, 1.75... this kind of difference isn't really conceptualizable. I'd rather the weapon just say fast, standard, or slow, and then the cooldown can perhaps be affected by the user's skill (which would make melee skill more "visible" without clicking to inspect numbers).

There's some other weirdnesses in melee, like the lack of any warmup; I'm still thinking on what to do there. Overall melee is a bit weird.
Because you can't conceptualize important enough differences in melee to make anything other than DPS matter. You can't make "this weapon will make pawns bleed more, but they'll take longer to get down because it brings less pain", or "this weapon here will put toxic build-up on the first pawn hit, then it will revert to the standard weapon", or "this weapon here can't cut limbs off, but it will hit internal organs more often". You can't even bring more variety of shields, or even make physical shields like bucklers something plausible.

You can't do anything of this, because it's clear in this update you don't want to cater to the audience that made this game famous, you want John and Jane Doe to play Rimworld after they're done playing Fortnite, because this is the public that haven't tried Rimworld yet, and they like streamlining, so you're streamlining, making everything easier on the layman. And if you call this out on you, the first kneejerk reaction is: "oh, the modders can fix that and revert it!". It's a receipt for making your game become deserted, and kill any chances of a next success on your part. I want this game to work out, but your prioriites are in alienating your current audience progressively in lieu to archieve a larger audience. If that will work out, only time will tell, but history has a good track record on being quite unforgiving to those that try something close to that.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Oblitus on July 07, 2018, 11:37:52 PM
Quote from: Crow_T on July 07, 2018, 11:13:26 PM
I like this idea of simplification by using words instead of numbers, flipping between weapon stats can get a bit involved as it stands now. Even very fast, fast, average, slow, very slow gives 5 levels to consider which seems like it would be plenty fine-grained enough.
Bad idea. How much faster is fast when compared to average? Words are hollow without numbers to back them up.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Tynan on July 07, 2018, 11:41:37 PM
Razzoriel, I appreciate the mind-reading attempt, but I'm not attempting to change the audience targeting of RimWorld in the slightest. I've always targeted a very broad swathe of players, which is why RW has had difficulties ranging from Peaceful to Extreme for years. I'm not attempting to focus on any one group here; if I were it would definitely be the Extreme players since they're the ones most over-represented on this forum :p

Also, Razzoriel, given the hostile mind-reading, your post is beginning a Rule 2 violation; please tone it down going forward and focus on: what's been done, what's known, and what you'd suggest. Hostile (and incorrect) mind-reading and teardowns don't help anything.

If you do think I made a mistake, give a concrete example of what it is. Here you're just saying I'm thinking these foolish internal thoughts (pure assumption) and the only evidence seems to be that the melee system doesn't have a ton of complex internal variation like toxic attacks or bleed attacks - which is a feature that  I don't ever recall even being discussed here. It's not like it used to have this and I removed it.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Razzoriel on July 08, 2018, 12:21:21 AM
Quote from: Tynan on July 07, 2018, 11:41:37 PM
Razzoriel, I appreciate the mind-reading attempt, but I'm not attempting to change the audience targeting of RimWorld in the slightest. I've always targeted a very broad swathe of players, which is why RW has had difficulties ranging from Peaceful to Extreme for years. I'm not attempting to focus on any one group here; if I were it would definitely be the Extreme players since they're the ones most over-represented on this forum :p

Also, Razzoriel, given the hostile mind-reading, your post is beginning a Rule 2 violation; please tone it down going forward and focus on: what's been done, what's known, and what you'd suggest. Hostile (and incorrect) mind-reading and teardowns don't help anything.

