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RimWorld => General Discussion => Topic started by: Yoshida Keiji on February 08, 2019, 09:15:12 AM

Title: How RimWorld has lost depth/immersion and became bland and simple
Post by: Yoshida Keiji on February 08, 2019, 09:15:12 AM
Imagine your entire world tile map like this table, where 5 is the very center.

1 2 3
4 5 6
7 8 9

Back in the days before v1.0, there were two type of players:

* The noobs would have 9 colonists, 1 at each grid number, risking all sorts of dangers be it Predator Attacks, to raids from a map border, infestation on another grid, etc.
* The smart players who out of 9 colonists, 5 would be at the main base, say grid 5. And the other 4 picking berries, mining and hauling stones from a same quadrant grid, say tile number 6. In the occasion of a threatening event, that would incidentally trigger at tile number 6... no pawn would be at 100% threat because the other 3 colonists on the same grid would easily be able to provide aid thanks to their proximity.

However, Tynan, listened to Noob complains and now the game was "Simplified" to please the "Simple Minds" and instead Punished the Smart players by removing Immersion & Depth.

The end result in version 1.0...is that now I get the Stupid notification letter in a very odd/awkward situation as this one... I can TOTALLY handle myself. This is what happens when Tynan listens to the whining of players who through their whole experience..only knew to coward themselves behind a killbox...

(https://i.imgur.com/bfbU8iu.png)

* https://ludeon.com/forums/index.php?topic=34513.0
* https://ludeon.com/forums/index.php?topic=46172.0
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: TheMeInTeam on February 08, 2019, 10:21:52 AM
QoL changes do not influence skill.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Ramsis on February 08, 2019, 11:07:15 AM
Yoshida chill.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Tricke on February 08, 2019, 02:44:09 PM
>only knew to coward themselves behind a killbox...
>So are you playing on peaceful with Phoebe?Killboxes are critical part of the game  if you're playing on Cassie Mersiless 'cos there're no chances to fight against hordes of ememies which come in above 30 in late game.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: BlackHunter on February 08, 2019, 09:05:04 PM
At last versions you are not able to see how hungry predators are so it makes their attacks less predictable, they became even worse than before at some situations.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Shurp on February 08, 2019, 09:37:41 PM
Immersion:
    Mountain lion jumps on your pawn while he's out alone foraging for berries.
    Pawn beats mountain lion to death with his bare hands, then requires some fixing up by a competent doctor afterwards.
      https://www.washingtonpost.com/sports/2019/02/05/mountain-lion-mauled-trail-runner-man-fought-back-killed-it/

Lack of immersion:
   Arctic fox attacks pawn
   Pawn flails around uselessly, then is downed and eaten by the fox
   Player ragequits

So yes, because some elements aren't adequately developed, other tweaks had to be added to compensate.  Getting a warning when something is trying to eat your pawn isn't realistic.  But from a gameplay perspective, it gives the other pawns in the neighborhood the opportunity to help out.  So overall it works.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Demoulius on February 10, 2019, 09:04:17 AM
Im not sure what the issue is?  :-\

If you can handle yourself congratulations. You can ignore the popup because your presient mind already saw it happening. But for the players who dident its a good popup/event to respond to.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: BoogieMan on February 10, 2019, 01:56:38 PM
All of that just to complain about the predator targeting notification? Really?

Furthermore, that alone has single handedly dumbed down the entire game? That's an astonishing exaggeration even for the internet.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: AileTheAlien on February 10, 2019, 02:02:37 PM
Pro-tip: if your colonists routinely hunt down all predators on the map, they'll never hunt your people for food!
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: B@R5uk on February 10, 2019, 04:08:57 PM
I'd rather let predators hunt others animals and unforbid carcasses from time to time. Dogs will do hauling.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Shurp on February 10, 2019, 09:01:59 PM
Even better; leave a pile of corpses outside for all the random animals on the map to feed on (the predators will feed on the corpse-feeders).  Go out once and a while to thin the herd.

