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Messages - ThiIsMe007

#1
Quote from: publicuser on December 24, 2020, 11:41:23 PM
I wish a 3D rimworld
Couldn't care less about visual candy, gimme more gameplay any time of the day. Game purely focusing on upgrading graphics and "streamlining the user experience" have proven time and again to be disappointments and eventually failures.

I want more real, consistent, beefy, A-grade satisfying *Rimworld gameplay*. World exploration, a more engaging mid/late game experience, with more viable examples of colonies than just "mountain base + killbox" would be a good start ^.^
#2
Nice trolling there, but let's pretend you're actually serious for a moment.

Rimworld arguably still has its fair number of issues, but the one you mention is definitely not one of them. The developer has proven times and again that he is willing to listen to his community, taking the best (for the game), and leaving the rest to mods within a well-documented and robust open-ended engine. If you don't like something, mod it out or change it for what you think it should be. There are already plenty of mods to be found on the Steam Workshop or on these very forums that allow the "parametrization" that you describe.

Keep in mind that this game has features like cannibalism, organ harvesting, drug usage, teen soldiers and other nowhere near "politically correct" shenanigans. If you're already horrified by the thought that the "sexual life" or identity of virtual pixels moving on your computer screen in a years old video-game could not match your RL expectations, I'm afraid to tell you that this game is probably just not for you.

Now about the particular incident that you mention, keep searching on Reddit. AFAIK, Tynan replied to the accusations a long time ago. In any case, the argument was (and still is) preposterous. If anyone believes that a game developer has to embrace whatever appears in one of their games, like someone working on a first person shooter hiding a compulsive murderer in RL for example, then this someone really needs to have some of their priorities checked.

Finally, FWIW, I've witnessed Tynan donating and contributing to "social causes" more than you probably ever will in your lifetime. Just go bother another gaming community already.
#3
General Discussion / Re: Dissasembling Scythers
July 12, 2020, 08:24:25 PM
Quote from: AileTheAlien on July 10, 2020, 08:50:12 PMI'm still holding out hope for the game moving away from infinite raider scaling and reward-nerfing.

Uninspired and demotivating gameplay features like "biocoding" or "acidifiers" to a lesser degree should never have been introduced. Added to the walls/turrets nerf, they've nearly killed all the fun I had going into a battle prior to v1.1.

I'm surprised that Tynan let himself walk into this trap. It should have been possible for him to foresee that the bloat of wealth would never be compensated by the pressure of infinite raiders, for two simple reasons. First the game AI and second the hardware of the player, both of them being limited by necessity (and thus leading to "killboxes").

With v1.1, it seems the gameplay operates a 180 turn, going against its core design principle of exponential wealth increase, attempting to reduce it somewhat here and there, by minor adjustments. This equates to fighting a self-inflicted tide with a wooden spoon, a bit of a schizophrenic endeavour if you asked me. It also has the strange side-effect of taunting the player : "See this fine gear sitting right under your nose? Well you can't have it".

A more elegant solution would have been to make enemies flee when their survival is compromised. This already exists at a macro level (50+% of raiders killed), but not at the micro level of an individual raider. Fleeing enemies would have the advantage of taking their wealth with them, so the player can't just sit behind the safety of a "killbox" if they also want the best gear. EDIT: since this would make the game easier overall, it could be balanced by other factors, such as increased cover protection or armour quality.

This could also be coupled with other traditional features like "morale" or "leadership". Raiders would hold out better and fight more efficiently under the supervision of a competent leader, making it a priority for the player to identify and eliminate them. Easier said than done in the mayhem of some battles, but this could again be coupled with other gameplay features like "snipers" or "stealth operatives", sent behind enemy lines for a quick assassination!

Of course this could be applied to the player's side as well, where a leader would boost the morale and efficiency, while their elimination would disorient colonists for a while, making them unable to move and just defend themselves instead of cooperating with each other.

So yeah, I can agree that introducing more and more wealth (with ever increasing numbers of raids) has never been a healthy concept to start with. I would much prefer to have less frequent but really challenging battles, involving only a couple of enemies (thus limiting wealth distribution) but demanding tactics and skills of the player, rather than the repeated swarms of raiders operating like mindless "zerglings".

As I've said before, I would also like to see expanded the need for real faction interactions, like diplomacy or trades (because resources would not be infinite or easy to come by) and for colonists to migrate (because of soil fertility exhaustion over time, a lack of materials needed for research purposes or just because the location of the colonist base would be known to more and more hostile factions over time). They could be the real money sinks, keeping the player alert and making the game organically more balanced, diverse, rewarding and ultimately fun.
#4
General Discussion / Re: Dissasembling Scythers
July 07, 2020, 08:26:02 PM
I find it mildly amusing disheartening that we get so many mods nowadays about rolling back dev decisions about "game balance" rather than "improving upon interesting existing gameplay".