If you do think I made a mistake, give a concrete example of what it is. Here you're just saying I'm thinking these foolish internal thoughts (pure assumption) and the only evidence seems to be that the melee system doesn't have a ton of complex internal variation like toxic attacks or bleed attacks - which is a feature that  I don't ever recall even being discussed here. It's not like it used to have this and I removed it.
I've gave you already multiple times my opinions on your nomenclature patterns (and others already did). The opinions were given on the basis of everything you've done during the progress of the game, and it's a little disturbing to see you equate personal attacks to wishes the game to be successful. If you want to discuss melee having weirdness, on top of my head those are the most glaring; lack of variation, extreme focus on DPS, no repairing mechanic to synergize with high-maintenance weapons being more effective (did you check the amount of repair mods out there?), no variations of melee-ranged hybrids other than the pila... Dodging was a big change to melee that was in the end quite positive, but you keep making positive changes to make melee viable and also buffing ranged attacks. 1.0 so far is the only update where everyone can positively say melee was changed for the best, and all it took was for you to disable shooting weapons in melee range.

No mind-reading attempts here, just pointing out patterns and comparing with what keeps happening. Again, I love Rimworld and only want best things to happen; updates so far since A12 have been hit-and-miss, but at least you're listening to the community and that is commendable and respectable.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Wintersdark on July 08, 2018, 12:57:37 AM
I'm a reasonably long term player; started on A13's release anyways. 

I *like* a lot of the "simplification".  Not because I don't like having options - but rather because when there are too many options differentiating them is just noise. 

Look at leathers.  There's still, what, 19 different types of leather.  Each of those 19 types still has different modifiers to armor and thermal properties.  Still many different types of cloth too with all their own properties.  It used to be way more types, though, and it was ridiculous.  Oh, you want to build some pants... Sorry, you've got 30 Emu leather, 40 Turkey leather, and 40 Cassowary Leather.  No pants for you. 

Hell, if anything, I think it would have been better to go down more.  Fewer types with bigger differences.

Ultimately, though, rarely you're choosing a specific material for it's own properties, and much more just using what's readily available in quantity.  Once you're getting to a point in the late game where you can really pick and choose freely for what material you're going to use, you're almost inevitably going to go to whatever is "the best" (see: most people outfitting in Devilstrand later in the game).  But at least when I look in my store rooms now, there's roughly half as many stacks of leather because so many more types stack together. 

Parkas, power armors?  Losing the work speed penalty is fine.  There's simply no good way to automate clothing changes, and until there is, it's dumb micromanagement.  Nobody enjoys "Oh, there's a raid, everyone strap on your power armor really quick, then take it off again"; it's just a pain in the ass.  Pawns don't take off their coats when they come inside, either. 

Now those things could be changed, but it'd likely be a bunch of work for very little gain.  Just removing the penalties makes it fine to have your pawns wearing parkas throughout the winter without worrying with needless micromanagement whenever they come inside.



Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: TheMeInTeam on July 08, 2018, 01:12:08 AM
Giving melee warm-up would be interesting, but it might make the disengage from melee more easily accomplished unless the slow comes before swing...but doing that results in a similar problem to now (plus being hit from apparently further away).
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Scavenger on July 08, 2018, 01:13:47 AM
Quote from: Tynan on July 07, 2018, 11:41:37 PM
If you do think I made a mistake, give a concrete example of what it is. Here you're just saying I'm thinking these foolish internal thoughts (pure assumption) and the only evidence seems to be that the melee system doesn't have a ton of complex internal variation like toxic attacks or bleed attacks - which is a feature that  I don't ever recall even being discussed here. It's not like it used to have this and I removed it.

We totally had those... We even had that awesome Insect stinger dagger that impregnated its victim with a Alien style chest burster! I can't believe you removed that.. Or the psionic vibro blade that made the victims flee in terror!
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: TheMeInTeam on July 08, 2018, 02:43:05 AM
QuoteIf you do think I made a mistake, give a concrete example of what it is. Here you're just saying I'm thinking these foolish internal thoughts (pure assumption) and the only evidence seems to be that the melee system doesn't have a ton of complex internal variation like toxic attacks or bleed attacks - which is a feature that  I don't ever recall even being discussed here. It's not like it used to have this and I removed it.

I'm PRETTY sure there are bleed attacks right now, given the amount of "clean blood x5" that tends to show up when someone takes a nice neck shot or a knife to the lung :D.

