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Messages - Blackbird

#1
These turrets, while a great idea, seem very overpowered. If the turrets are too powerful, survival is too easy, and there is no incentive to improve your colonists or your base.  Could you look into the things Hunter did with the unofficial Alpha 8 update and Nerf them a little?  Thanks!  It looks like it could be a great mod!
#2
Can you upload your files somewhere else, like directly to this forum?  I can't download them from Zippyshare.  It keeps redirecting me to the download page even though the download link is supposed to be directly to the file.  Thanks!
#3
Support / Re: Send owl downloads
November 08, 2013, 09:18:14 PM
I'm also having the same problem.  I was actually a little taken aback when I saw there were download limits.  I would recommend you seriously reconsider using a system to restrict downloads.  If it's a bandwidth issue, use mirrors, or a peer-to-peer protocol in addition to the regular downloads.  People who will pirate will just download them from elsewhere.  Accept that it will happen, and realize there is no way to restrict it in any meaningful way.  Any attempts at doing so will, at best, inconvenience those who have supported you so far. 

Realize that most people will want to buy your game if it's any good, and think of piracy as another way to increase exposure of the game, like radio, or YouTube.  As others have said, you may want to consider releasing on Desura (and GOG once it's ready for debut).  While it's true these platforms will take a cut of the profits, the exposure generated could be worth it. 
#4
General Discussion / Re: Rimworld has been greenlit!
October 22, 2013, 12:29:09 PM
Congratulations, again!  I hope you keep GOG in your mind.  Their exposure has increased dramatically, and, at least from a customer's point of view, are really what Steam should be (dedicated to no-DRM, friendly community, extras with the purchase, good support, mod-friendly).  They really appear to be an awesome company from a consumer point of view.

I read elsewhere Steam takes something like 30% of sales (with Humble Bundle taking only 5%), so obviously, in terms of profit, selling here is best for you.  Of course, only people who have heard of Rimworld will come here.  While I wish you the best, I don't see this site blowing up like Minecraft, as the circumstances surrounding it were unique: it was a unique game that filled a much broader niche, and the indie market was much less saturated than it is now. 

On the topic of Steam, you may want to take a visit to your Steam Rimworld page.  Many of the people in the comments and discussions are very misinformed, and think that this game is a clone of Prison Architect, and even denounce you for stealing from them.  A lot of the information on the Kickstarter page is not present there.  A couple others and myself do what we can, but an official word or two from the lead developer could go a long way. 
#5
Ideas / Re: Suggestion and Discussion Megathread
October 06, 2013, 11:54:46 AM
I suggest an in-game option to increase or decrease the difficulty of the selected AI storyteller, including the option of choosing a new storyteller.  This would help players who like the direction the story is going but want it to be easier/harder or just want to turn it on random for a bit. 

Also, the more options the better!  If you want to bury them in an "Advanced" screen, that's fine, too, but, for simplicity's sake, create an in-game screen for it instead of editing an option in a text file, saving it, and reloading the game. 

Finally, make mod support an early priority!  It will only help your game!
#6
Quote from: oasis789 on October 03, 2013, 03:13:15 PM
Re: game length, I think this question is misguided for a procedural type game and only makes sense in the context of RPGs or other script-heavy games. 

One of the best features of DF is that it has no ending. Yes, there is an "endgame" (clowns) that few players ever reach, but generally players decide on their own endgame. Similarly with Terraria. FTL is the opposite with its rigidly predefined game duration (only so many moves). Don't Starve is kind of in between.
I second this.  One of DF's greatest strengths is its lack of ending, and when it comes to storytelling, its stories are always unexpected.  This isn't a bad thing.  Have something to do when a player is at the top of the tech tree, of course, but don't force the player toward ending the game (or worse, kick the player out when he or she reaches this ending). 

Edit:  This was just posted to the Kickstarter comments, in reply to a question about z-levels: I understand the problem you're responding to (reaching the same endgame every time). I'm hoping to address that first with things like:
-Multiple biomes, possibly (it's a proposed module)
-An escape-by-ship endgame that you play towards against the AI Storyteller. It's more like a story with a beginning, a middle, and a climactic ending where you take off in the middle of a huge attack. It doesn't just drag on and peter out (of course this doesn't help players who choose to not escape, which I want to support)
-More story events of more variety. Ideally there are enough systems and events in the end that there are always new combinations and situations and challenges arriving.