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Messages - Jibbles

#16
General Discussion / Re: Mortar Accuracy Settings
April 11, 2020, 02:06:17 PM
Quote from: B@R5uk on April 11, 2020, 01:14:19 PM
Quote from: Jibbles on April 11, 2020, 12:43:12 PMTake advantage of it while you still can. It'll probably get nerfed whenever...

I can't see how it can be nerfed. Shell's price is already sky high.

Was talking about acquiring general items/resources through trading, wouldn't be surprise to see them nerfed.  Still, just cause price is high does not give it immunity from nerfs.
#17
General Discussion / Re: Mortar Accuracy Settings
April 11, 2020, 12:43:12 PM
Quote from: Dargaron on April 10, 2020, 12:50:56 PM
then there wouldn't be updates that make features objectively worse for people who don't have the newest, latest DLC

I've seen many of those changes. Doesn't such kind make you want to cave in and buy DLC? *hint hint.

I never relied on mortar ship strategy. You use up quite a lot & the end result is just giving yourself the upper-hand, not really eliminating the problem.  You still have to fight tho I understood why people used that strat. There's nothing wrong in voicing for a change cause you begin to use hundreds of mods if you take the "just use a mod approach." 

From my experience, with all the different tweaks that come to mortars in several versions it wasn't unusual at all to take 40+, and there were times it took well over that.  I don't disagree with your perspective on mortars.  Nerf this and that with every update, yet rarely those kind of mechanics get revisited or tuned in with the nerfs.  It was reasonable, or rather a compromise, to throw away that many resources when damaging a ship or other things a while back. Not these days IMO, there's too much effort & time involved to waste it on strat like that to where you're shooting yourself in the foot,  to top it off there are more things demanding higher quantities of said resources than there used to be.

Quote from: B@R5uk on April 10, 2020, 04:36:53 PM
Actually, it's much more advantageous to buy mortar shells from faction bases and not to make them. Their price is half of what ingredients price is.

If you value your time, it is better to buy most items/ingredients than to craft even tho caravan can be a PITA.  Take advantage of it while you still can. It'll probably get nerfed whenever Tynan decides to focus and expand things like trading/quests through DLC.
#18
General Discussion / Patch notes...
March 29, 2020, 05:38:23 PM
If the updates are just going to about DLC can you clearly label them in title or heading that they're for DLC? Or better yet just put it in update history on DLC page? I check on update history for this game to see if anything would lure me back in and also to keep tabs on mods, seeing patch notes for something I don't even own does me no good and cause confusion.
#19
It's not like the only example I have under my sleeve.  Defending the mechanics with that kind of logic doesn't change the experience. It's still gimmicky.
#20
Quote from: Ukas on March 21, 2020, 11:01:44 AM
It must be the gazillionth thread gamers are complaining why the exact moment, when people loose their minds, doesn't make more sense. Come on. Read a book, understand better, sympathize more, be real, something. It is not a rational situation. Having a mental break when starving, or while seeing corpses during combat is actually very realistic scenario. But people who haven't starved, or haven't been in combat have hard time to grasp how it works in reality. It doesn't make any sense. Can be pretty idiotic. But it happens in millions of ways the game can't even start to simulate. It's called crazy exactly because it's crazy.

At the end of the day it's a game, so the mechanics should be fun over realism.  If you want to aim for realism then there's a lot I could easily point out that isn't realistic.  You tell people to understand cause these are harsh conditions, but look a pawn could break without seeing death, without going into combat, who isn't starving etc.  A pawn with kind trait can go on murderous rampage over something stupid and minuscule etc., it's inconsistent.   Truth be told, I think a lot of these things are here to get people talking.. So you can see the 1,000 post about a colonists losing their mind over a table & do something stupid & unrealistic that gets them killed etc. Let me tell how great the immersion is when you have an highly intellectual pawn beat up a room full of chemfuel. The problem is most of it is gimmicky so many players ask for better system or to have a bit more control. It gets old fast.

I don't get attach to my pawns cause of their skills or traits or things that they do.. I get attach cause I'm trying to keep them alive to spice up my game in some way, it's my "goal". If I treat them like meatbags then difficulty gets thrown out the window as there are always more pawns to show up. There's hardly any consequences approaching the game that way & I could see it not being rewarding by keeping them alive only to lose them to long mental breaks.


Quote from: ShadowKatt on March 21, 2020, 12:10:29 PM
There's no middleground, no compromise, and for such a minor break, just wandering in a daze, it's potentially a death sentence since, as mentioned above, they'll continue to take care of their needs while they're broken and so there's nothing to stop them from going on until they just decide their over it...today? Tomorrow? Next week?

I'm not a youtuber, I don't have video evidence to back up my statements. All I can say is the longest break I've had was five days, and I've had several that went three. And I have no idea if there's any reason they couldn't go longer. We need something to mitigate these. Either a cap in the code or some kind of method, like integrating something like the Snap Out mod into the game(Not my first choice but might be the only one).

