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Topics - Fishirboy

#1
Ideas / Should the game take longer?
September 16, 2015, 11:10:56 AM
I have been thinking about how this game kind of cuts corners when it comes to time and work that is done. Here is my opinion, hour cycle is to short and should be stretched to add minutes in a day.

Now I know that this statement is something I talked about before and people said that the time amount per day was fine but I have been working on a project to give credit to my opinion, slower is better.

Couple points to mention to help with understanding what I mean by needed to be extended.

-When I say time needs to be slowed I mean that the player movement should stay the same and the world around them should age slower(But staying the same hours wise).
-Hunger and thirst should be extended. Pawns should be able to go a whole day without touching food or water (maybe even two days for food) before the effects of starvation kick in.
-Pawns should be taking more steps per hour than what they are at currently. The amount of steps (spaces) the pawns take are somewhat short and it feels like they're all just fat and walk slow at normal speeds.
-Construction and other work will then take longer. (Would love more upgrades to stations to make them go faster) This will make it harder to just wall off invades who go into a kill box, (could add a quick build object like a barricade that could be constructed in 8mins.
-Giving more time to the player makes the schedule system extremely more relevant. Right now I personally never touch the schedules unless it's for a night owl.
-Gives colonists more time to plant and tend to small tasks. Right now with the current build I could not give any time to cleaning or other small tasks without wasting a whole 4 hours of the day. Now with the extended time I can set up a scheduled that will get the cleaning done and have plenty of time left over for more important matters.
-Makes other small side tasks like food and hospital care less of a time waster.

(I do have an issue with size of the map relative to the pawn size, since an average human is around 5 to 7ft I would assume that is the size of each tile. But the issue is that it takes a whole hour to walk not even half a mile confuses me so I would then say that the pawn size is just proportional to a 20 ft tile size or something of like that. Even then a pawn should be able to walk 3 to 4 miles in an hour)

The issue I have with time versus movement is that the size of map and pawn distance per hour is extremely retarded.

I would like others opinions on this subject.

Also I am not completely done getting all the information to support my claim and will show my conclusion after completing the entirety of my research.

Side Note * I would love to see the speed of the pawns in 5 times speed if the game was slower than 5 times speed would be sure to make it look like a colony of ants.
#2
Bugs / Did I do something wrong?
August 30, 2015, 04:54:32 PM
#3
General Discussion / Manhunter animles
August 27, 2015, 03:27:48 PM
Do man hunter animals go away if I wait?
#4
General Discussion / Feeling limited with priorities
August 27, 2015, 02:53:54 PM
Messing around with priorities are excellent but there is more that could be added as in moving the tasks around. and giving the player more levels of priority. Level 1-4 is not very much for me.

Let me give an example:


I want hunting to be further back and make hauling come forward. Or I would like to make smith through craft decrease in priority but I still want hauling to be a higher priority. I know there is no way at the moment to do this but would it not me simple to give me 9 levels vs only 4?


Edit: 3:10 8/27/15

Also could there be a grouping mechanic were they have there own scheduled and priority list? (Referring back to Dwarf Fortress)
#5
I do love the way Rim World looks. Its a great way to expand on the environmental survival that is quite empty. The way the game is set up at the moment makes it a different beast entirely. Distancing Rim World from DF(Dwarf Fortress) it is truly a great game that I hope keeps adding and expanding to be just as big as DF. But I have an issue, where a limit is reached for the amount of units that can be on screen at one time. This makes a time limit for me to keep playing until the value of my base rises to high and there is too many units on screen.

The one big turn off for people that play DF is the style it is portrayed at, yet is its biggest advantages. The game does not need to render many different images and can have hundreds of units in game without slowing down the game to dramatically. Would there ever be a way to lower the quality of the games environment to the minimal? I would love this option to so I can keep playing much longer.

