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Messages - magicbush

#1
He said no a while ago, and it was the only thing about this game I still dislike. IMHO if done right they do add a lot to a game.
#2
A great birthday present to me  :). My birthday is the 16th lol. Congrats Tynan.
#3
Going over $40 would be dumb honestly. And really much more than $30 is asking a lot. Granted it does have many hours of play available, but the average gamer does not care if the graphics look like they do in this game and thus will just pass it up for another colony/survival game with 3d graphics.

QuoteI think people are misunderstanding something about playtime. Playtime is NOT a good indicator of a quality of a game. I'd rather play 8 hours of amazing gameplay than 30 hours of average gameplay.

That being said, the fact that people have spent so much time on Rimworld can be a good indicator of quality.

Not everyone agree's with that statement. I don't really since I play WoW :P, and just because a few people say "playtime does not equal price" repeatedly does not mean most people don't think that way as it's quite the opposite regardless of your personal opinion. Most gamers do actually think that way when making a purchase just from what I have read on forums(which is alot) and reviews.

Quotealways considered outright hostility towards DLC to be strange. Don't get me wrong, I'm not approving of Day 0 DLC. But no one's proposing Rimworld to include any. DLC utilized properly is today's equivalent of expansion packs, and people fucking loved expansion packs back in the day.

That is because "back in the day" expansions were actual expansions. They included an entire new campaign, and new units, new graphics/sounds, and hours of new content for usually about half the price of the game. DLC on the other hand nickle and dimes customers for new skins, new weapons, a new mode, and new maps, etc. I don't buy DLC unless it feels worth it, and is not something I use to get for free(IE new maps like CoD,  BF, etc does with dlc). It causes a lot of people in my generation to hate dlc that grew up with expansions and mods that know what is possible which is what you sort of go into following what I quoted. Most games any more do not sell expansions, but small dlc that adds up to cost more than an expansion would have for less content overall.

Quote from: TynanTwo Point Hospital costs $35, seems to have done okay.
Crusader Kings 2 costs $40 (but they regularly put it deep on sale).

Both of those games are very niche, and cater to a certain audience. Arty basically said the same. This game does as well, but i'd think by now most people that want this game already own it. Also as Arty pointed out there are quite a few other similar games on the market already. So you are going to be competing for the crowd that didn't necessarily want this game to begin with.

I still think your best bet is to increase it to $35, and release an actual expansion down the line for around $15-20. Or just move on to your next project, but who are we to decide that lol? We are after all random people on the internet.
#4
Quote from: Jibbles on January 11, 2018, 02:18:32 PM
I like the current style too..  Though I wish there were more animations and effects to spice it up.  I hope to see something like the "facial stuff" mod in vanilla some day.

This. It just needs more animations and facial options badly.
#5
Nah I like it being a mod as well. The extra challenge and management adds to combat IMHO. 30k is only about 1/8 of purchases if that. So I'm not alone in liking it.
#6
I noticed she hits hard as well. I've started three different colonies and lost them all on rough also lol.
#7
General Discussion / Re: Should Predators Ignore Gunshots
December 19, 2017, 08:07:07 PM
Quote from: Snafu_RW on December 19, 2017, 06:01:59 PM
Quote from: BasileusMaximos on December 19, 2017, 11:21:16 AM
Quote from: CannibarRechter on December 19, 2017, 10:00:38 AM
Most any animal, including small to medium size predators, would FLEE at the SOUND of a gunshot. Only a few animals, including some non-predator animals, would become and maintain aggression if actually shot. A wild boar might actually charge you if you shot it. A grizzly might, too. Anyway, this is a game. Fact is, normal wildlife represents no threat to humans with heavy weapons (e.g, 308 rifle, 12 gauge shotgun). Is that what you want to see here?

Yes? What would be better would be if animals avoided my colony all together. Wolves don't just wander into the middle of a populated, bustling area full of humans.
I suspect you both miss the point: animals /learn/ to be afraid of predators (including humans). Some animals (especially predators) will attack something they perceive as dangerous; most will flee (the classic fight/flight response). Eg the dodo became extinct because its limited biome (certain islands) allowed it no time to recognise humans as predators when they came ashore; likewise other (human-driven) extinction (& near-extinction) events for certain other (sub-)species, including some apex predators for human trophies (under the guise of 'protection' of humans/livestock/land) :(

Animals that have no violent contact with humans have no reason to learn to be wary (see eg  Monkey Temples in Nepal etc). Nothing to do with the sound of a gunshot (altho that /may/ be perceived by the animal as a close lightning strike, something they may have learned to avoid due to accompanying flames).

See numerous naturalist/explorer accounts over the last 150yrs to confirm the above..

I actually find your argument a bit off. Animals don't really learn to be afraid of us, as much as they just are naturally because of our size and other factors. Why I say they don't learn is because if that were true the animal offspring would have no clue and it would effectively "reset" that behavior each generation. They are not like humans where the parents can tell their offspring about these dangerous mushrooms or bears or whatever.
#8
General Discussion / Re: [B18] New Mental Breaks
December 19, 2017, 07:48:17 PM
Quote from: Bozobub on December 19, 2017, 06:53:26 PM
Quote from: corestandeven on December 19, 2017, 10:37:42 AMBozobub, the good news is that once your colony is established, and you have enough resources for fine meals, good rooms, etc the breaks frequency does go down. When they do break it doesnt cripple your entire colony. Doesn't solve travelling though, because when you leave to go on missions you still get breaks at a much higher frequency than earlier versions of the game. Nothing is more frustrating than travelling 10 days to attack a pirate base and one of your lead fighters breaks before the battle because he is in an 'ugly environment'. Bad guys attacking your base don't suffer from such penalties (they have joy meters for starters), but it is madness that when you are on attack missions you have to cater for this.