I'm very curious about the length of these breaks since this isn't the only place I heard about it.  I haven't been playing but ran a quick test the other day and didn't experience it, don't know if there's unstable version currently out there or if it's behind some conditions.  But it's pretty common for Tynan to sneak in changes in updates that would obviously piss off players without listing it in some patch notes. Those aren't usually up for debate unless it's an outright bug. People have requested the total opposite of that change. So at this point if it is true then I wouldn't be surprise if he gives some kind cheesy ability in royalty like psyche powers to disrupt mental breaks, something like that.   
#21
QuoteThree days, five days, without knowing if there's a cap what's to prevent a mental break from going on indefinitely.

umm what... 3-5 days? Sure you don't have mods that would cause that issue? Anybody else want to confirm this?
#22
Quote from: Tynan on February 26, 2020, 07:38:04 PM
RimWorld isn't like an FPS or RPG where it has a bounded story; it's a fully open simulation game. So it always has ways to expand.


The other thing is - no matter how much one adds to RimWorld, you'll never reach a point where nobody can think of anything else to do. It's just impossible. So I don't think a reasonable to say there are 'holes in the base game' just because you can think of things to add, or because modders are capable of adding value. It's not a useful standard.

The reason is because you're setting a standard that is categorically impossible to fulfill. By this standard, any game in this genre will always have 'holes'. We've worked on RW for 7 years now and one can still note that it could be added to. In fact my list of desired improvements only gets longer over time. The bigger the game gets, the bigger it can get.

Holes in the game (by my definition) is a mixture of things:  Parts of the game obviously lacking. Also includes issues that get in my way from enjoying the game and sour my overall experience, even after taking long breaks. Some are easy/quick to fix, others not so much. Some require polish, others require content. Idk what made you come to the conclusion that they are just simply things we can think of adding to the game.

Response sounds awfully similar from like 3 years ago. You're brushing off feedback. You go on about how there are many ways to expand the game but you're usually quick to make excuses not to do it. Obviously, I don't expect all the flaws to be fixed. I don't expect for everything to be perfect. That would be unreasonable & impossible to accomplish.

Quote from: johnyoga on February 29, 2020, 07:22:30 PM

I agree. Why do I need 150+ mods to have a halfway decent game setup? The modders finished to game and help make it sorta complete...

I too have a long list of mods I won't play without, don't feel the NEED to mod in most of the games I play.  Honestly it's getting old hunting and testing, it's time consuming and not reliable.

I know Tynan likes to keep expectations low. I hope there will be better communication with future updates.  The lack of communication with this last one sucked, and the type of interactions I've noticed throughout the year makes things like "time spent on update" questionable.
#23
Nah, you're not the only one disappointed by it.

Quote from: TrashMan on February 26, 2020, 04:01:08 AM
But it feels like this update and DLC messed so many mods and playtroughs, without actually adding anything of actual worth (the perormance improvements being the only thing of interest).

Community will always get annoyed if an update breaks mods without adding some real content.  Re-balancing things and making minor adjustment is not adding content, no matter how big that list is.  Fixing bugs is appreciated of course but that too is not new content. Updating the game without throwing game-changing content at it to push out DLC, IF that is going to be the trend from here on out then expect angry voices to grow.  Expect to do damage control rather than crunching down on fixing things shortly after releasing.

Quote from: TrashMan on February 26, 2020, 04:01:08 AM
People complained that the game, despite is age, is never on sale or discount, and that this DLC is overpriced.

They can price it how they want, can't prevent people from criticizing it. That DLC costs more than most indie game out there (games that have also been in development 5+ years) and old AAA titles.

Quote from: TrashMan on February 26, 2020, 04:01:08 AM
I would have been 1000 times happier if Ty either copied or simply directly implemented content from some of the best mods.

I got mixed feelings about this.  Can't say I'm totally against it. I don't usually see developers copy several mods into their games. Ludeon is the first to do this in my experience.  While I don't think the amount of people saying he directly rip-off mods in the DLC is fair since he does take his own spin on things, I can't blame the accusations.  The amount of times I look at a feature worth acknowledging in a base-game update only to find it was a direct copy from a mod is alarming.

Quote from: TrashMan on February 26, 2020, 04:01:08 AM
People complained that the game is unfinished, and frankly..it kinda feels like it. There are so many holes in the game that I cannot imagine ever playing without 100+ mods, simply for all the QoL improvements and adding missing content.

People will have their opinions.  My opinion is same as yours as that there are lots of holes in base game. Caravanning, quests, mechs, events, QoL, the list goes on.  I got into modding quite early cause the game fell short.  I chalked it up to they need more time.  So it seems like in order to see the systems flesh out, I gotta pay up the DLC.  Tynan never made promises, but he did hinted that there would be lot more to see in this game, paraphrasing:"a book full ideas", "that idea will be neat to try out some  time", we'll see many features, it'll be a long time before game gets completed.  None of these things hinted at locking such content behind DLC so I bought it during EA. I'm not totally against DLC but IMO the game is not that phase yet. You got other minor problems as well, game will also be balanced around DLC in mind now.. It's not as simple as "don't buy the DLC, you won't affected by it."
#24
General Discussion / Re: Turret changes
February 23, 2020, 03:25:26 AM
Quote from: Teleblaster18 on February 23, 2020, 03:16:10 AM
Rather, my concern is that the same end result in 1.0 can and will be accomplished in 1.1- it will just take longer, cost more, and not achieve anything other than a resource drain, which can be overcome to begin with.

