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Messages - Perq

#1
General Discussion / Re: Deep drilling is not enought
August 30, 2018, 11:57:25 AM
Caravan-mining is a thing now. Build long-range scanner and send your guys to mine the stuff. You'll get about ~400-500 per map.

TBH plasteel should be premium mineral that isn't that easy to sustain. Otherwise there is little point in playing in late game, since you're swimming in it.
#2
dat feel when you google up the title and realize Tynan has YouTube channel.
I never felt closer to a diety.

D:

Jokes (or are they?!) aside - good call on going with B19 instead of 1.0. While adding infinitely is not a good idea, think we shouldn't be adding a lot of content on the last patch. Just balance and fix everything that isn't working, and then calli it 1.0, I think.

Also, loved the post about deciding when to end development. With this in mind - have you thought about what comes next? Some more patches are to come, but I don't think any major content is on the way (given how much time it takes). Do you plan on working on expansion packs (lets not call them DLCs, expansion packs of old are the stuff), or have any other projects in mind?
Have you considered getting more people to work on RimWorld, to quicken the process a lil bit (but not too much, to keep it laser-focused as you did so far)?

Love the game, love the process, love your attitude towards all this. Keep it up. :)
#3
Sorry for being annoying with that, but I'd like to remind again that colonists not remembering when they slept once they went caravaning is still pretty damn annoying. :V
#4
Given how many mods people are using (especially QoL wise) I'd say changes are needed. Of course the game will be different.

If I were to guess, I'd go with people complaining about cheesy strats being nerfed/changed so that you cannot play on highest difficulty as easily (which never was intended, as I understand their description).
People love to think that they are genius at what they are doing, therefor when their (genius) strat gets removed and they cannot steamroll highest difficulty, they get angry. I wouldn't mind those people too much, cheesy strats usually come from oversights in design (which is natural in such complex games - you cannot expect to think of everything) and usually lead to games being boring quickly because there is simply nothing to master.
#5
Video / I'll just leave this here
July 21, 2018, 09:36:37 AM
#6
Yet another... caravan feedback! \o/ (woooo)

Been doing some intense caravaning (who knew? D:) and to be honest, I find myself never use pemi or packaged food.
Why? Well, two reasons:
- It takes forever to make (considering other options)
- There is no way to prevent pawns from eating it, therefore wasting time and resources (no, I won't micromanage every single stack :V)

What I usually end up doing is simply slapping some raw vegetables on caravan and calling it a day. It is heavier, it is clunky, it gives debuffs, but honestly it isn't that much of a deal, compared to how bothersome making special food is.

Not sure how to resolve this, or all implications of what I think may be possible routes. So there goes:
- Make special caravan food less of a hassle to make (this includes its cost and ability to prevent pawns from eating it instead of regular food), maybe even make it an upgrade from regular food, so that we're only sacrificing some time preparing it (meal+work = packaged food? dunno). Problem: if you make it too easy to make, players will simply make lots of it instead of making a freezer. Killing off food shortage in power loss events and so on. Tough one
- Allow cooks in caravans to cook on the go. If caravan has a cook and caravan has raw materials, food treated as if it was simple meal. Of course cook skill affects the quality of meals and/or the amount he can actually make (to prevent people from taking lvl 3 cook to get rid of a penalty in 15 person caravan). If this is implemented, I think maybe you could even make food poisoning from eating raw meal on caravans more frequent (or severe). Maybe even add some diseases to the mix. As is taking raw food is simply the best option with little drawbacks.
At least it feels like it. D:
#7
General Discussion / Re: 1.0
July 06, 2018, 01:56:59 PM
Oh no, gaem is hard :( what cna we posibal do :((((

I crie everi tiem.

Seriously, if you really thought all the broken strats will stay forever, you are kind of silly. Try understanding what was done and why, instead of complaining about stuff getting nerfed.
#8
PLEASE HELP ME, PIRATES ARE CHASING ME OMFG PLEASE!

Yeah, well, duuuuh... but what can you do?

While I'm not the biggest fan of getting terrible pawns from this event, I gotta admit that interviewing a person who is running for their life is kinda anticlimatic. Not to mention that this doesn't happen all that often.

We simply need an option to banish pawns that are deemed by every other pawn as useless and therefore a dead weight in their effort to stay alive. That makes sense, and is very likely to happen when times are grim.

