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Messages - JMC

#1
Ideas / Re: A18
June 04, 2017, 04:27:15 AM
Quote from: Penguinmanereikel on June 04, 2017, 02:30:25 AM
Quote from: O Negative on June 04, 2017, 02:13:27 AM
I still hope that one of these updates is going to include a communicable disease system. The current system for getting diseases is weak, and would be made a lot more interesting if sick pawns had a chance to get other pawns sick. One of the biggest early game challenges - when your people are arriving on a new planet - should be building an immune system to the local pathogens. IMHO.

That's my dream update, though.

I'd be happy with improvements to storage, but I don't see them coming anytime soon.

If we ever get a multiplayer update, I'll probably buy one of those ridiculously priced backstory-in-the-game things. I was never expecting a friggin world we could travel around, or the ability to attack other factions. Yet, we got those. Gotta try not to get too hyped on theoreticals :P

Multiplayer? Uh, I don't think Rimworld is that kind of game. Even if Tynan does decide to do anything remotely close to that, he'd probably have to do it in a separate project, not the base game.

It might not be for you, and actually it isn't for me but for the few people I've bought this game for they've all said "Wow, all we need now is multiplayer so we can try and invade each others settlements".

I just think of the amount of time it would take to finish a game since I usually play everything at full speed :|. I can see it lasting longer than a game of Civilization.
#2
General Discussion / Re: Blockmaking in Alpha 17
June 03, 2017, 03:42:23 PM
Quote from: O Negative on May 27, 2017, 07:27:43 PM
I'm personally entirely against this newfound A17 philosophy, with respect to crafting jobs giving experience to other categories.
- Having a job's category not give the experience to that same category is entirely unintuitive to any player (new or veteran). In the long run, you're just going to keep ending up with threads like this one due to confusion from newer players. "Why is a(n) X job giving Y experience? This makes no sense."
- Pawns that are capable of crafting, but are incapable of the skill the experience is actually going to become stagnant (with respect to skill). Having a potential experience sink like this in the game is absolutely frustrating. I have never been in a situation where I needed my crafter and constructor to be the same person, and the last thing I need is for my lower-skill crafter to miss out on any potential crafting experience by wasting his time gaining experience in a job he's never going to do.
- There's nothing wrong with allowing workbenches to allow for bills assigned to other jobs. Construction/intellectual jobs at a work bench wouldn't hurt. We already have a workbench for intellectual, actually; the research bench.

That's my two cents on the topic :/

I just realized the skill problem today and well, you beat me to it. Well said.
#3
Thank god for this.. I'd raged at a few too many games were leg implants ended up in decapitations and this is a breath of fresh air.
#4
Hi there, I just made an account to say that I'd love to see a fix to the absurdity that is failed surgery. I love playing this game but when a surgeon with a med skill of 15+ can kill someone with full health by inserting a peg leg on a excellent medical bed with a monitor and using regular medicine it makes me want to physically attempt the same retarded surgery on myself.

I think quicker fixes would lower the possibility of people feeling put off by the game anyway.

Now to take a few deep breaths and get back to things (In the end either option is fine, I'll keep buying people this game on steam).