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Messages - baegle

#1
Ideas / Re: Raid Balance
September 12, 2016, 08:32:37 PM
Quote from: Trenix on September 12, 2016, 02:38:11 PM
Quote from: baegle on September 11, 2016, 11:50:21 PM
Once manhunters aggro on someone, they will punch through doors. That is true.

The moment I saw the hoard of boars, I threw all my people in the house and locked up. No one was aggroed by anything. I didn't lure them to my doors. Once again, I understand you're trying to help but you keep assuming its something at my part that is being done wrong. The problem is clearly that the game increases in difficulty overtime. It doesn't factor in that my colony is small and crippled after waves of raids. The game should give us a challenge that we can handle, not one we can't win even if we tried.

You speak like an inconsolable victim. I'm not assuming it's something you're doing wrong, I'm telling you you're obviously doing something wrong because I'm playing the same game you are and I can avoid manhunter packs. I've also failed to avoid manhunter packs and every single time it was because of the position of my colonists relative to walls and doors and I've tried lots of theories. The reality of the game is that if the manhunter can draw a path to your colonist without an obstruction, then the manhunter will aggro and once that happens they will attack doors to get at the colonist they aggroed.

The game increases in difficulty overtime as you add more colonists and wealth. It doesn't factor in that some colonists suck. If you are down to a single colonist and your wealth is gone (animals killed, structures destroyed, etc) then the raids will shrink in size.

Quote
I don't want to abandon my colony and start over, but the game's mechanics are forcing me to do it. Maybe we need a story teller that emphasizes on fairness and doesn't make the game more difficult overtime. It'd be nice if also raids didn't kill and kidnap all my colonists so I have at least a fighting chance to recover. Rather have my things stolen over my colonists. A single colonist can't even treat his own infection for crying out loud.

Just delete the game and start a new on Phoebe Chillax. It's not worth the stress. It's just a game. Stop playing on a challenging mode.
#2
Ideas / Re: Raid Balance
September 11, 2016, 11:50:21 PM
Once manhunters aggro on someone, they will punch through doors. That is true. Sometimes you have to make the decision to leave that colonist to die while the rest of your colony stays safe. It's a tough choice, but sometimes it happens. But the mechanic does exist to allow you to turtle when manhunters are about. You have to stay inside until they're gone. In my current game I bypassed 4 manhunter packs this way so far. However, my previous games I've died plenty to manhunter packs. It has forced me to wall up much faster. By focusing on my exterior walls first, I can survive a lot longer. I also need to patch my walls every time they get breached because manhunter packs are hard to deal with once they smell you.

And yes, I recognize that as your colonists die and get kidnapped you can end up with horrible people. That happens. I have taken to being very careful with who I offer shelter to and who I chat/recruit. I still capture raiders, but if they're not useful, I release them to try to increase my standing with their faction. When I get a call for help, I check the biological age and the occupation. 55-year old conceptual artist? Nope! I saw a young sheriff once, thought that'd be super useful. Nope! Sheriff occupation disables most skills! Be careful with picking your colonists or they become liabilities.

Yes, the longer the game goes on, the harder the raids are. I thought that would be obvious. The design of the game is to start you off easy and then ramp you up as you build towards the end game. In Cassandra, if you notice, you almost always get a single mad animal before your first raider. It's like a training event to let you know to get your act together. The first raid is almost always a single raider and the second one is either 2 or 3. By day 4 you almost always get a visitor to join your colony. It's a pretty predictable ramp.

I've definitely gotten frustrated with the game. Manhunter boomrat packs + pyromaniacs. Colony wide malaria infections. 7 day toxic fallouts (twice in 1 year!). Constantly losing limbs. The jaw of my best socializer shot off so he can't communicate.

But I have gotten better at managing risk over time. I currently have a game where I've survived my first year and half way through my second year. I have survived 2 air-dropped scyther raids, 3 seiges, 1 psychic drone ship, 1 poison ship, the plague, 6 mental breaks from my pyro, and a host of manhunter packs. It's doable. It takes practice, learning, micromanaging, planning, reacting, and being very very careful, and a lot of times not even that's enough.