Unless I've been lucky this still seems to bypass the "kill on down" check when used vs raiders too, though it's kind of hard to make it happen since they can get incapped by pain or take one too many hits to something that isn't survivable to lose.

You actually did add something to it recently too - the blunt stun procs, in addition to the dodge rate introduced in the late betas.  Sand in eye is new too, though kind of egregious in terms of delay.  Blunt stun in particular could get pretty crazy with more likelihood.

Door micro is still with us btw, but needs to force raiders to attempt cover now to buy enough time to avoid return fire.  Might be enough, effective DPS down from it makes alternatives more attractive when possible.  It might be time to dust off that filtering contraption I was using early B18 to bait a couple raiders into an area and close door behind --> force melee.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Ser Kitteh on July 08, 2018, 04:23:25 AM
I honestly don't understand the argument "you want this game to be more mainstream for the Fortnite " despite the fact 1.0's many QoL improvements and removal of unnecessary stuff (less qualities) makes the game better in many ways. There's a reason why the most popular mods for RW are QoL ones. Streamlining is a dirty word because people use it wrong. What people should be saying is "simplying mechanics may in turn reduce depth and make for a shallow experience" instead of complaining how it's a lot easier to compare stats.

If anything, OP is right on the nose on RW losing its flavour in regards to lack of apparel stats and generic renaming (gravel is gravel, and pekoe should be called pekoe tea so everyone wins). No one's asking RW to be Dark Souls-level of vague in terms of mechanics, we just want things to be clearer.

Anyway RW is not a true sci-fi/western unless Tynan adds in saloon doors and repeaters. Without this, RW is doomed to fail because it's not Firefy enough.

Jokes aside, while there are somethings I do dislike with 1.0, the improvements far outweigh the negatives. Hurray for the return of 3 shot bursts!
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Syrchalis on July 08, 2018, 04:40:48 AM
I actually think the game gained a lot of flavor by quests being more relevant, faction relations mattering more (ally help yay), legendary items actually being LEGENDARY (and rare), rivers being useful and many other things. It just isn't the same kind of flavor it might have had, but it's not worse.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Mehni on July 08, 2018, 05:18:36 AM
Quote from: Tynan on July 07, 2018, 11:41:37 PM
If you do think I made a mistake, give a concrete example of what it is.

It's hard to pinpoint a single example when my issue is "the direction RimWorld has taken since I started playing", but mine is this: Allowing players to produce medicine and the feature creep as a result of it. We're discussing a trend here, so this example starts in A13 or A14. The only medicine players could produce at the time was herbal. Industrial medicine was sold only by traders, and glitterworld medicine was exceedingly rare. Then the ability to refine herbal medicine into industrial medicine was introduced, along with neutroamine. The alpha after that nerfed the medical potency of all types of medicine and 1.0 even introduces a per-medicine cap on max tend quality.

It's giving with one hand ("yay, we can make medicine!") and taking with the other ("medicine is now less effective"). In the end it's a zero-sum equation except with more steps. Is the game a richer experience? No, I don't think so. It's still mostly the same system, just with an increased tech level now. Adhering less to the "Western" part that was a big part of RimWorld.

Another example would be how visitors/friendlies/whatnot now give you a message of goodwill loss. That's not part of a lawless western frontier; that's a civilised society. The most recent change is that factions now politely wait outside your map if a rival faction happens to be visiting you. That's not "Guns at High Noon, Shootout on the Prairie", that's "Coquettish Pride And Prejudice or 'How to behave in modern society and dine on cucumber sandwiches'". I'll add that THOSE are the kind of dynamics that make for a world that feels alive. They're naturally occurring chance events that make for far greater storytelling than any hamfisted elements Cassandra has in her cheap book of tricks.

On the surface, none of those are *bad* changes. They're very sensible and balanced changes. But they do suck the soul out of the game.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: 5thHorseman on July 08, 2018, 05:59:17 AM
Quote from: Mehni on July 08, 2018, 05:18:36 AMOn the surface, none of those are *bad* changes. They're very sensible and balanced changes. But they do suck the soul out of the game.