I would positively love to play a RW where "killboxes" and "turtling" are the least efficient strategies to progress in the game, but resources "magically disappearing" into thin air after an ever-increasing number raids is not the way to go about it. Gameplay seems to get more repetitive and disappointing after each recent patch.

I don't want to resign myself to this while gameplay features exist (or could easily be enhanced) that may lead to more appealing prospects with the same result of keeping the game challenging over time, like for example exploring the world map or interacting with factions in more significant ways :

1/ introduce the need to locate some rarer resources for end-game purposes. How many pawns will you send out to secure these essential resources, while leaving your base less defended, risking ambushes ?

2/ introduce the need to ally with some factions, for protection or just for gameplay purposes (allying with pirates -> slaver scenario, allying with tribals -> Gaia scenario), and because no matter the biome your base shouldn't ever be 100% self-sustaining. In return, you'll have to also protect your allies, their bases, their economy, because if one of you falls, the other one will follow shortly after.

3/ make the overall economy and trades a more viable strategy to pursue. Resources shouldn't be almost infinite on the home map, and force players to migrate, thus avoiding the "turtling", but also force them to abandon some resources along the way (buildings especially, like "killboxes").

This is just on top of my head, and should make the game a much more dynamic experience : having to survive on different maps, fight in different configurations, promoting a self-regulating balance over an exponential design (more and more enemies, with higher and higher damage) which just ends up being boring and unconvincing ("biocoded" weapons on some tribals, really?).
#5
Releases / Re: [1.0] [KV] Faction Control [ModSync RW]
September 07, 2019, 03:01:09 PM
Quote from: Kiame on October 27, 2018, 05:48:35 PM
Update:
-Added a new setting in Main Faction Control - Relations Change Over Time
Disabling this will prevent relations from going down every few days

-Added a text field on Faction Base Density so users can override the value to go as high as they want

Small request if you'd kindly consider it please : is it possible to add a setting to the mod to change the frequency of faction goodwill degradation ? I would like to keep some kind of erosion happening over time and not totally disable it, but as it comes now it's too quick for my tastes.

Even better, could the mod check if there has been some "positive" interaction recently, and if yes, reset the count down ? It has always looked unconvincing to me that after some successful "peace talks" and beneficial faction trades, relations would still keep dropping mechanically, just because.

Great mod otherwise, thank you very much.
#6
Releases / Re: [1.0] Medical Supplements (2018/12/24)
September 02, 2019, 08:17:55 PM
Bless you for the LVM Deep Storage update. So much more pleasing to play with bases that aren't littered by stuff my pawns can't use before long.
#7
Releases / Re: [1.0] Medical Supplements (2018/12/24)
August 26, 2019, 08:33:44 PM
I look forward to playing again with your mods, and thank you very much for giving your players options.
#8
Releases / Re: [1.0] Medical Supplements (2018/12/24)
August 25, 2019, 07:57:35 AM
The more I think about it, the more I come to the conclusion that a good compromise would be to have :

1/ Common Ailments, untouched. This part introduces the diseases. They are fine as they are.

2/ Apothecary, remove all research times on its "items" and make them dependant on resources (that can be gathered in the base game, or easily found in the appropriate environment) and production (plant and/or doctoring skill) instead. This part would allow players with 1/ to have some "basic" tools at their disposal to counter diseases as soon as they appear.

3/ Medical supplies, untouched. This would be the "upgrade" to 2/, countering more diseases, more efficiently and for longer, but requiring researches, an expensive chemlab and complex processes to produce medicine on an industrial scale.

About 2/, let's not forget that something as simple as healthy food (honey against some infections, vitamin C against flu, scurvy, etc.) and good hygiene can contribute to reduce illnesses.

About 3/, I could see "combo-injections" of preventives as ultimate goal.

To me, this design would have the advantage to respect the flow of a game on any difficulty, and match what DBH does with its own, new gameplay challenges.

I also think that eventually some kind of merge among the 3 mods would make sense, since I can't see any player picking just 1 or 2 out of these mods to play with.

It's always easier said than done, I realize that.
#9
I would like to play such a mod.

Without making it full-fledged STR, I could perfectly see Rimworld being the host to some world conquest games (destroy hostile factions, ally with others while doing so, etc.).

Now imagine that coupled with multi-player.
#10
Don't worry, I see your point ^.^

It's just that where you see QoL, I see additional steel and/or components (I can't remember) for something usually more pressing.
#11
Releases / Re: [1.0] UN-COLONY Organized!
August 24, 2019, 10:11:09 AM
Quote from: AIM-9M on August 21, 2019, 01:24:54 PM
It's not an issue a non modder needs to worry about.