But that's the fun of the game, in my opinion. It's not a story simulator, but the stories are awesome when they happen. It's a genuine challenge.
#3
QuoteI don't understand why this dumb shit hasn't been changed already but I suppose it's functional, if conceptually retarded

Because the game is in Alpha still. Pretty much all sorts of things are going to be judged by "is it functional?" first before choosing to improve something that works over building the new systems that are under development.
#4
Bugs / Wiki Problems
September 11, 2016, 05:22:42 PM
ItchyFlea closed my thread regarding timeout issues on the wiki page for textiles but today the issue was so reproducible that it affected me when logged in and when anonymous. The server consistently timed out when loading this page.

The problem was also happening with Leathers as well, but only on save. I have replaced {{List|Leather}} with an {{#ask}} directive on the Textiles page and I have commented out {{List|Leather}} on the Leathers page in favor of the {{#ask}} directive that was already there.

To be clear, this was not a client side issue. PHP was taking longer than 30s to execute so the server process exited based on max_execution_time. It appears that these directives are interpreted at page save time so it actually times out any time you edit the page and {{List|Leather}} is in the source. This is probably the best test. Edit Leathers, hit save, and it should give you a PHP generated error after 30s.
#5
Ideas / Re: Raid Balance
September 11, 2016, 11:46:05 AM
Quote from: Trenix on September 11, 2016, 02:47:52 AM
Just got +20 manhunter boars with only 3 colonists, 2 unable to do combat, yeah no balance whatsoever. Maybe it has something to do with this horn I got with such an insane market value, yeah definitely wrong thing to go buy for raid balance.

You shouldn't try to fight a +20 manhunter pack of boars with 3 colonists anyway. When that happens, you stay inside until the pass you by. Forbid your doors. You may have to sleep on the floor of your common area so that people still have access to food. Big manhunter packs are more acutely dangerous than toxic fallouts but they go away a lot faster.

And you should definitely NOT be starting a colony with 66% of your characters incapable of violence. I always reroll until I have at least 2 shooters. Sometimes I will try for a brawler for my 3rd character, but often I just want 2 shooters, a medic, a farmer, a warden, and at least 2 people capable of dumb labor and firefighting.

I have never obtained a Thumbro Horn so I have no idea what it does to the value of the colony or the frequency of raids, but there's definitely value in building a humble colony without a ton of awesome. I took a risk this past game and mined out a bunch of silver on the map and didn't cause major raid problems for me, but I also have left the plasteel and jade in the hills for now.

Good luck. Try getting better colonists to start.

What climate are you choosing? What terrain?
#6
Ideas / Re: Raid Balance
September 11, 2016, 02:13:54 AM
For the record, I play Cassandra/Rough/TemperateForest/SmallHills with an average winter temp of 30F - 34F.

With strong combat characters, I've definitely had 2 people take on 6 and survive with little to no damage. There's definitely a lot of randomness but I don't see it in the raids. What I have found is that it's very difficult to get the timing right on building up defensive walls. I used to play large hills temperate forest but I find small hills temperate forest to be better because it gives the raiders less cover. I'm also interested in playing in boreal forest because the swamps in those forests slow down raiders a lot which can be used to take them out from a distance.

I definitely have a problem with the randomness causing "false starts" like the time an early berserk break made a colonist attack a boomrat and burned my whole colony to the ground because 1 person was sick and the other was a pyro. That was pretty bad. But you do have to cycle through your colonists before you begin. You cannot take what the randomized gives you, you'll never be able to work with that and it's not the intended gameplay. You are supposed to re-roll until you have something a least workable. You'll almost never end up with a dream team, there's no too much randomness in character sheets, but you MUST re-roll until you have your minimum skillsets while minimizing risks from traits.

But raids haven't been too bad, honestly. Pillboxes with roofs and sandbags provide great cover. Melee on standby allow your shooters to retreat without too much risk. If you can't kill the raiders before they enter your compound, there's a good chance you'll lose the colony.
#7
Bugs / [Wiki] http://rimworldwiki.com/wiki/Textiles
September 07, 2016, 09:33:28 PM
http://rimworldwiki.com/wiki/Textiles

Fatal error: Maximum execution time of 30 seconds exceeded in /home/tynansylvester/public_html/rimworldwiki.com/includes/parser/ParserOptions.php on line 3135
#8
Ideas / Re: Your Cheapest Ideas
September 07, 2016, 08:06:29 PM
Quote from: blub01 on September 07, 2016, 09:51:14 AM
Quote from: baegle on September 07, 2016, 12:31:34 AM
Some of these items have been said before. I think these are simple fixes that eliminate WTF moments and major frustrations with the arbitrary randomness.