(If lowering the quality of the sprites on screen does not help, disregard this post as if it was blank  :P )
#6
General Discussion / Game Preformance
November 24, 2014, 09:56:12 PM
 I have grown my colony to contain around 40 units. My computer can not handle that pressure it seems because I can no longer run it on three times speed. The graphics have been lowered to the lowest state possible and yet the frame rate lags behind when confronted with this task even at two speed. My computer is only some what capable of handling this, is there some way that the performance can be optimised. If not the colony must be forgotten and the people left in a frozen state of movement until the computer can be upgraded or the game runs smoothly with such a large amount doing many different tasks. Is there a way to keep playing?
#7
General Discussion / RayLin 2.0
November 20, 2014, 11:28:24 PM
So I had asked about how my place was going in this post here : https://ludeon.com/forums/index.php?topic=7439.0

I now have created a new an improved base to make it feel more "city like". If you have any thing that I should improve upon just let me know.

Link to all pictures : http://imgur.com/a/ABGcW









Link to all pictures : http://imgur.com/a/ABGcW
#8
General Discussion / How Am I doing?
November 14, 2014, 01:01:52 PM
I kind of am done with this world : http://imgur.com/a/nNiNX : The people there have power, food, and everything else they need to survive. I am sad that there is no such thing as designations for military like in Dwarf Fortress, but besides that everything can now run without any updating. Is there something else I can do for this colony or am I truly done?  :-\
#9
General Discussion / Floor Speed
November 14, 2014, 01:02:39 AM
What floor gives the fastest walking speed?
#10
General Discussion / AI Persona Cores
November 13, 2014, 12:04:14 PM
What are they used for besides getting off the planet? I see one in the shop and I want to know if I should buy it or not. I have the money, and I want to know if its worth the cost. (money is not the issue, its if its even worth obtaining it...)
#11
I got some enemies trapped in a room, they attacked the turrets which are not operational (Really they should have some way of knowing where it is safe to stand when killing the goddamn things). They turrets blow up and a couple people are completely gone. They just vanish. All these items and everything.

Is this intentional?
#12
Ideas / Job System and What could be expanded on.
November 11, 2014, 04:58:36 PM
Here is a more easy to read link : https://docs.google.com/document/d/1wPJdG2tR71qwiHOG-CJMC3Vh9OhrfIBmkrfw-patwH4/edit?usp=sharing


The Ability to do a Job
   
   Playing this game is great fun, I enjoy my time playing to the fullest yet there seems to be a few things that kind of tick me off. Of course each person is entitled to there own opinion and I hope for a fun little debate on this topic.

I also come from a Dwarf Fortress background so not having z levels ticks me of the most but this is more important.

   When I play this game I usually look at this problem of the job system. This system in which the characters in this game flat out refuses to do a particular job. Through out my play I am constantly frustrated by this mechanic but I see the pro’s and con’s of each opposing view point.


Pro’s and Con’s

Pros of having this mechanic:

   -The player must prioritise each person and actually kind value a person on how they can operate in the community. Then task each person to do there roal for the colony to survive.

   -It adds more of a challenge (kind of what I said already) were as you need to keep individuals healthing and it makes the game flow and attach to you.

   -It makes the game more realistic, in real life people will not do certain tasks or will work at a slower rate if given these tasks. This mechanic only makes it half way there but will go over that latter.

   -Each person will become more valuable over time and will become a higher rank at the few tasks given to them. These on rails task manager helps to push the player into a kind of quality over quantity based game play.

Cons of having this mechanic:

   -(Opinion) Me and probably other people think of this mechanic bull*hit.

   -Forces the play to have to value a person over another. In a game where the game becomes ridiculously hard (does not stop getting more waves) the player must be willing to put everything on the line to win against these conditions. Weather it means suicidal charges or other things that are high risks of death (God damn AI cores).

   -It’s not fully realistic. (I know that the game is not done) Why is it that I can't have some slaves that are able to do everything besides I guess carry a weapon? or why can’t everyone hule stuff. The game restrains the player and makes it unfair when it comes down to it.
   