And I think that right there's the problem. You want less sense and less balance to preserve what you thought Rimworld was based on your playing of an unfinished version. As the game became more and more complete, it lost some of the things that didn't work for gameplay reasons (or were placeholders that shouldn't have been there in the first place) that you mistakenly thought were essential for the flavor of the game.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Serenity on July 08, 2018, 06:35:27 AM
Quote from: Wintersdark on July 08, 2018, 12:57:37 AM
Pawns don't take off their coats when they come inside, either. 
Maybe they should. At least with heavy clothing. Automatic or manual dressers are possible. There are mods for it. And people wouldn't have to use them if they think it's a waste of time.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Ser Kitteh on July 08, 2018, 09:48:14 AM
The issue with the equipping of clothes of course, has the same problems with meals: RW isn't designed with them in mind.

Compare this to early Sims game where you have generic meals where Sims cook on a stove and be done with it. It was later with Sims 3 you can make specific food types which then integrate nicely with a new system of aspirations, goals and wants. Sure you could change everyone in the assignment bar but it's just not the same.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: ReZpawner on July 08, 2018, 10:20:33 AM
I think this is more a general problem with all games. In the beginning, they are incomplete and quirky, and this gives them a special unique feel.

I too feel that "streamlining" a game really does remove pretty much all uniqueness of a game though. A completely balanced game without quirks isn't very fun. It's pretictable, and standardised. I don't think however, that this has happened to Rimworld. What's happened to Rimworld is just change.

We should keep in mind that the game one begins making is seldom what the final product is. It's the same with Rimworld as pretty much any other game. As time progresses, and small changes are being made*, you'll always move away from your original design - for good and for bad. Things like the "scary" mechanic that some of us remember from the early days is no longer here, tonnes of items have been altered or removed - and even more have been added. This is change, and change to most people isn't a good thing. This is the downside of being an early tester. Things that you liked will be changed. Things you hated will be changed too, but we don't tend to remember these. If we weren't early testers, we would have no idea about either of these things, and we wouldn't miss them what so ever.

I would ask of those who feel nostalgic about the early days - go back there. Find an old version and give it a spin. I think most of you will find that the new version IS better, and that the perception of it is skewed because of time and experience. Playing 0.0.250 does have a certain "oooh this is fun, I remember this" type feel, but it does get old rather quickly.

Currently, I personally feel that the balancing is way off concerning the hostiles - tribals and raiders are too easy, mechanoids are too hard, and anyone arriving by droppods can go get fucked; That said, balancing IS being worked on, and hopefully the 1.0 release is still a while away, giving Ty & Funky-Bunch enough time to polish it before it's released.

I mention that because that's what is currently ruining my own feel of the game. I too have fond memories of the huge colonies I made back in A14, 15, and 16. Colonies I have not been able to recreate ever since, because the mechanics of the game changed. But I'm also aware of the nostalgia behind them, and how that affects my current perception of the game.
I would absolutely love to join in with you guys in the angry dome (why isn't this a thing? come on, set up an angry dome sub forum for rants), but I recently loaded up some older versions, and while the current one is imbalanced as fuck in its current state, the older ones, while remembered fondly, are nowhere as good as we remember them as.

* Unless the design is set in stone, which usually results in a piece of shit game anyways.

TL;DR: Nostalgia is a bitch, and  you should probably re-play some older versions to get some perspective.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Modo44 on July 08, 2018, 10:50:36 AM
Quote from: Madman666 on July 07, 2018, 01:30:37 PM
While 1.0 has a lot of good changes and larSyn's artwork is absolutely fabulous, feels much less fun with the game artificially adjusted to have more chances to make you suffer for either not microing something like kitchen cleaning, or for using turrets instead of your squishy everwhining colonists.
Game balance is the excuse given. But really, it is all about forcing a specific type of game progression to happen. Ever. Single. Time. Thank fuck for mods, because I could not stand that for more than the first couple playthroughs.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Franklin on July 08, 2018, 11:54:16 AM
Quote from: Serenity on July 08, 2018, 06:35:27 AM
Quote from: Wintersdark on July 08, 2018, 12:57:37 AMPawns don't take off their coats when they come inside, either. 
Maybe they should. At least with heavy clothing. Automatic or manual dressers are possible. There are mods for it. And people wouldn't have to use them if they think it's a waste of time.