  • Everyone is capable of firefighting. How is this even a thing? Drop the "incapable of firefighting" feature from everywhere. Even pyromaniacs. Yeah, they love to see fire. They don't love to see their family burn to death.
  • Why oh why are there so many eclipses in a single calendar year and why oh why do they blot out the sun for soooooo long. You have solar flares. You have ZZZTT events. Why do you need so many eclipses. It doesn't even make sense!
  • Small animals should have damage/injury caps on what they can deal. A full grown human cannot be torn to death by a fox.
  • Really, really, really need to get rid of boomrats. There's nothing interesting about them that boomalopes don't provide. But pretty much every time I get a manhunter pack of boomrats it's game over for me. I have lost no less than 10 colonists to boomrat manhunter packs. The randomness of the game is cool and all, but this particular aspect isn't fun. It's not interesting. It's just a source of frustration.

some people just fear fire so much they get petrified or whatever. in that context, it makes sense.

No, I don't actually think people can be so petrified of fire that they can't actually fight fires. I don't actually think that's a real thing. I also think that it doesn't matter if aesthetically it's real. It's not an interesting mechanic and doesn't generate interesting dynamics. It ONLY serves as a way to make what would be salvageable situation frustratingly unsalvageable. It's a negative element and I haven't seen any argument or evidence that it adds anything positive to the game that may act as a counterbalance to its negative qualities.

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solar panels are a much more steady power source than wind turbines, which are practically useless right now. that has to be balanced somehow, although I do agree that making them arbitrarily not produce power ten times a year for a day is not the best option. maybe make them more expensive to build.

I actually find myself benefiting from building at least one wind turbine to complement my solar panels. However, I want you to read the words you wrote. You admit wind turbines are useless and that solar panels are not. The solution should certainly NOT be to make solar panels more useless. This is, as I state above for "can't firefight", a net negative to gameplay. It adds nothing, it takes away much, it takes it away via randomness, there are no benefits to the mechanic. At most it creates a dynamic that forces me to create wind turbines and research geothermal, but there's already solar flares and there's already seasons. If the seasons don't affect solar output they should and eclipses should go away.

Quote
humans aren't all that hard to kill, if they go for weak points, or simply a ton of small injuries, even small animals can kill you.

No, actually. There are no documented cases of a fox ever killing a human being. Same with squirrels and rabbits. It's not hand waving. Go find some evidence of it being possible. When I'm managing my colony and a squirrel and a colonist get into melee, I shouldn't have to micro manage everyone and risk friendly fire ripping off a limb on the off change that the PRNG causes my colonist to ripped to death by a small woodland creature. It's not expected, it's not useful, it doesn't add anything to gameplay, it only makes the game worse.

Quote
funny, considering boomrats were there first. what exactly is the issue? wouldn't it be the same with boomalope manhunter packs?

Who cares that boomrats were first? Games go through many mechanics changes as ideas interact with each other and the law of unintended consequences rears its ugly head. Boomrats are legion and they are fast. Fire is deadly. Stupid colonist who catch fire cannot stop-drop-and-roll. Some colonists cannot fight fires (see above). Fire destroys resources like spears and sniper rifles. Manhunters are completely random. Manhunter packs are also random. The risk of getting caught by the pathing AI for a warg pack is that they kill you before you can make it inside. The risk of a pack of boomrats is that you can't go home because you can't fight boomrats on your own turf unless it's pouring out. With 2 types of animals that explode into fires, the randomness factor makes it doubly dangerous and again without adding anything interesting to the game. One of these types of animals is enough. Argue for keeping rats and getting rid of lopes for all I care, but make an actual argument about positive impact to gameplay. I don't see any value in keeping both of these animals in conjunction with "mad animal" and "manhunter packs" and "raiders can accidentally shoot them and cause fires everywhere".