Note: doesn't work when it's -60'C outside.  Even rimworld animals aren't stupid enough to stick around when it's that cold.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Canute on February 11, 2019, 03:32:09 AM
Yeah with -60°C you are happy about every predator who walk inside your base to hunt one of you or eat your meals. :-)
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: ReZpawner on February 11, 2019, 04:15:31 AM
Yaaaaay! Fight fight fight!

It was more the people out for a walk that were the problem though. "I'll just go for a leisurely walk through this area full of polarbears". Sometimes it's nice to be notified of stuff like that, since the pawns aren't really aware of any dangers unless attacked.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: TheMeInTeam on February 11, 2019, 11:52:34 AM
Quote from: Shurp on February 10, 2019, 09:01:59 PM
Even better; leave a pile of corpses outside for all the random animals on the map to feed on (the predators will feed on the corpse-feeders).  Go out once and a while to thin the herd.

Note: doesn't work when it's -60'C outside.  Even rimworld animals aren't stupid enough to stick around when it's that cold.

Predators will walk past fresh corpses to hunt pawns in some cases.  It's not safe practice.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: AileTheAlien on February 13, 2019, 08:34:49 AM
I could have sworn there was a mod to stop predators hunting colonists, but I can't seem to find one...
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: TheMeInTeam on February 13, 2019, 10:33:54 AM
Quote from: AileTheAlien on February 13, 2019, 08:34:49 AM
I could have sworn there was a mod to stop predators hunting colonists, but I can't seem to find one...

I've only heard of the alert mod that is now part of the game, and one that blocks animal revenge from being shot.

It's self-inconsistent to decry the alert, as without it the optimal play involves routinely/constantly doing something micro intensive.  That goes against both Tynan's statements about intended design for mechanics in general and against how many other colony threat notifications work in the game.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Shurp on February 13, 2019, 07:04:36 PM
It might help if the alert didn't pop up until the hunting animal got reasonably close.  Instead of, "your colonist is being hunted", you see, "XXX sees a polar bear coming for her!" when the polar bear is 30 squares away.

Time enough for her to run for help... late enough that it provides excitement.  Will help arrive in time?
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Limdood on February 13, 2019, 08:48:51 PM
It's posts like this...

...that made me search in vain for a "block member" function on the forums...
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: ManHuntingSquirrel on February 14, 2019, 09:55:31 AM
I just don't understand how getting a notification about an animal hunting your pawn leads a game with depth and immersion into being a casual bland and simple game.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: khun_poo on February 14, 2019, 11:01:33 AM
Quote from: ManHuntingSquirrel on February 14, 2019, 09:55:31 AM
I just don't understand how getting a notification about an animal hunting your pawn leads a game with depth and immersion into being a casual bland and simple game.

OP just have a negative thought on 1.0 update. you can check on his many topic he created.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Shurp on February 15, 2019, 07:18:51 AM
Quote from: Limdood on February 13, 2019, 08:48:51 PM
...that made me search in vain for a "block member" function on the forums...

You must not have looked too hard, it's really easy to find. (see attached)

[attachment deleted due to age]
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Limdood on February 15, 2019, 08:47:02 AM
Quote from: Shurp on February 15, 2019, 07:18:51 AM


You must not have looked too hard, it's really easy to find. (see attached)
[/quote]Excellent!  Thanks!  Yeah I tried searching on options on his profile for a block/ignore *shrug*
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: mcduff on February 19, 2019, 08:26:22 AM
I absolutely love the self-indulgent whining of posts like this. They're so delightfully unaware of how neckbeardy they sound.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Impyre on February 26, 2019, 12:41:04 AM
I kinda understand the complaint about immersion from one perspective, because how would you know if you weren't monitoring your colonists. Of course, that argument taken to the extreme suggests we play rimworld from first-person perspective as a sortof "mayor" colonist. While a theoretically awesome idea, it'd be impossible. There's no way you could even see what's going on in the next room over. And that subject also brings another to my attention, raid notifications. They also kinda hurt the game in some small way. Why should you be notified of events like this if you haven't bothered posting guards / building watchtowers? If you don't have the foresight to build those systems and/or CCTV monitoring systems, let a mortar shell be your first notification of that siege camp that's been set up.

