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Messages - Lightzy

#1
"Crafter" = Best swordsmith, best gunsmith, best armorsmith, best seamstress, best woodworker, all at the same time?

WTF is this garbage?

ADD MORE SKILLS ALREADY GODDAMNIT.

Let us have the expert fisherman, let us have the master swordsmith, let us have the master brewer, the master trapper, the scientist with a mad glint in his eye who makes cyber-mods like the world has never seen before.

LET US HAVE SOME DIVERSITY OF PLAYSTYLES in a simple, easy to understand way, by way of diversified and specialized pawn skills.
NOT these million-sub-menu "mega-mansion" DLC systems so hideously stacked on top of a rickety, barebones foundation that can barely support the complexity of the core game.

And don't give me the 2016 Tynan "I want to keep the base system simple and accessible" - You've already made just getting into the game a 4 hour menu/options/customization slog with a hundred systems stacked on top, so no. No.




Get on with it
#2
Terrain and regions:

1) Volcanoes/vulcanic terrain:
*Occasional vulcanic eruption (extremely dangerous).
* Geothermal vents mainly appear here and very little in other biomes.
* Lava flows that can't be crossed (allowing for interesting choke points for defense, an idea which was brutally and stupidly destroyed with every second raid containing sappers).
* Some VERY fertile land (much more than usual), but mostly rocky.
* Little to no animal life
* Unique resources.

2) Radioactive Wasteland terrain:
* Radiation increases tumor chance, lowers immune system function.
Some areas of the local map
* Little fertile land, plants and animals may mutate (giant corn for tons of food? 3 headed elephants?).
* Pawns may mutate, where most mutations have pros/cons to them.
* Unique monsters (such as zombified people, ghouls, etc) with unique and expensive pelts etc.



ETC!

More ideas that could be interesting:

1) Water conservation (adding water as a resource to the game, required for farming, for drinking, for cleaning, can be stored in water towers, pumped from rivers lakes and/or aquifers, taken by buckets, whatever.

2) Vehicles (because my power-armored laser-gun bionic limbed marine squad is taking donkeys out to trade, wtf), requiring garages, upkeep, fuel, spare parts etc.)

3) Mutation (as per above):
Animals/humans mutate. Perhaps some ideologies abhor or adore mutations, where the most mutated colonist is made the ruler of the colony etc.
The more a colonist is exposed to radiation, the more mutation chance and the more mutations progress.

Mutations come with pros/cons.
For example:

"Bugman Mutation"
*stage 1: A layer of chitin begins to cover the body (+armor, -beauty)
*stage 2: Begins to secrete insectoid pheromones, cannot use complex weapons (bugs do not attack him unless he attacks first, can only use natural weaponry (insectoid claws)
*stage 3: Loses ability to communicate, loses almost all human intelligence, cannot do anything except beyond dumb labor.
Conversely, morale always stable, is twice as fast, armored as though wearing recon armor, natural weapons hit like trucks and melee skill raised set to 15.

OR:

"Brain Overgrowth"
Stage 1: Brain begins to grow. Head appears somewhat distended and slightly misshapen.
Cannot wear hard helmets. Gains level1 interest in all skills, +4 to all skills.

Stage 2: Brain matter begins to erupt in hideous moving tendrils through the eyes, ears, nose and mouth.
-4 to beauty, cannot speak, hear or see. Breathing is reduced to 20%, -14 to all skills.
Gains psylink level 4 and 6 random psychic powers.
(essentially a weak larval stage)

Stage 3:
The 'human' head is no longer visible. Just a mass of brain matter tendrils skinned over translucently. looks sort of like a D&D mind-flayer except weirder.

Gains back all lost skills, needs only 25% normal focus to cast psychic powers, doesn't generate neural heat. Sees/hears psychically at 125%.
Always surrounded by a natural, superior-level, personal shield generator (and thus cannot use firearms).
Musculature is atrophied as all nutrition goes to the brain. Legs are no used for moving, arms too weak for competent melee. A pure mutated psyker.
Floats above the ground and moves at 125% normal speed.


ETC.

Just ideas. The examples don't matter, but the feel of wasteland/mutation/fallout/madmax is something rimworld is made for
#3
All my colonists have debuff for archic carving being disrespected.
It says it needs to be in a room that fits its needs, but nowhere is it written what the goddamn needs are.

The room is all floored, has an altar, all the stuff. The altar isn't disrespected, only the stupid carving :/
#4
I'm not on moderate expectations, and basically they start expecting it the moment I get to that tech.
But that doesn't matter, even when I have EVERYTHING they still break down very often breakdown when coming back from caravan because when they come back they're missing all their things and get a huge debuff and breakdown.

It's basically not playable on commitment mode (which is the only way to play for me).