Yeah, an automatic dress down/suit up system to support combat vs. casual vs. labour routines in a given pawn's life would be a better system than just saying eff it, armour doesn't impact stats anymore. Sure, it solves the gripe of having to micro-manage armour pre/post combat, but that's part of the sacrifice you make with wanting the best combat armour and for your pawns to work well, too.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: TheMeInTeam on July 08, 2018, 02:05:54 PM
The amount of IRL micro time each raid is indeed the main downside to armor impacting work speed.  You need to do some pretty heavy zoning/careful shelf placement to make the in-game time decent, but because of how the game's clothing assignment switching works this still takes a lot of IRL time to do quickly in terms of game-time, and you can't afford to dally.

As for moving in armor, I'm not sure how heavy it's supposed to be in game, but if you haven't tried it you'd be surprised how much difference even 20 pounds of weight makes IRL.  Back when I actually had some athleticism, I could run 2 miles in ~11:20.  First time attempting it with that on, I couldn't even complete 2 miles w/o stopping to walk.  You do acclimate, but not to the point where it's like you're not wearing it (don't think I ever broke 12:00 wearing it).  Wearing enough flak to stop bullets is probably considerably heavier than that.

Maybe this is something that could make power armor more appealing than the flak stuff to a greater extent?  The implication given it's "power" armor is that it offers some assistance for movement that would otherwise not be there.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Razzoriel on July 08, 2018, 05:19:40 PM
Quote from: TheMeInTeam on July 08, 2018, 02:05:54 PM
The amount of IRL micro time each raid is indeed the main downside to armor impacting work speed.  You need to do some pretty heavy zoning/careful shelf placement to make the in-game time decent, but because of how the game's clothing assignment switching works this still takes a lot of IRL time to do quickly in terms of game-time, and you can't afford to dally.

As for moving in armor, I'm not sure how heavy it's supposed to be in game, but if you haven't tried it you'd be surprised how much difference even 20 pounds of weight makes IRL.  Back when I actually had some athleticism, I could run 2 miles in ~11:20.  First time attempting it with that on, I couldn't even complete 2 miles w/o stopping to walk.  You do acclimate, but not to the point where it's like you're not wearing it (don't think I ever broke 12:00 wearing it).  Wearing enough flak to stop bullets is probably considerably heavier than that.

Maybe this is something that could make power armor more appealing than the flak stuff to a greater extent?  The implication given it's "power" armor is that it offers some assistance for movement that would otherwise not be there.

You know what, raids are too micro-intensive. Pawns should just equip themselves and shoot and fight automatically, no user input needed.

Tell you what, base building is too micro intensive too. We should just expect pawns to automaticallt build, hunt, cook and craft what we want.

Actually, why cant we just win the game by default? Theres just too much microing in generating input for the game to respond to our commands. We should just command to win and win...
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Madman666 on July 08, 2018, 05:27:50 PM
Quote from: Razzoriel on July 08, 2018, 05:19:40 PM
You know what, raids are too micro-intensive. Pawns should just equip themselves and shoot and fight automatically, no user input needed.

Tell you what, base building is too micro intensive too. We should just expect pawns to automaticallt build, hunt, cook and craft what we want.

Actually, why cant we just win the game by default? Theres just too much microing in generating input for the game to respond to our commands. We should just command to win and win...