Ultimately though, I think these notifications improve the game more than they hurt it. If I had to choose which is worse for gameplay: an odd notification magically appearing about hunted colonist *or* a notification that a colonist has been eaten, personally I choose the former.

Also, to be brutally honest, the hunting notification often doesn't come soon enough to make a huge difference... especially for weak or slow ranged-only colonists (or baby livestock). I can't tell you how many times I've jumped on a notification early-game that a bear was hunting my brand new baby muffalo before I'd had a chance to build a barn, and even though I reacted immediately I couldn't get there in time. It's like a 50-50, but once you get a barn built it's not as big a problem. Furthermore, I generally specifically and intentionally target predators with my hunter orders as soon as they appear. I periodically check for them so they don't thin out the numbers of grazing wildlife too badly... so really I don't even see this notification at all much past the first year.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Yoshida Keiji on February 26, 2019, 01:19:20 PM
Finally someone who actually comes with an elaborated response, thank you.

I have been supporting every suggestion in the respective section that resembles the concept of a Watch Tower for a long time already.

i think there should be guard posts in the game
https://ludeon.com/forums/index.php?topic=41461.0


Before version 1.0 came out, there were and still are many "Monitoring" techniques, some have been removed, like the food bar from animals which is a change that made sense to me. The other methods being:

1.- Ecosystem: Preys. Predators will have the tendency to hunt the smaller creatures first, so when a map fauna population decreases and only the large sizes remain. That is a red flag of Predator danger.

2.- Cold & extreme biomes: Predators are left with less choices as rodents start to flee the map. Tree foliage color change, tree skin change, snow. This is another red flag of Predator danger.

3.- The safest play is a City Wall: Like I commented in repeated occasions, I learnt to build a city wall within my first five games and then never again I lost a pawn to Predator attack. To me it's totally unforgivable that "experienced" players still lose colonists to such an early game / basic level threat.

4.- Proximity to base: Predators wandering around your base. Would you still let them? Another red flag of Predator danger.

5.- At night, while animals sleep. We have the ZZZzzz animation on their head which is big enough to see with a quick check by sectors.

6.- After the first year and once back on Spring, animals will enter your map through the borders, so monitoring your map becomes even easier.

7.- When a small rodent is killed, they shout a final "death cry". You should be able to hear it, a red flag that is not visual only but also has sound effect.

8.- Predators can be killed before they turn against humans or tamed pets.

9.- Food bar that has already been removed was the most obvious red flag of Predator danger.

10.- Player wiseness, if a pawn is chosen to perform activities outside the City Walls, make sure its not an Incapable of Violence, is not Unhealthy (Frail, Bad Back, diseases) and also has a pet companion with release training, nigh owls are the safest.


Here I listed for everyone how to prevent yourself from Predator Attacks that should be useful for beginner level players.


Now when I read in the forums about people complaining of Predators Attacks, I could not avoid feeling upset towards the vast majority because I personally grew up as a Rim World player during A16 & A17 and I would say that 40% of all my games were "Triple-Colony" of 400x400 map size. I learnt to cope with three simultaneous colonies on a same game on the largest map size while the average player just goes single map and default size. While commonly, everybody just does 1/3 of what I have been handling all along... Now if I don't complain about it...how come those who do 33% in comparison with me, are the ones who get upset about Predators? It's illogical.

Every time someone asks about Multiple Colony games, I have always given plenty of advises:

https://ludeon.com/forums/index.php?topic=47600.0

Now, people need to put things into perspective, and I will give you an analogy:

* You are walking down the street and you get the red light traffic sign at the corner of the block, and you stop walking before you cross.
* What would you tell me of people who cross the streets without even looking sideways for incoming vehicles?
* What would you tell me of people who despite having 10 Red Flags... still cross the street anyways?
* What would you tell me of people who despite having 10 Red Flags, still cross the street anyways and get hit by incoming cars...to later on complain the game is hard without ever considering their own faults and blaming the cars instead?


