That's fair enough, to be honest I feel like raids are pretty low on the ground but occaisonally I'll get two in a row.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1
#2
General Discussion / Re: 1.0 changing the game too much?
July 28, 2018, 03:43:09 PM
I've been playing 1.0 for awhile now and I really don't know what y'all are talking about with the 'its too hard' stuff. I'm playing on the second highest difficulty and on Cassandra and so far my colony is doing really well, I haven't savescummed at all and while yes, I've lost quite a few good people, I've acquired new folks and had to make do with some less talented pawns, what can I say, it's part of the fun of the game.
Quite a few of you seem to be moaning about mental breaks and I seem to be having less of these than before? Because of the greater range of mental breaks they're now easier to deal with, tantrum and corpse obsession are over pretty quickly and don't cause that much fuss. I always make sure my base looks nice and has a lot of fun stuff to do though so my pawns are less likely to revolt, maybe some of y'all are missing that?
To be honest, now that i've got my autocannons up and running raids are an absolute breeze, If anything too easy, I hope there's going to be some form of escalation to make my cannons less effective. Overall it's pretty great so far.
Quite a few of you seem to be moaning about mental breaks and I seem to be having less of these than before? Because of the greater range of mental breaks they're now easier to deal with, tantrum and corpse obsession are over pretty quickly and don't cause that much fuss. I always make sure my base looks nice and has a lot of fun stuff to do though so my pawns are less likely to revolt, maybe some of y'all are missing that?
To be honest, now that i've got my autocannons up and running raids are an absolute breeze, If anything too easy, I hope there's going to be some form of escalation to make my cannons less effective. Overall it's pretty great so far.
#3
General Discussion / Re: To RNG or not to RNG
July 22, 2018, 08:44:51 PMQuote from: EvadableMoxie on July 22, 2018, 05:17:52 PMQuote from: tommunism on July 22, 2018, 02:00:10 PM
I'm surprised by a lot of the responses to this forum, it seems many Rimworld players want it to be a non stop victory generator which is clearly not what the developer has intended.
With very high skill play in X-com or FTL, you can win nearly 100% of runs you attempt. Would you call those games 'non stop victory generators'?
And this is based off what evidence, your personal experience? When I play FTL I find I can rarely get to the endgame, there are too many variables that I can't control that affect the outcome. I don't tend to blame my failings on bad game design however.
#4
General Discussion / Re: To RNG or not to RNG
July 22, 2018, 02:41:12 PM
The difficulty design in Rimworld is great, a combination of player agency, structured progression and random circumstance, the level of which can be customised by the player. If this results in an unintended conclusion, well then the game has achieved what it set out to do.
#5
General Discussion / Re: To RNG or not to RNG
July 22, 2018, 02:00:10 PM
I'm surprised by a lot of the responses to this forum, it seems many Rimworld players want it to be a non stop victory generator which is clearly not what the developer has intended.
I find Rimworld to be most satisfying when you roll with the punches. In game you are essentially in a constant state of war with one or more factions, and men die in war, sometimes heroically, intentionally, or mayhaps they take a stray bullet to the back of the head. Even the best trained and well equipped fall victim to circumstance, the random number generator reflects this.
If however you are inclined towards victory you can save repeatedly, this is something I've done in the majority of my playthroughs. I often play while watching TV or listening to music so I've never opted for permadeath, in case my colony went awry when my attention was lapsed.
Regardless I will often save before a climactic battle so I can replay and experiment with different tactics, there's no shame in this, it can be fun to see what could of happened and often I find defeat was inevitable, I simply wasn't prepared enough.
In conclusion, Rimworld is a difficult game, and this difficulty generates tension and narrative which makes it compelling, if you're not looking for this then save scum or lower the difficulty, the idea that the game should be made easier to accommodate a players power fantasy is not worth indulging.
I find Rimworld to be most satisfying when you roll with the punches. In game you are essentially in a constant state of war with one or more factions, and men die in war, sometimes heroically, intentionally, or mayhaps they take a stray bullet to the back of the head. Even the best trained and well equipped fall victim to circumstance, the random number generator reflects this.
If however you are inclined towards victory you can save repeatedly, this is something I've done in the majority of my playthroughs. I often play while watching TV or listening to music so I've never opted for permadeath, in case my colony went awry when my attention was lapsed.
Regardless I will often save before a climactic battle so I can replay and experiment with different tactics, there's no shame in this, it can be fun to see what could of happened and often I find defeat was inevitable, I simply wasn't prepared enough.
In conclusion, Rimworld is a difficult game, and this difficulty generates tension and narrative which makes it compelling, if you're not looking for this then save scum or lower the difficulty, the idea that the game should be made easier to accommodate a players power fantasy is not worth indulging.
Pages1