Comparing having to micromanage clothing change each time a raid spawns and fighting in general? Good move. Not to mention that some raids are just cheesy as hell and drop on your head, punishing you instantly for... err. What for exactly? And if you don't happen to enjoy armor reducing speed and work efficiency on you colonists and took it off - its even worse, since now it takes forever to equip one. You get hosed the instant drop pods open up. So you either risk a sudden death from a raid and go without armor, or you ll have to live with constant slowdown and loss of efficiency. What else to call it if not a fun change?
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Razzoriel on July 08, 2018, 05:49:37 PM
Quote from: Madman666 on July 08, 2018, 05:27:50 PM
Quote from: Razzoriel on July 08, 2018, 05:19:40 PM
You know what, raids are too micro-intensive. Pawns should just equip themselves and shoot and fight automatically, no user input needed.

Tell you what, base building is too micro intensive too. We should just expect pawns to automaticallt build, hunt, cook and craft what we want.

Actually, why cant we just win the game by default? Theres just too much microing in generating input for the game to respond to our commands. We should just command to win and win...

Comparing having to micromanage clothing change each time a raid spawns and fighting in general? Good move. Not to mention that some raids are just cheesy as hell and drop on your head, punishing you instantly for... err. What for exactly? And if you don't happen to enjoy armor reducing speed and work efficiency on you colonists and took it off - its even worse, since now it takes forever to equip one. You get hosed the instant drop pods open up. So you either risk a sudden death from a raid and go without armor, or you ll have to live with constant slowdown and loss of efficiency. What else to call it if not a fun change?
If you dont want to make your colonists be prepared and risk them getting mowed by drop pod raids, then equip them with enough armor to not be naked. Isnt flak armor unrestrictive? Get everyone but one or two brawlers flak armor if you dont want to micro. Simple. Micro should bring advantages to the player interested in making changes on their defenses on the go. If you dont want to micro, then dont blame a bad roll on the storyteller sending three raids on a row. Sometimes these are just too brutal; no amount of micro could save your colony.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Madman666 on July 08, 2018, 05:56:11 PM
Flak armor is unrestrictive indeed. But do try to survive a scyther in it. Those like to drop pod on you and shank you to pieces literally. With how many raids now don't give a crap about your defenses and walls wearing plates or power armor is more or less a must late game. And a colony of 30 people or maybe more - some people like to play big maps with big cities. Now imagine having to micro that.

And even if you're prepared for that tediousness, you d have to have armor stands all over your base, so that no drop pod raids can cut you off of your armory. And a good measure of luck so that no one pulverizes your pawns, while they are leisurely pull their pants off to stick some armor on for an hour.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Razzoriel on July 08, 2018, 06:00:42 PM
Quote from: Madman666 on July 08, 2018, 05:56:11 PM
Flak armor is unrestrictive indeed. But do try to survive a scyther in it. Those like to drop pod on you and shank you to pieces literally. With how many raids now don't give a crap about your defenses and walls wearing plates or power armor is more or less a must late game. And a colony of 30 people or maybe more - some people like to play big maps with big cities. Now imagine having to micro that.

And even if you're prepared for the that tediousness, you d have to have armor stands all over your base, so that no drop pod raids can cut you off of your armory. And a good measure of luck so that no one pulverizes your pawns, while they are leisurely pull their pants off to stick some armor on for an hour.
That seems like an extremely high-end case on the end game where everyone already has access to an absurd amount of resources that push your wealth to absurdity and, as consequence, raid sizes.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Madman666 on July 08, 2018, 06:05:54 PM
Yeah it seems. But its still a perfectly valid stage of the game, that shouldn't turn either into a tedious grind or a death roulette, right?
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Razzoriel on July 08, 2018, 06:12:23 PM
You're talking about changes to an extreme case in the game. The whole game should not adapt to this situation, but rather the opposite. Id be in favor of wealth raid size diminishing returns to stop such cases to destroy colonies if theres no chance to survive. But id say that colonies of that size should be prepared for anything. Including drop pods landing in your yard. If you could post a video of such case it could be an interesting study case.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: Madman666 on July 08, 2018, 06:25:39 PM
I wouldn't call it an extreme case. I regularly ended up with over 30 people on Randy in B18. And you can't really prepare for drop pods much. Its basically just unfair enemy teleport to a random part of your base thats guaranteed to do damage. Thankfully it at least gives you couple seconds to maybe try and evacuate people. But recent changes to both doors hp and closing speed only emphasize this problematic raid type. The only thing you can do is turn it into semi-military style camp with sandbagged defensive points and turrets scattered everywhere and slowly replace all doors with plasteel blast doors to better contain enemies.