Asking for the Warning notification is the same as asking all drivers to honk from kilometers aways just in case a careless pedestrian is not looking around. This is beyond upsetting for me, because conceding such a request equals validating stupidity, and that is unhealthy for the mind. If despite all the 10 warning signals... a player loses a pawn...to me...its a well deserved death.

Now, when you look at the Community, what kind of population do you want to have? The careless citizens or the cautious neighbors? This is a Survival Game, people....and nature shall be unforgiving for the ill-prepared.

My Support reply for a "Watching system":
https://ludeon.com/forums/index.php?topic=41766.msg416318#msg416318



Now I have been waiting for almost three weeks now. Based on the people who had complained, I can already tell that such players are the careless, those who don't monitor at all, hide behind killboxes all the time and in mountainous bases more over and use tons of over-powered mods...but still lose anyways... When you try to place yourself in "their shoes" to see from their eyes and how their counter arguments are founded... People like TheMeInTeam will base their "fake" claims on theoretical extrapolation of past memories without testing unstable builds for real experiences like this case:

https://ludeon.com/forums/index.php?topic=41766.msg413618#msg413618
He was claiming that first raiders would already come with sniper rifles, which was untrue.


I haven't been saying much on purpose so as to check if people "really know" what they are saying and if you ever play on cold or extreme biomes, you should be able to realize two "unwanted side effects":

* Now in v1.0, when you get a Predator notification and the targeted "future victim" enters a closed room, the Predator will have to change target as in "re-targeting", and if every new target also enters your base...you will literally get spammed by notifications both from letters and top screen messages alike...
* Now in v1.0, when you enter the second half of a hard winter and all Predators are the only ones left with just a few cold resistant mammals... you will also get "super spammed" by all hunting Predators which becomes a total annoyance... Because you can even get five new notification letters like the disease notifications used to trigger individually for each pawn instead of the summary late version.

But so far... no one has ever mentioned either of these two issues to what allows me to a certain degree, to assume, most of who replied are Temperate Forest exclusive players, lack game experience and therefore their comments are weak.


Finally to close, this response, to me Tynan needs to completely rollback to B18 and redo everything again from there, because the biggest problem in RimWorld has always been the last third of the game, the 2/3 that was and has always been an eternal boredom due to nothing happening but industrially awaiting the SpaceShip completion. He took the wrong turn by introducing the "Advanced Components" and making it even more longer and painful with nothing for players to do in the meantime.

https://ludeon.com/forums/index.php?topic=37305.0

World Quest Incidents failed completely as rewards are "Inversely proportional", as the game becomes harder, the prizes become less interesting and unworthy exchange of efforts for insignificant results, and the Caravan system has improved very little, the new User Interface already provides the same Information that you can acquire from before sending your colonists out, just a mere visual QoL...(upgrade???)

Version 1.0 should have been about filling the void in the last third of the game...but instead it just became a B18 Modded. To the point that I ask myself is there truly a Version 1.0 Vanilla build?
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: TheMeInTeam on February 26, 2019, 03:19:58 PM
1-10 effectively claim that the player should manually monitor the map and do tedious, false-choice inputs to hedge against a threat.  This is in contrast to the overwhelming majority of threat/benefit events in Rimworld and does not add anything of value, unless you consider manually panning the map constantly to have value.

Complaining about spam when suggesting that players should hunt predators isn't self-consistent.  If you actually kill the predators, they won't spam you.  Given this is exactly the argument presented against the notification, it's strange to make a complaint for the same solution.

Predators hunting colonists isn't a frequent thing in friendly biomes, not sure what you're on about there.