I just want to know if the quest is for everyone
#5
I started playing with archotechists but it's really not fun, they get so many minuses to happiness sometimes you can't send them out in a caravan without everyone breaking down when they return.
They get -10 from needing their anti-aging, -6 from needing their morning coffee neural boost, -12 very very very often because all their 'special' crap makes them starving all the time and their AI breaks so they're basically constantly starving, they break down very often even if you have everything, just because sometimes there's a raid or some other event and they miss some stupid treatment.. and it's dangerous to send them out in caravans where everyone breaks down into a murderous rage as soon as they're back sometimes)

However at some point I got an interesting quest line that has to do with the archotech nexus, and I'd like to follow it.

But I really don't feel like playing archotechists anymore, it's just not fun. Is the quest available to everyone?
#6
Bugs / [1.2.2900] Mortars can shoot into mountains
June 04, 2021, 01:58:14 PM
Which makes 0 fucking sense and made me rage quit the game.
#7
It says I don't have an appropriate room. I do have one. large bed, smoothed floors, nothing else.
Cannot accept quest
#8
I wasn't sure as the game started that I want to start with the royalty thing since I had absolutely nothing that can 'satisfy the demands of a royal' etc, so I figured I'll wait till later in the game.

But I only got 2 quests, right in the beginning of the game, with the offer of becoming a royal, and never again.

Please make it possible to choose this path later in the game too
#9
Had a solar flare, all elec. is off.

The next day came an eclipse. The solar flare event disappeared from the sidebar but probably did not 'unload' because all electric devices (except turrets for some reason) stopped working.

They were not working after the eclipse ended as well.
#10
I had 2 wargs, was attacked, they just milled around their owners  getting shot at.

I marked the option to join owners in combat, I marked the option of 'send to attack' or whatever it's called, I also tried marking ONLY the 'send to attack' option, nothing.
#11
(they are eaten, but if you put raw corn on a caravan the UI will indicate no food and give u a warning, and you cannot force a pawn to feed a prisoner raw veg)
#12
How about fog of war then?
#13
Door peeking is what I used to do against roving gangs of mad animals. It was fun.

But ultimately I think the AI should be taught to focus fire doors until destroyed, disregarding anything else until this is accomplished.
#14
Quote from: Bones on July 23, 2018, 06:14:12 PM
Quote from: Tynan on July 23, 2018, 08:58:18 AM
Quote from: Lightzy on July 23, 2018, 08:37:49 AM
Rimworld is a limited game because of its underlying design. It relies overly much on scripted, mostly randomized events instead of on organic interconnected systems creating problems that emerge from the simulation.

Fair enough. Which games would you point to that did this the best?

Hi Tynan, I don't know if it did better, but there was chaining events that would keep progressing and reappearing years after it started but with a long hiatus between them.

King of Dragon Pass

That's a beautiful example from a wonderful game, but it's not what I was talking about since it's all story-scripted rather than emerging from the simulation.

But I think it would have been really awesome an expansion to rimworld's storyteller design.
Which is to say, to have some event happen where you make certain choices, and these choices then being reflected in a 'follow up' event that happens after some time.

This still falls into the limitation of having to pre-script it all, but it does help the player's feeling of agency and affect! :)
#15
Quote from: Tynan on July 23, 2018, 08:58:18 AM
Quote from: Lightzy on July 23, 2018, 08:37:49 AM
Rimworld is a limited game because of its underlying design. It relies overly much on scripted, mostly randomized events instead of on organic interconnected systems creating problems that emerge from the simulation.
Fair enough. Which games would you point to that did this the best?

Probably Dwarf Fortress does it pretty well, though obviously that's not a fair comparison. It's basically the concept at the core of the design there.

But most games do this. Except for maybe pre-scripted adventure games. I think it's actually the rule, while rimworld's focus on 'storyteller random event' design is the standout. Also all skill based games are like that, which is why they're so engaging, and strategic/tactical simulations, real time or turn based...

I'm not saying the 'crisis' concept is bad, it's just limited and not as engaging.
Limited because they'll keep repeating unless you program in infinity of them, and not as engaging because when things happen they don't feel to the player as a result of his own agency or, more crucially perhaps, as an outcome of previous events, in a cascade of events that is unfolding.
They also don't necessarily make sense to the player (how is that tribe that keeps suiciding all able bodies on your colony growing to the thousands?) and don't affect the world that the player is part of (same example. There is no effect on the tribe, thus no signifiers of 'progress').

I think I would have enjoyed more a design where the player feels that more things that happen are a result of his own skill, focus, neglect in certain areas, etc, regarding things that came before, and where this is clearly communicated. And of course some completely random things mixed in, but perhaps not in a 'preset' way but with a lot more variance of effect.

I think it's a matter of perception also. A player, I think, is much more likely to be engaged when he sees that the toxic storm coming his way is an emergent part of the ongoing simulation, rather than a random punishment visited upon him.

I'm not a game designer, much less a master like yourself, but it is my humble opinion :)
I personally do not like the 'storyteller' design on principle, although the game certainly has captivated me nevertheless.
And there are of course, many many aspects which are simulation emergent (your animals littering your house, leading to unhappiness, forcing an 'outdoors' solution which is less defensible etc etc).