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Messages - Naddox

#1
Ideas / Re: Fences
November 08, 2013, 06:22:50 AM
The electric fence idea is a great idea!
#2
Ideas / Fences
November 07, 2013, 10:13:28 PM
I think ti would be pretty nice to have metal fences in the game. maybe several types of fences even. E.g. Wire fence, solid metal fence, wire fence wouldn't provide cover while the other would. Neither would build roof.
#3
Support / Re: Send owl downloads
November 07, 2013, 06:35:18 PM
Too bad steam doesn't support exclusive releases :/ Then he could release it to the people who paid for early access on steam
#4
General Discussion / RimWorld v254 Changelog?
November 07, 2013, 05:52:36 PM
Can we have a changelog? Would be much appreciated.
#5
Support / Re: Send owl downloads
November 07, 2013, 05:51:18 PM
Well with today's update, I can say it did not go back up.
#6
Ideas / Re: Multiplayer
November 02, 2013, 05:51:45 PM
Quote from: Tynan on September 25, 2013, 05:58:00 PM
If I did multiplayer I think it would be in a co-op context.

Making the game into a competitive RTS would really break a lot of the core concepts driving the design. Namely: it's not about winning, it's about the story.

A competitive context would break because the game isn't close to being balanced (what with all the random events and degenerate strategies). In this context competition becomes meaningless.

If we had several players working together, however (say, on the same colony, or in allied colonies close together), they could experience the AI Storyteller's stories together, maybe help each other in times of need, stuff like that. And we wouldn't have to balance the game for PvP.
Maybe a multiplayer mode where 1 player is the survivors and the other player is the storyteller? The storyteller would have to collect points to be able to do certain things and doing some would give points. E.g. Sending the survivors a merchant would give the storyteller 500 points. Sending a raiding party would cost 100 points per raider.

I think that could make for some interesting gameplay, obviously having cooldowns on stuff so that the storyteller can't spam merchants and such and possibly have a requirement for certain things to be sent, like amount of time has passed or player has X amount of survivors, ect.
#7
General Discussion / Re: A frustration.
November 01, 2013, 10:52:27 PM
Quote from: Spike on November 01, 2013, 10:43:14 PM
There's always red tape.  If you haven't learned that yet, just think of it as a handy life-lesson.   ;D
There were over 9000 backers for the kickstarter. Kickstarter has to charge each and every single one of those persons, and they can't try and charge all of them at the same time or it would cause a whole slew of issues for them, then they have to generate a list of the people who didn't follow through with their payment, and probably keep trying to get the money from them, my guess would be that they continue to try for 2 weeks and at the end of the 2 weeks they send out the list of all the people who did actually pay and not just say they were going to pay.

If all 9000+ people pay on time, my guess is Tynan will get the list faster. It has nothing to do with red-tape or any form of bureaucracy, this isn't politics. It's all about processing the load of 9498 people payments, pooling the money together, and sending it to Tynan.

So honestly, only people to be mad at are the people that backed, and then didn't pay.

Personally I think they should charge you the moment the project hits its goal and then any new backers after that get charged instantly, so there is no confusion and things can happen quicker.

But it is what it is.