It's true that the end game grind for uranium and advanced components sucks.  At least you can caravan to the AI ship and call it a day, though I usually just consider an established colony a won run.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Bozobub on February 27, 2019, 02:32:42 AM
Exactly this.  Keeping consistency with literally all other colonist-influencing event alerts (that have a specific source location, of course; not a psychic drone ::)) doesn't somehow "ruin" the game.  Extra information from the viewpoint of a (demi)god looking down on the world stage is also not particularly out of character.

Seriously, scroll way, way out and ponder the area you can see, compared to what a pawn would be able to.  Relative to them, you are an unknown/unknowable deity, manipulating their lives as you will.  And you complain about *consistent UIX*, FFS, and having "too much" info..?

Put on your big-deity pants :P.  Too much micro is not fun, for most, and isn't really what the game is about.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Yoshida Keiji on February 27, 2019, 06:54:20 AM
Quote from: TheMeInTeam on February 26, 2019, 03:19:58 PM
1-10 effectively claim that the player should manually monitor the map and do tedious, false-choice inputs to hedge against a threat.  This is in contrast to the overwhelming majority of threat/benefit events in Rimworld and does not add anything of value, unless you consider manually panning the map constantly to have value.

Complaining about spam when suggesting that players should hunt predators isn't self-consistent.  If you actually kill the predators, they won't spam you.  Given this is exactly the argument presented against the notification, it's strange to make a complaint for the same solution.

Predators hunting colonists isn't a frequent thing in friendly biomes, not sure what you're on about there.

It's true that the end game grind for uranium and advanced components sucks.  At least you can caravan to the AI ship and call it a day, though I usually just consider an established colony a won run.



No, no, no, no and no... You got everything backwards. But honestly, at the back of my head my intuition senses are telling me to watch out. Now I need to rule out one out of two possibilities:

1.- Either, you didn't pay attention to my words (make it due to the heated flow of this topic)... OR
2.- You have reduced yourself to word-play due to lack of counter arguments and are attempting to shift my words to make everybody else  think that I said things that I did not.

For once only, I will give you the benefit of the doubt.

Roll back to the Opening Post, I didn't gave 10 methods but actually 11. The true reality you intend to hide, is that "Inevitably"....whether you like it or not and even with a double shift schedule and more notorious if you don't have night owl pawns...is that while your colonists sleep... you have at least 6 in-game hours that we all Fast Forward at Speed x3, and more over for those you don't haste it. While your colonists sleep, there is nothing they can perform, and at that time "monitoring" around is totally viable and the only thing you can do to "burn time" until they wake up. And if this wasn't clear enough and I already said it before (I'm repeating myself).... I literally "pan" three colonies in that time frame of 400x400 maps.

Whether you like it or not... You can't play the game without watching your screen, unless you run the game in the background while watching Netflix or else. There is always time to "monitor around". We all have a "dead time" while they are dreaming.


This is where your reply gets nasty, and I doubt if you are doing it intentionally or by accident:

* I am complaining about the Notification Spam....because the Predators are around, I don't need to kill them myself. Get this part right.

The Opening Post picture dates 15th of Jugust which is the end of Winter.

1.- First off, I don't need to kill Predators, because I can handle myself on all three simultaneous colonies when I play Triple Colony games. I always keep them alive, because I prefer them to work for me, so that I don't need to dispatch a pawn for hunting and just wait to pick up the left overs later.

2.- What I said about hunting Predators earlier, from my own personal angle is only if they had gotten too close to my farms where my colonists work.

3.- Suggesting to kill off all Predators is a methodology to prevent attacks, yes. But is in NO WAY linked together with my complain. I fear you intend to twist my words.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Goldenpotatoes on February 27, 2019, 07:06:57 AM
You could condense everything you just said into "change is bad because you could just micromanage and min-max to avoid it."