In b18 i actually tried setting policies so that people can dress up in armor by themselves. But eventually i gave up on it because armor was inefficient and expensive and whole policy thing is still highly unreliable. In 1.0 I won't even try with gear equipment speed change its rather useless.

Also in 1.0 i still didn't get the chance to have a huge city sadly. Mostly i've focused on researching world map threat generation, to determine if its finally worth it to go out of your map tile for a change.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: 5thHorseman on July 08, 2018, 06:27:16 PM
Quote from: Razzoriel on July 08, 2018, 05:19:40 PMYou know what, raids are too micro-intensive. Pawns should just equip themselves and shoot and fight automatically, no user input needed.

Tell you what, base building is too micro intensive too. We should just expect pawns to automaticallt build, hunt, cook and craft what we want.

Actually, why cant we just win the game by default? Theres just too much microing in generating input for the game to respond to our commands. We should just command to win and win...

Two can play this game.

You know what? farming is too hands-off. You should have to manually tell your colonists to reap each crop and resow each empty square.

And making a shirt? There should really be a sewing mini-game where you have to perform every stitch. It's like they're giving us free shirts these days.

I heard someone won the game. We need to find out how so we can remove that cheat!
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: TheMeInTeam on July 09, 2018, 10:49:58 AM
Quote from: Razzoriel on July 08, 2018, 05:19:40 PM
Quote from: TheMeInTeam on July 08, 2018, 02:05:54 PM
The amount of IRL micro time each raid is indeed the main downside to armor impacting work speed.  You need to do some pretty heavy zoning/careful shelf placement to make the in-game time decent, but because of how the game's clothing assignment switching works this still takes a lot of IRL time to do quickly in terms of game-time, and you can't afford to dally.

As for moving in armor, I'm not sure how heavy it's supposed to be in game, but if you haven't tried it you'd be surprised how much difference even 20 pounds of weight makes IRL.  Back when I actually had some athleticism, I could run 2 miles in ~11:20.  First time attempting it with that on, I couldn't even complete 2 miles w/o stopping to walk.  You do acclimate, but not to the point where it's like you're not wearing it (don't think I ever broke 12:00 wearing it).  Wearing enough flak to stop bullets is probably considerably heavier than that.

Maybe this is something that could make power armor more appealing than the flak stuff to a greater extent?  The implication given it's "power" armor is that it offers some assistance for movement that would otherwise not be there.

You know what, raids are too micro-intensive. Pawns should just equip themselves and shoot and fight automatically, no user input needed.

Tell you what, base building is too micro intensive too. We should just expect pawns to automaticallt build, hunt, cook and craft what we want.

Actually, why cant we just win the game by default? Theres just too much microing in generating input for the game to respond to our commands. We should just command to win and win...

No need for disingenuous stuff.  Provided you have the time, it's always useful to switch into armor - this is often not a meaningful decision and it *COULD* be ordered with a tiny fraction of the player inputs that are presently required.

To illustrate: zoning all of your pawns into a pre-defined region takes < 5 seconds, even if you have 20 pawns.  Giving orders to 20 pawns to switch into available armor could take a similar amount of time in principle, but right now it will take several minutes.

The less time you spend on rote micro, the more time is spent on gameplay where your inputs/choices matter and are not obvious.  If players want the "flavor" of poor UI civ 6 has so much you can literally spend > 1/2 the total time in front of the screen on that.  Rimworld has many features to avoid this and is better for that QoL.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: kymlaar on July 09, 2018, 09:59:47 PM
As someone with nearly 700 hours in the game just since it's release on steam, and who played every version since Pre-Alpha Backer 1 extensively, I believe that the 1.0 adjustments are almost purely positive ones.  The melee adjustments are welcome, and I look forward to how they play out.  I also like how different ranged weapons seem to have different melee stats, though I would love to see those laid out, and the possibility of different versions (bayonet anyone?).