No offence, but that is simply not true.

For one, not all the players are mod illiterates and without any prior modding experience (just not for this game). Some of us do not mod for RW by choice or lack of time, but have done their homework on the wiki. While the mod should indeed work as intended without a proper about.xml file, it's helpful for players to have it, to detect outdated and unsupported mods and to keep their debug log as clean as possible, to pinpoint real issues.

For two, I don't want to sound like a grammar nazi or something, but what does it tell about the quality of the rest of the mod if its author can't be bothered to fix a simple XML ? Mod authors in general shouldn't get additional time-wasting support requests because of unwarranted warning messages that a worried novice player can't decipher.
#12
Tools / Re: [TOOL] pyModSorter (Windows only)
August 24, 2019, 09:58:22 AM
I'm going to follow this thread with interest. Thanks for creating the tool.
#13
Maybe it's the way I'm playing, or the way I manage my DBH setup, but I don't feel the need to modulate the temperature otherwise than globally. During summer time, I reduce power on the boiler, and the temperature in all of my rooms lowers in consequence. During winter time or a cold snap, I give it an additional notch or two.

I probably must be missing something, but being the ever-curious that I am, I had to ask. Thank you for your reply.
#14
Releases / Re: [1.0] Medical Supplements (2018/12/24)
August 24, 2019, 08:32:36 AM
First, thanks for your commented reply.

My goal is to keep all 3 of your mods. To me they are an organic whole, no point in cherry-picking or removing parts. I also do not want to put more of a workload on your shoulders with a "lite" version than you already have.

Your mods come with an additional layer of complexity and challenge to the game, and I welcome that. To draw a parallel with the very popular Dubs Bad Hygiene mod, which does the same, the experience in your mods just needs to be much more streamlined IMHO. With DBH, the new needs start as soon as I enter the game, but I'm also able to build a well, a latrine and a tub right out of the box. It's not optimal, but I can run my game with that just fine till I have less pressing issues. On the other hand, your mods offer no alternatives to the "best" task. It's either that or nothing.

I'm by no means an expert in medical matters, but giving the player some basic options to counter your additional diseases and refactoring some of the researches would not seem an alien solution to me. Bushmen or explorers in RL probably have some cures or preventives for most, even some very potent diseases crafted from whatever they can find in their environment. Sure, they won't be able to cure cancers or prevent high level infections, and their "medicine" could have some nasty side-effects or only work sub-optimally over time, but I say that there is no need for an expensive chem lab, researches or whatever if you know your way around plants and need to treat some emergencies NOW.

You could very well take advantage of the plants skill of the game to simulate that. You could also look into making basic medicine last for only a day or so, with low efficiency, while additional researches could grant a better potency over time. You could tie game stats to your system, and have pawns with low "immunity gain speed" benefit less (or not at all) from basic curatives, but do so once some improvements are researched. Such an integration is perhaps already handled by your mods, I admit I didn't pay attention to it.

Going back to DBH, hiding the entirety of your mods behind researches is like giving my pawns a bladder need and not allowing them to relieve themselves before spending an inordinate time at the lab, time that I just do not have at the beginning of the game on higher difficulties, in more difficult biomes (because of other priorities, like finding food, countering raids, etc.).

As a final word about ingredients, I had the time to research "multi-vitamines" in my last game. They require neutramine and berries to produce. I thought that this was well done, since your mods take what is found in the base game and proceed from there.

Compare this to whatever other medicine that requires 1/ sulphur to be gathered through mining and then stored, 2/ sulphuric acid to be produced and then stored, 3/ sulphuric acid to be added to another time expensive vanilla component (chemfuel? or was it non vanilla "lithium salts", I can't remember) to get 1 single batch of preventive medicine that will last me for half of a day as final product. This is not to mention that all these components will deteriorate outside, will need "useless" (not immediately benefiting) researches on their own and that your workbench comes only with a paltry storage container of 1 single component stack.

After a while, all these inconveniences add up and the ROI just doesn't warrant extra attention before the very end game, while your mods should be companions to the player throughout their whole game I think.



EDIT : being able to take all medicine at the same time at the beginning of the day (as a package, as it happens in RL for vaccines, for example) would also be an improvement worth researching. Right now, my pawns waste precious time running back and forth to my infirmary to fetch whatever I prescribed them in my drug policies (even with inventory storage activated). Just an idea.
#15
What do you use the thermostat for ?

I've been using the mod to my satisfaction for quite some time now, and never felt the need to use it. If I needed to lower the temperature (and/or power usage), I'd just operate directly on the boiler.