I'm glad you're one of the minority capable of handling three colonies at once and keeping them running at peak efficiency but the demographic that got Rimworld to where it is today probably isn't into that level of micromanagement, me included.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Yoshida Keiji on February 27, 2019, 07:25:34 AM
I already condensed my one liner long ago here:

https://ludeon.com/forums/index.php?topic=41819.msg413054#msg413054

QuoteVersion -1.0 (minus one): Lots of QoLs for mod users but nothing new to Vanilla players.

My reference is just a mere parameter, I can run triple colony games efficiently, yes. But the usage I gave to such measuring scale is to make people understand that a single colony game is just one third of what minorities like me can do. Now, if I were to run a census, doing one third is relatively easy.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: LWM on February 27, 2019, 01:25:59 PM
https://ludeon.com/forums/index.php?topic=48120

Lo.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Limdood on February 28, 2019, 10:43:23 AM
Quote from: LWM on February 27, 2019, 01:25:59 PM
https://ludeon.com/forums/index.php?topic=48120

Lo.

Yep.  Some people get so butthurt about how other people play that they have to complain about things that improve the game for those people even when they themselves have the option to turn a given setting off.

It's even funnier, because its a game meant for pure single player, so they can't even claim unfairness that other people can do things easier than they can.  It's like they need to complain about features that make a game more convenient or easier just so they can rehash how amazing they are that they don't need it, and how all of us plebs are pure trash.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Bozobub on February 28, 2019, 11:06:02 PM
ONCE AGAIN:

Consistent UIX is not a freaking flaw in a game.  Period.  In fact, it's considered a selling point for any game, when it has a good, consistent user interface.

Yes, you CAN argue (*cough* and easily set for yourself) the parameters used to trigger a given alert, if you don't think the current settings are appropriate.  No you CANNOT, however, argue that having the alerts, themselves, is inconsistent with the game design, common sense, or logic. 

Get a grip.  Lose the drama.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: LWM on March 01, 2019, 12:57:08 PM
Seriously, tho.

OP:  You're clearly passionate about this.  You're clearly articulate and can lay out your thoughts.  Why not work on a mod or two to support your view of the game?

You'd have to learn some C# (if you don't already know it), but that's not insurmountable.  There are some mods out there you could look at to give yourself a starting point - for example, there's some mod that splits each pawns awareness to what it sees or what another pawn tells it.  Whatever they do to split attention could be used to warn of predators, if that's what you want.  Etc.

--LWM
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Yoshida Keiji on March 01, 2019, 02:02:26 PM
<--- <--- <--- <--- <---
(https://i.imgur.com/2A8ga1l.gif)

I like it when people really pay attention a lot too.

There are many things in v1.0 that I find very disappointing at to have enough incentive. Something Tynan has never been good at is exactly consistency and balance. Every time people would complain whatever scale is too high, for example: relationships across all pawns to the point that in a 2 million population it seems everybody is related to everybody, Tynan would then try to "adjust scales" and take it to the other extreme opposite and the next patch, no more relatives at all would appear.
Among the many other disappointing points: gathering resources and work speed had been reduced, but the game became disproportionated as the storytellers would throw you too many pawns, like old times and now we all end up with a high population way too soon but with slower colony building pace.

v1.0 has made Extreme difficulty change to Unfair difficulty instead, where areas I played all my games in old Extreme, in the past, the only difference was in an increased number of raiders only. The most difficult setting now is about your pawns "unfairly" losing limbs to simple attacks instead.

The story teller for Lost Tribes will now throw you Crashed Ship Parts or any Mechanoid event way too early too before you even get a chance to properly protect yourself with armor, and if you are a true Lost Tribe player, nobody rushes to Electricity first, we stay longer on the neolithic phase.

Not only gathering resources is way slower but also... now everything requires Components... What part of Flak armor is "Electronic"?...

Basically there's too much "Non-sense" around to compel me to play v1.0 as I used to play all previous Alphas/Betas... Note: My Steam counter is at 5.585 hours played Rim World but I hardly play this game anymore... Unless a new build comes around...
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: LWM on March 01, 2019, 02:47:07 PM
Ah, so you are ...hoping Tynan reads this and will listen?  Whinging?  What?