So yeah - you'd still have to take a chance in answering to a random call for help over radio. That how it works, I suppose?
#9
Quote from: 5thHorseman on July 05, 2018, 12:31:49 AM
It's not in the changelog but did they intentionally make you have to research to tailor? I don't mind if so but it surprised me.

I know it's recent because I have a tailoring bench in a new save that I started 1 version ago, but can't build another.

They're changing around the research value needed for certain stuff. If you have a save file with something researched but now it needs a little more (say, from 1400 to 1600) you just need to research the difference 200.

So yeah, while research values are getting balanced, this can be a little weird. :P
#10
Stories / Re: My mom and her favorite game
July 05, 2018, 03:13:44 AM
You need to tell your mom about the hat thing... :P
#11
QuoteMost of the fun of designing a base for me is outwitting the raiders; forcing them into a situation they can't win.

If that is so, I'm sure you'll enjoy raiders being smarter now. I mean, if it is fun to design base that outwits raiders, it is more fun the smarter they are, right?

Doing same thing over and over again doesn't sound like outwitting but abuse of bad AI.
#12
I have some more stuff... you guessed it - caravans!

What I've noticed is that every caravan member contributes to total carry weight (this includes prisoners). What is kinda weird tho, is that downed members also contribute to that limit.
You can end up with 8 man caravan, from which 1 colonist is not downed, 4 are downed colonists and 3 downed prisoners. Yet, this single dudes can carry as much as 8 people... :P I'd say that downed pawns should not only not contribute to carry weight, but they should take some (but not all their weight - that would be too brutal). Say, 10-15kg, thematically explaining it as them being dragged on the ground.

I think it could add a little more of we need to stay here until he can walk, which adds some story telling but also makes you consider if you want to drag downed people around. More dramatic choices to leave them behind, and so on.
#13
Sappers can't destroy your walls if you base is surrounded by turrets. You really don't need to have one opening to your base in which you place all your turrets in.

And given that there are less raiders corresponding to the value of your base now, you can add more turrets that won't always be used (but will cover openings that sappers could otherwise use), but won't contribute as much to raid size.
#14
General Discussion / Re: The balancing process
July 04, 2018, 02:42:44 AM
Quote from: Madman666 on June 24, 2018, 01:13:53 AM
Still don't you think, that disabling a colonist with "max 10% consciousness" penalty for whole day is a bit much for not having a great cook or failing to force people to clean a kitchen? I mean you can't always micromanage, so cook cleans the kitchen first, then starts his job. Often you ll learn that your kitchen is dirty only when people are KOd already. And i assume cooking skill plays the most important part in it, so even if the kitchen is clean, if you didn't get a good cook at the start, or lost him along the way - you're kinda doomed.

Paste dispenser exists for a reason - if you have no good cook (and/or ability to make clean kitchen) use it until you can.
Also, instead of getting rid of mechanic (food poisoning being something you should care about), I think we should simply make AI better at handling stuff. It this case example being cook cleaning kitchen before cooking - or making it a toggle like self healing for doctors, so you can decide whenever cook wastes his time cleaning, while you have a dedicated cleaner.

I say lets expand mechanics  - not get rid of them.

Also: the read up about balancing - I give 10/10.
I'm used to reading people complaining about cheesy strats getting nerfed and saying that it ruins fun or whatnot. Maybe some people like this will get better idea about what balancing is about, and that sometimes nerfs are required it order to create a more complete and varied game.
#15
Quote from: Serenity on June 30, 2018, 11:10:18 AM
Locking them out of bedrooms is one thing. That could be implemented as people locking their doors. Which would also keep out art watchers.

But a trader spot is easily abused to kill traders and steal their stuff. Either by weapons fire or some sort of heat trap. Lot of people do that already - especially on ice sheets. As a mod that's perfectly fine and I really like it (in fact a post by me inspired its creation), but putting it into vanilla isn't as simple

It can be abused, once or twice. But then relations drop and no caravan will show up (probably screwing you up in long run).
Not to mention it makes sense from thematic point of view - you show a caravan place to stop by. If you lead them into a trap, they will die and you will be able to loot them. But they faction will also drop relations with you, because caravan haven't came back.