I agree teleblaster.  That was kind of my point too when I mentioned time in my post.  There have been bunch of small tweaks throughout development that prolong gameplay, yet many of them don't really impact your experience, just takes longer to do things.  Can't say I'm a fan of that.
#25
General Discussion / Re: Turret changes
February 23, 2020, 03:02:53 AM
Quote
However it should be said that it's not entirely a nerf in the broader sense and the game hasn't been made objectively harder.
There will be people who struggle with that change.. In my case, it's not about difficulty, it's about time & the fact there won't be much reason to build them.

Quote
- The plasteel cost for the turrets has been decreased.
- the market value for the turrets might of also decreased, so the raids will be a little weaker to mach the weaker turrets.

How so? The cost to build looks the same to me.

Quote
- The charge lance's range received a massive nerf - it's now fallen down to 30. So no more massive long range kill shots.

Range attack is actually increased. Charge lance range use to be 36.9, currently 29.9.  The needle gun range is currently 44.9.. Shooting IED's is nothing new. Sorry, not trying to call out all the details. So far, current stats seems like a definite nerf to security and resources unless there are some other factors at play that hasn't been mentioned yet. Sure, turrets won't be useless, but they aren't worth building.


#26
General Discussion / Re: Turret changes
February 22, 2020, 04:39:32 PM
I'd have to agree with you Pangaea.  If there aren't any nerfs to armor or mechs then those stats are whack, still no improvement on explosionondamage chance :p 

Maybe the cost of refuel went up since you'll no longer run out of resources on map when it comes to deep-drilling.  Not sure if players will benefit much from that feature now unless mining speeds increased.  I hardly played 1.0 but I never came close to depleting all steel/other resources on map with deep drilling. Anyways, sadly expect a nerf of some sort by the end of this update.
#27
Support / Re: garbage
February 17, 2020, 07:51:17 PM
Quote from: Kaelen Mosar on February 17, 2020, 06:59:40 PM

And well the root of the problem is too many mods with unoptimized software
let's hope they managed to fix this!

I can't believe that modders are taking the hit for all of it, of course that's what happens when dev point fingers at them on the issue. You get the fans echoing it. Sure, some will cause issues. but.. There are lots of posts about people experiencing severe stutter issues in vanilla, using no mods, clean install.  I've dealt with it personally on several machines more than capable to run such a game without pushing a large map or colony. Mods are not the root of the problem.
#28
Quote from: kelmvor on February 10, 2020, 10:13:17 PM
yah problem still there. has this unity thing always been an issue and I seriously just never noticed the massive stutters?

In my experience, only started after b18 -outside late game colonies.
#29
Quote from: jager666 on February 09, 2020, 05:19:21 PM
It would be nice to have some info in any more optimization is planned, or the developement is stopped altogether now.

Development has pretty much stopped.  There is this post but I wouldn't get my hopes up about it. https://ludeon.com/forums/index.php?topic=49133.msg467326#msg467326




Quote from: Livingston I Presume on February 10, 2020, 10:03:00 PM
I play basically vanilla but still notice stutter and slowdown in the late game quite considerably and my PC is reasonable.  Are there any ini files that can be edited to improve performance or ways to increase the amount of RAM the game uses?

Or is this there simply a mod for this?  (knowing this community the answer is yes)

Guess you can try out that RuntimeGC mod but I never had much luck with it.
#30
I don't have much to contribute. Just want to say I experience it too & jet.  Done all kinds of recommendations, performing clean install yadda yadda. Spent entirely too much time trying to solve it..

You're probably already doing it but make sure to run these tests on a save file for some consistency due to pawns and biomes. I've experienced these stutters since 1.0. Wouldn't doubt if there's a leak of some sort cause I have had some bad hitches when there's not much happening on screen. Hoping it would be fixed by now. I mainly just do tests when I booted up Rimworld since the release. Performance has made it unplayable for me in 1.0. 

It's noticeable on my 60hz monitor.  Not everyone is going to report it, and no bit of telling who all just puts up with frame drops these days. It could kick in with as little as 3 pawns, on one speed in a vanilla early game on my end. B18 performs significantly better for me both early and late game. The difference is hard to ignore.  I don't have performance issues with other games.

It's already noticeable but gets worse with mods. Enabling something like jecrells tools makes a big performance hit without other mods on my end. Had some other mods perform the same way but can't remember them. Sorry, I'm pretty much echoing everything.

If the engine was indeed upgraded to a different version in unity then it should be looked into.  Not trying to flame, but I've seen plenty of these threads pop up and not a response from Tynan or ludeon. Hopefully I just missed a response cause that doesn't make much sense to me.

Anyways, good luck figuring it out!