I can understand people feeling that some of the flavor is lacking, but I'm not sure that I really agree.  The difficult name changes gave me a moment of, "ooooh... I've been playing on hard and above!"  I can also appreciate the change to the word tea, because  pekoe is a specific type of tea, which I don't believe is represented by the leaves used in this.  That being said, I wouldn't mind some adjustments, factions meeting on your land to fight it out from time to time.  Pawns could even know to stay away, so as to avoid stray shots.  Being able to establish an alliance between settlements could be interesting as well, something more than just "you're their ally now."

As for medicine and bionics crafting, it's a favorite of mine.  I always felt like it was needlessly restrictive that I had to BUY medicine.  Sure, you start as a rag tag bunch, but over the years you end up with a fully functioning colony, or city, with lots of advanced systems.  I don't enjoy feeling like I can't have something just because it's 'advanced' and my colony is somehow not, even though everywhere is wearing power armor and they're crafting high end firearms and using advanced medical equipment.  I'm fine with the Archotech options being restricted to prizes and trade.  That makes it feel like there is a more advanced civ out there, and I'd love to see more of that.  Archotech advanced power armor.  Archotech beam laser emitters.  Archotech shield belts, which allow firing through them.  Archotech portable generators.  It would bring back more of the feel of being small, in a larger world.

And finally, I'd love to be able to repair equipment.  Sure, make it cost material, but I don't like having to remake constantly.
Title: Re: [1.0] RimWorld is being sucked dry of its flavour
Post by: cyka on July 10, 2018, 03:59:45 AM
So far I have played 662 hours of Rimworld over the last 15 month. With 1.0 the game makes a huge improvement imo. Many good mod features went into the main game.

Combat rebalance: Straight OP tactics with litte downside got nerfed hard. I like that approach to balance them out by increasing cost and difficulty. Turrets need ammo and you can not have an endless big zoo of 70 huskys to do kill every threat.

Skill rework: If you use a skill with a flame you get a mood buff. That is an unexpected but welcomed addition. Your grumpy miner complains about mining in a shitty place? Well he is an expert miner, he can handle it now. Cooking became much more impactfull. Food poisoning can end your colony if you only have 1-2 pawns.

combat rework: Ranged weapons can not be used at melee range. That is a HUGE change. Took some time to adapt to it. This makes it important to have both melee and ranged weapons, i like that. Positioning and kiting is more important now. Playing combat smart is now more impactfull. Not sure about the current state of melee weapons. We will see how it changes in the next days. Maybe specialise via the kind of wounds they inflict?

Idea:
Swords cut of limbs, inflicting heavy bleeding. They have a low hit chance though and require higher melee skill to be good.
maces do not cause bleeding often, but can bring down a pawn quickly with broken bones.
Knives work like swords but do less damage, though you hit very often with even low skill.


Events: I like the "go out in the world and rescue bob" quests. Bob is guarded by "terrible stuff". Unsure about tornado. It sounds funny but if you have rly bad luck he could shread your base and there is nothing you can do about it. Also it would encourage you to allways go mountain base to be safe.

Infestations: you have some seconds to prepare now, good change. The kind instant spawn at very bad spots was very nasty.

Log texts: Some people complain about the flavour of cheap log texts. These are generic phrases put together in a context. Do not expect a witty essay here. I like them a lot. They are silly and funny sometimes. Both social and combat texts. In the end, the game itself writes the story, not the log.

All in all version 1.0 is a nice evolution of the beta. I can not understand the angry post about "duh rimworld lost its soul, so terrible". I really tried to understand the points made, but I just do not get it. It feels more like being angry with anything that changes, because you grew accustomed to the old status qou. Adapt and have fun.

Also for many niche demands there will be mods as allways. I was really suprised by the amount of negativity and anger in this thread.