If you are so willing to suggest how the game //should// be, please do not be offended if others suggest you change what //you// do.

But it does seem to me your choices are 1) stop playing, 2) decide to use mods, or 3) pay the developers buckets of money to do things your way.  I suppose there's threatening family, blackmail, etc, but that's all beneath us.  Am I, perhaps, missing something?

--LWM
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Yoshida Keiji on March 01, 2019, 03:02:04 PM
I'm not offended, nor I know what makes you think that about me.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Bozobub on March 01, 2019, 09:19:14 PM
Then you're obtuse, intentionally or not.

You are claiming specific expertise in the game, then insisting everyone else needs to play to your standard.  Simple answer:  NO!  In fact, the current alert behavior for animal attacks was *demanded* many times by players, until it was finally added.

Stop whining.  You simply are not as special as you think you are.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Yoshida Keiji on March 01, 2019, 11:06:17 PM
This topic is about what expectations everyone else and myself had for v1.0.

The void in the last third of the game was largely reported much extensively than the predators, I was thinking Tynan would be adding more content in the late game as there's much lore background in the Universe quick primer, as he stated v1.0 was meant to close the development for a complete full production, however, we only got "mods". To the point that we call it B18-part 2.

The minor issues were priorized over the bigger issues that needed more attention, and that is what I consider a derailment.

Like I said many times before I'm not playing RW that much as before and I only come to double check wiki edits

The misunderstanding many people make when reading my comments is that I'm not suggesting anything "new" to require buckets of money, I'm talking about "adjustments" for most of it.

If your misinterpretation is that I want "new content" based on personal preferences, then I would have written other kind of threads of the like:

* the Firefly TV series had Western and Asian features, can you add more oriental content?

But clearly that is not what I wrote down here.

I'm not telling anyone to play my way. I am showing people that there has always been many methods to overcome adversities but "cheesy" players had chosen to complain about it first before considering ways to solve the problems nor doing proper research in the wiki to find out solutions. As a Vanilla player, I can clearly see how weak "mod" users have grown in comparison of people who don't depend on "cheats".

The Caravan user interface is a clear example how spending development time on aesthetics added very little to the game considering that all the information it provides, can already be acquired from the "Caravan forming window", making the data redundant.

I really don't think anyone enjoys the "industrial " last phase of the game. And I strongly believe there should have been more focus in that area of the game.

I totally believe the expectations for a 8 months long development of a new build were not reached, as I stated many times, no "new" content was created but basically minuscule improvements of unnecessary aspects of the game. As currently I can totally prescind QoLs and still complete the game anyways.

To close this response, Predators "ALWAYS" had plenty of solutions, people were just lazy and stupid about it. I could give you validation to your comment if only Predators..."NEVER HAD A WAY TO COUNTER" but since I numbered 11 myself, I can't agree with you.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: LWM on March 02, 2019, 01:23:51 PM
Quote from: Yoshida Keiji on March 01, 2019, 11:06:17 PM
This topic is about what expectations everyone else and myself had for v1.0.

Ah!  Venting!

QuoteAs a Vanilla player, I can clearly see how weak "mod" users have grown in comparison of people who don't depend on "cheats".

And on an insulting spree?

QuoteThe misunderstanding many people make when reading my comments is that I'm not suggesting anything "new" to require buckets of money, I'm talking about "adjustments" for most of it.

Just BTW - "adjustments" are also v expensive in time to make, as well, you'd have to convince Tynan that your vision is the right one for the game - hence buckets of money.  Buckets.

QuoteThe Caravan user interface is a clear example how spending development time on aesthetics added very little to the game considering that all the information it provides, can already be acquired from the "Caravan forming window", making the data redundant.