I wouldn't know, nor will I, until this mechanic is changed; I'm sick of it, to be frank.  I'm all for more/different mental breaks, but I don't see why the basic underpinnings needed this change.  It's extremely punitive to new colonies, at the time they are most vulnerable, and it's simply not fun.  After the 3rd or fourth BS mental break (yet again) in the 1st part of a game recently, I just put it down and stopped playing, and I haven't (so far) played since.

If I want that kind of mess, I'll play Dwarf Fortress and have Z-levels, FFS, as well as the ability to flood the entire world with magma, then water (AKA the "Dwarven Final Solution"); at least when a Dorf goes crazy, s/he often hacks off someone's limb and makes a masterwork artifact from it -.-'.  Hopefully this behavior will change but if not, I guess that's that :-\.

Honestly dwarf fortress isn't even this bad. I play that still as well on occasion, and mental breaks are much less frequent. You also have way more ways to deal with them.  It just got a new patch also and I have yet to try that. I may switch back to it actually until Tynan fixes this or I can find a mod.
#9
General Discussion / Re: [B18] New Mental Breaks
December 18, 2017, 08:42:42 AM
I don't mind the mental breaks, but they happen WAY to often and it's really annoying. While the guy that made that thread swearing a ton way over reacted he had a point. It is very annoying. I returned to the game this patch and it's just not as fun as earlier alphas I played. So it's no fun from a game perspective and it's so stupidly unrealistic I find it ridiculous.
#10
General Discussion / Re: Closed vs. Open Colonies
December 15, 2017, 04:21:49 PM
Quote from: jamaicancastle on December 15, 2017, 04:06:27 AM

I don't do individual houses, though. I normally build dorms with 4-6 bedrooms that all open into a central dining/rec room, so I can heat the whole building centrally. Makes it easy for pawns to socialize, too.

Oh nice I like that idea. I usually do individual house that are all attached with doors leading outside to a sidewalk. I think my next colony I may try this approach as it would use way less heating and air units.
#11
Quote from: Daimonin on December 14, 2017, 06:57:13 PM
I think the main problem is that there's a bunch of mood penalties that are simply too minor or unreasonable when it comes to causing mental breaks. Eating spaghetti by sitting on he floor with a bowl in your lap may not be ideal, and could very much make for a "Not great day", but it's unreasonable your response would be to murder your buddy and then wonder off into the woods naked.

Certain moodlets should simply not be capable of causing a mental break. At least not the major ones. Alternately, make simple meals negate the "ate without table" penalty, as they are SIMPLE meals like a sandwich, burger, or riceball, that's easy to eat on the move. Fine and lavish meals being more complex stuff your will really want a table and sit down for, like the aforementioned spaghetti.

I'd also like to see some mitigating circumstances for other situations, for example, someone who is starving should gain a mitigating moodlet to avoid a mental break if they are currently gathering/preparing food. It makes no sense that someone who is starving, while carrying some meat to the stove to make food, then randomly decided to drop it on the floor and go starve in his room.... Possibly with the minor exception that they automatically force eat the food the moment it's ready, despite any alternate commands.

For that matter, some of the softer breaks (wandering in a daze, hiding in room, etc) ought to be change to the affected pawns still take care of their basic needs like eating/sleeping. They don't do any work, but they really should at least eat, unless they are intentionally trying to starve themselves to death.

10x this post. I 100% agree, and made a thread about it way back.
#12
General Discussion / Re: Closed vs. Open Colonies
December 14, 2017, 08:52:20 PM
I prefer open when I play. But it basically slowly becomes closed as I narrow gaps with sandbags and turrets. I don't really plan anything out either though much. I use the terrain where I can, and my colonies end up pretty different each game. Some games I did wall it off if it was to hard to defend, and others I played open till I launched the ship. I just play it by ear do to speak, and build as I go. This has caused me to lose control of a few situations where I didn't plan, but it usually works out and is less boring than doing the same design over and over.
#13
Quote from: Tynan on January 11, 2017, 10:59:23 PM
I'll look at how the AI decides between the raw and nutrient paste food sources, to make sure it's working properly.

Awesome to hear, thanks for a response!
#14
Quote from: milon on January 11, 2017, 04:13:36 PM
I haven't tried the NPD recently, but I just might have to when I get around to trying out the Sea Ice biome.  :D

And I'm fairly certain that using the NPD is a Hauling job, not a Cooking job.  You should be able to right-click prioritize the NPD, or just set someone with a higher hauling priority.  Colonists "should" prefer paste to raw meat, but I'm at work so I can't confirm this right now.

They definitely prefer raw to using the dispenser. I have both my freezer and dispenser on each side of my dining room and they are grabbing and eating raw meat or raw potatoes randomly. The hopper is loaded, and the end is not blocked by anything. Im not sure what zhentar posted with the tiles is accurate, as its it's not in my scenario.

I think I am going to have to restart my colony which irritates me as all my pawns are sick and breaking now because of this, and my cook is still out of commission.
#15
General Discussion / Re: Solar vs wind power
January 11, 2017, 06:17:12 PM
I use both about equally, but I feel like solar produces a lot more electricity than wind over a period of time, unless you run into an eclipse of course. I think wind could use a slight boost imho, as there will be days I dont seethe wind activate at all