The sheer number of ways fires can start (zzt, boomanimals * (mad animal + manhunter pack + crossfire), dry thunderstorms, raiders, overheating) combined with the "can't fight fires" trait makes for a repetitive and unenjoyable subset of experiences. Not all the time, but it's consistent enough that I think the game would be massively more enjoyable if these risks were removed and replaced with more interesting ways to die horribly.
#9
Ideas / Re: Your Cheapest Ideas
September 07, 2016, 12:31:34 AM
Some of these items have been said before. I think these are simple fixes that eliminate WTF moments and major frustrations with the arbitrary randomness.


  • Currently, Sheriffs cannot Warden? How does that make any sense. Please allow Sheriffs to Warden
  • Everyone is capable of firefighting. How is this even a thing? Drop the "incapable of firefighting" feature from everywhere. Even pyromaniacs. Yeah, they love to see fire. They don't love to see their family burn to death.
  • Hold-your-fire command on drafted colonists. Someone else suggested it. It would REALLY help.
  • Why oh why are there so many eclipses in a single calendar year and why oh why do they blot out the sun for soooooo long. You have solar flares. You have ZZZTT events. Why do you need so many eclipses. It doesn't even make sense!
  • Small animals should have damage/injury caps on what they can deal. A full grown human cannot be torn to death by a fox.
  • If a colonist is carrying something, and you tell them to prioritize a particular piece of work, the mats needed for that work should be able to be satisfied by whatever they are carrying. Right now, I have to prioritize to make them drop something if I want them to use that thing for something else, and I have to prioritize something, prioritize something else, then prioritize the original thing if I don't want them to run off to the stockpile even though they have 75x wood in their hands.
  • Really, really, really need to get rid of boomrats. There's nothing interesting about them that boomalopes don't provide. But pretty much every time I get a manhunter pack of boomrats it's game over for me. I have lost no less than 10 colonists to boomrat manhunter packs. The randomness of the game is cool and all, but this particular aspect isn't fun. It's not interesting. It's just a source of frustration.
#10
Ideas / Re: Your Cheapest Ideas
September 02, 2016, 09:15:28 AM
Drop the character trait that makes someone incapable of firefighting. Even pyromaniancs. I don't see anything it adds to the game at all and really only detracts from it in a large minority of cases.
#11
Ideas / Re: Your Cheapest Ideas
September 02, 2016, 09:01:09 AM
https://ludeon.com/forums/index.php?topic=25317.0 All credit for this goes to tommiethegun.

Add a new zone type that removes the squares from the pathfinding algorithm for your colonists. It's like forbidding a door in zone form.
#12
Ideas / Re: Windows
August 31, 2016, 01:54:03 AM
Actually, the ability to use windows to get natural light to avoid the resource costs of avoiding darkness is a good reason to add it. It's just one more perk in managing negative effects that tips the balance back towards being outside and away from mountains. We need less single silver bullet solutions to mountain turtling and more incremental reasons to stay outside. This is one of them.
#13
Yes but personal force fields should not trigger "oh damn my personal force field is tattered and insults my vanity and sense of self-worth". If you're going to have a force field, it shouldn't matter emotionally what it's status is.
#14
Ideas / New "Attack" Type: Resource Hogs
August 31, 2016, 01:46:32 AM
You know that vein of jade you see down at the far corner of your map? If you mine it, you'll have more resources that I presume will increase the wealth of your town. So you should save it in that vein until you're ready, right?

Wrong! Enter the roaming band of resource hogs. They show up, roam the map for time T looking for the highest value resource around and when they find something valuable, begin harvesting. Think of it like turning pirates into Alphabeavers, the opposite of Manhunter events turning animals into pirates. This is effectively a non-violent attack type on your livelihood that will require you to venture forth and defend your territory. Demonstrations of force can cause an early break-and-run from the hogs if they're not super well armed. But armed nomads might just hunker down and put up a nasty fight, or use tactics to provide suppression fire while the goods are moved off map.
#15
Why are open settlements to be encouraged? Walls are pretty much the only way I can figure out how to stay alive at all.