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Messages - whitebunny

#1
Quote from: Starbug3D on August 18, 2018, 02:47:34 PM
Quote from: Tynan on August 18, 2018, 10:13:12 AM
Also, I'm looking for feedback on the cost of the ship. It's much less than B18, but how is it? Does it feel like it takes too long to build, too short, or okay?

I always start out thinking I'm going to rescue my peeps and the pets.  Then once I get to the stage I have everything built but the pods, I just lose interest and just build a couple.  The 15 days of pain makes it even less interested in hanging around a moment longer than I need to.  I imagine instead of rescuing my colony that they're just going for help and everyone will be fine until they get back.


I've never finished a single game, and this right here is the only thing the game is personally lacking for me, a true end goal that isn't the ship or just reaching some piece of land.

I'll admit to have logged 1400 hours on this game already and that i find so much joy just starting a new game with new settings every time things get boring; but the addition of some compelling, interesting endgame optional or not so optional challenges would put the game in a complete new level in my mind.

I guess what i'm trying to say is i'd like to see more endgame content and i'm aware this should be in suggestions but there you go, sorry =)

Thanks for all your hard work Tynan and team btw.
#2
Quote from: Nynzal on August 17, 2018, 10:17:11 AM
I think it is perfectly fine and often a great mechanic, that some stuff requires resources you dont have yet and are part of the workchain to get it.
It adds depth and difficulty. Btw, autonomy is nothing you can have easily and is something to aim for as an ultimate goal. Why should there be any traders if the colony is perfectly autonomous?

I was quite surprised that this complaint came from somebody who labels simplyfication as negative

I can't agree more. It helps you get involved into trading and/or getting out of your comfort zone at a point where you're supposed to have a good infrastructure in place and things are starting to get stale.
#3
Just some feedback on the new art assets:
Stacks looking like actual stacks was a fantastic idea, i like how i can tell how much i have of each item at a glance, it saves me time and eye strain from having to zoom in all the way and wasting time to read the tiny text.

Meat looks amazing and tasty, components look like components now and advanced component art is.. alright i guess =)
The new skeleton art is on point too and they all make sense, the only thing i wasn't crazy about was the new healroot art.
Keep up the good work.
#4
Thanks for keeping your mods up to date through all the 1.0 changes, they really make the game much more enjoyable.
#5
Quote from: Kiame on July 24, 2018, 09:43:58 AM
Glad to hear other people besides myself use the saved colors. I should be able to increase it easily enough
It's my favorite feature, every pawn should look fab and original before getting dismembered by scythers and in my case makes them so much easier to identify and remember.
#6
No mods. Day 36 on Cassandra hard - naked brutality temperate forest - disease freq 1.2 per year.
Two of my three colonists get the flu, 10 seconds later one of the already sick pawns gets the plague on top of the flu while the only remaining healthy pawn contracts the flu as well.
One day later another pawn contracts the plague on top of the flu leaving me with two double disease pawns and one with only the flu. They all die obviously.
Is this intended behavior and i had a pretty bad roll? I never had this happen to me and i've been playing a lot lol.

#7
Quote from: EdB on July 19, 2018, 11:33:38 PM
There is a 1.0.4 test release of the mod available for download from github that is compatible with today's unstable release, 1.0.1969.

https://github.com/edbmods/EdBPrepareCarefully/releases

A hero.
Thanks.
#8
Quote from: dearmad on July 18, 2018, 02:47:30 PM
I too have noticed the pawn gets plague event is common in caravan too, and i agree it's a dick move. AI using a cheese tactic.

I've had two separate instances of a caravaneer getting not one but TWO different diseases while doing simple 5 day long caravan missions.
It's like the game is rolling for disease on every tile the caravan passes through and has an insanely high chance to roll since i can't remember a single time that my caravans didn't get a disease incident in the last RL week.

#9

For me "bullshit" is not "breaks a toe nail," but more like "THIS. IS. NOT. HAPPENING." when game tries to pull off classic "rocks fall, everyone dies."
[/quote]
Yeah it was more tongue in cheek self criticism than any other thing, but i get what you mean.
Like using my orbital bombardment into a silly huge swarm of insects and only killing 5 of them leading to multiple amputee town simulator.
#10
I play obligate permadeath because the moment i loaded my autosaves after a "bullshit" moment i couldn't shake the feeling that i didn't actually earn anything after that point and started disconnecting emotionally from the colony to the point where i'd just close the game and do something else.
I seriously can't have fun if i don't own to my incompetence to adapt and prepare adequately in this or other games so i guess it's just a personality thing but i can respect and understand why people would want to reload after Snowflake McMary Sue breaks a toe nail, i have the same urge.
#11
Quote from: giltirn on July 12, 2018, 11:15:58 PM
300+ hours of joy and I save-scummed all the way. Some see this as an invalid play-style but I personally don't see why someone would invest 10s of hours into building something that can get flushed down the drain on an unlucky diceroll. Of course I also don't understand gamblers, it strikes me as a similar phenomenon. Horses for courses and all that. I see no reason to change how the game is presented after all this time.

I think you're confusing gambling with risk management which is a common mistake people playing RNG heavy games like Rimworld or Xcom fall into.
Mostly it comes down to people taking data from a short-term or very narrow viewpoint where it seems like everything is chaotic and unfair.
On the other hand, managing your tactical and strategic goals based on broadly quantified and informed outcomes leads to better judgements which feed upon themselves creating a snowball effect into more favorable terms for your colony, squad and what have you.
TL;DR: I wouldn't dare to tell you how to play your game but try applying some lateral thinking and a broader perspective when dealing with issues in situations like these and you might find things to be more interesting instead of frustrating.

Going back to actual feedback: I think savescumming is a terrible way to play as well and it detracts from the experience since the game is clearly balanced around loss and struggle and this is what makes the stories stand out and be memorable.
Pushing it towards your vision by making the game permadeath by default with an option to opt out clarifies this message and in my opinion shouldn't even be contentious.
#12
Feedback on: Naked Brutality - Cassandra extreme - Temperate forest

Scythers feel pretty balanced and the tactics are actually meaningful when dealing with lancer/scyther combinations. They're pretty fun to fight.

On the subject of weapon balance it always felt underwhelming for charge rifles to have such a short range considering they're supposed to fill the highest tier of the assault weapon role, i'm actually using them now instead of the assault rifles which were vastly more versatile in exchange for a negligible amount damage. They actually feel like the high end weapons they're supposed to be.
#13
Just here to thank you thank you for bringing back 3 shot burst assault rifle and to humbly ask you to look into something: Often times i gamble my naked brutality pawn's life on the very first seconds by opening an ancient ruin upon landing; If i get hives instead of mechanoids sometimes i walk away with a legendary charge rifle or power armor on the first minute of the game which is weird.
My suggestion: Just have the hives have some angry insects actually guarding the loot because as it is i can just destroy the hives and walk away with endgame loot before i build a campfire.
#14
I know this isn't your mod and all but Please save us Miqote wizard, i can't play without this mod anymore.
#15
No.
What little depth the vanilla combat already has, it should stay.
If anything i would like things to move more towards something like the combat extended mod built into the core experience.

No offense to anyone working in this fantastic game but it always hits a point not too far into any playthrough where things get quite stale and a little boring/repetitive. We need little things like these to keep the game interesting instead of making it more of an ant-farm like experience.