I admit, I am no longer an old-school gamer.  I don't use paper and pencil to write down game stuff to refer to later ;_;

--LWM
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Shurp on March 03, 2019, 01:23:11 AM
Quote from: LWM on March 02, 2019, 01:23:51 PM
I admit, I am no longer an old-school gamer.  I don't use paper and pencil to write down game stuff to refer to later ;_;

Funny, that reminds me, I used to play computer games with pencil and paper:

http://www.digibarn.com/collections/books/basicgames/

Grab some DnD dice for the RAND function and off you go!
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: argusthecat on March 03, 2019, 08:44:53 PM
Sorry, hang on.  Did you just say no one enjoys the industrial mid game, but then complained that the game lacks depth now?  Personally, I think the game only really gets interesting once you hit the spot where you're actively choosing research to improve your colony, and you have the sustainable base to be deploying multiple caravans at a time.  Sure, I'd love for some more interactive events in the late game, a higher density of choices, but that's a criticism, not a complaint.  Please don't act like you speak for, you know, the *entire player base*.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: bobomite on March 04, 2019, 09:05:42 PM
Not everyone wants to play the game zipping around the map watching every colonist all the time.  The predator notice was a very good thing in general.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: TheMeInTeam on March 05, 2019, 10:28:03 AM
Quote from: argusthecat on March 03, 2019, 08:44:53 PM
Sorry, hang on.  Did you just say no one enjoys the industrial mid game, but then complained that the game lacks depth now?  Personally, I think the game only really gets interesting once you hit the spot where you're actively choosing research to improve your colony, and you have the sustainable base to be deploying multiple caravans at a time.  Sure, I'd love for some more interactive events in the late game, a higher density of choices, but that's a criticism, not a complaint.  Please don't act like you speak for, you know, the *entire player base*.

There are two ways do deal with games that have extended "won" late games.  You can add a lot more game, which is expensive and difficult to manage, or you can shorten the end game.  IMO Rimworld didn't need advanced components or extra techs near the space ship.  By the time colonies can sniff that stuff they're established and stable.  Even on merciless game over is very unlikely at that point.

When you think about what makes Rimworld interesting to play, it's tough to reconcile that situation into something that matches the early-mid game.  I'm not sure why the slowest part of the game was extended without a substantial overhaul to the decision-making and pacing of it.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Limdood on March 05, 2019, 10:58:39 AM
Quote from: TheMeInTeam on March 05, 2019, 10:28:03 AM
Quote from: argusthecat on March 03, 2019, 08:44:53 PM
Sorry, hang on.  Did you just say no one enjoys the industrial mid game, but then complained that the game lacks depth now?  Personally, I think the game only really gets interesting once you hit the spot where you're actively choosing research to improve your colony, and you have the sustainable base to be deploying multiple caravans at a time.  Sure, I'd love for some more interactive events in the late game, a higher density of choices, but that's a criticism, not a complaint.  Please don't act like you speak for, you know, the *entire player base*.

There are two ways do deal with games that have extended "won" late games.  You can add a lot more game, which is expensive and difficult to manage, or you can shorten the end game.  IMO Rimworld didn't need advanced components or extra techs near the space ship.  By the time colonies can sniff that stuff they're established and stable.  Even on merciless game over is very unlikely at that point.

When you think about what makes Rimworld interesting to play, it's tough to reconcile that situation into something that matches the early-mid game.  I'm not sure why the slowest part of the game was extended without a substantial overhaul to the decision-making and pacing of it.

A huge huge portion of the playerbase doesn't aim to get off the planet.  We build and establish a base, strengthen and perfect the base, steadily build onto it, all while not aiming for the ship at all.  We make an amazing base, and then we KEEP PLAYING.  adding in that endgame content, such as the advanced components or the near-spaceship tech was a very educated and aware decision by the developer to cater to the huge percentage of players that just keep playing into eternity.
Title: Re: How RimWorld has lost depth/immersion and became bland and simple
Post by: Bozobub on March 05, 2019, 01:25:37 PM
Exactly so.  In fact, I have not ever felt the need to complete/trek to the spaceship.

Not even once.