   -Time: If time was more abundantly or people did not go hungry so quickly I would understand this mechanic. But the lack of time makes this game unfair at that point. (opinion) There either needs to be a lift on some restrictions or the time and starvation metter need to become slower while the units are able to move around at the same speed.


Improvements
(Opinion)

   I have slaved over the ideas of how to fix this and make it still a compleat challenge for the player while having the idea stay intact. Here are some ideas that are completely opinion based and could help shape it for a more fair game in the future.

   -Make it so the player can see what jobs a character can do. In the loading screen I will just look for people who can do everything based on how many points are in the character. If I start the game and notice one of the 3 can't do something I just restart until I get what I get what I wanted. The ability to show the player there making the choice to buy a slave or recruiting a prisoner to their group while being able to see what the person can do fulfils one of the most important churches in gaming : Making the player know it was their decision/fault not the game randomly dropping a AI core on your building destroying your golden rooms that you just spent 5 hours trying to mine the resources for.

   -having more classes open to other skills. It is some times to limited in what an individual can do. There should be a more acceptance of jobs and les restrictions.

   -Have more jobs! Having more jobs or cutting it down more so lets say cleaning has the list of allowing the player to have more control over what each person is doing in that job.

   -When talking to a slave ship you should be able to do something I learned in dwarf fortress, be able to ask for certain types of things/people who are good at a job. It will be more expensive to buy the person but it is all about how willing you are.

        -Allow all jobs to just be able to be learned but the person trying it out for first time will take a massive amount of time to understand, or they could be naturally gifted at the task and take no time at all.


Conclusion


   Having said this, I hope that I did not mess up any were. The main point that I am trying to make change is to give the player more control over what a colonist can do. The player needs that sense of being in control while playing to make them happy. Thank you for reading this mouth full, if I missed anything about this topic please comment.


I kind of just hate having to leave some mechanics behind in DF like the trade system and the way you could set up jobs and patrolling etc… Having less of stuff i.e. z-levels, makes me feel like this has some much more that could be added and fixed.
#13
General Discussion / How to use the command window
September 05, 2014, 09:15:41 PM
(I really did not know were to put this so I just used the General Discussion)

How do I accsess it?

How do I remove people and how do i remove items?

is there any other tricks i should know?
#14
General Discussion / Time, AI, To many items!!!!
September 01, 2014, 11:01:05 AM
So I have been playing for a great deal of time but there seem to be some big things that make me so agitated. For one the time, how I hate how little time you have in the day to do things. These must be the slowest human ever. I have been over run by the bodies of enemies, allies, and insane people. I will never get this cleaned up before the next assault. in what reasonable way is the amount of time to get stuff done remotely fair?

I also have a problem with the AI that stop by my base to sit around and slowly starve to death. Then if they come in contacted or just don't feel like leaving in time they all kill each other with no thought of who is in front of them and their target. My guys are caught in the crossfire and this should not be a thing. At least let me have a designated zone for these guys to go and sit in instead of the center of my base so they slowly go insane. 

And again the amount of people is just too damn high. How does the game expected me to defend alone with around 25 men against 3 times as mean coming at me? The only reason I have lived so long is because people keep walking into my attackers.

Ok, I am done blowing off steam. But this felt like some real issues that need to be fixed to make the game more enjoyable.  ???  ???


here are some snap shots of my game and why I am a little angered at the way the game plays.

http://imgur.com/6HTXhwP
http://imgur.com/iYlBS8w
http://imgur.com/gmm53ND


*also quick edit, my colonists went insane because I did not realise that one day old prisoners made people happy and I sold them... and then the bodies rot and my colony fell apart. now I need to start back from an older save and not sell the prisoners... god damn it why do they have these giant d-buffs I understand if someone dies they smell but really!?!*
#15
Bugs / Followers dropped on sand bag glitch
August 23, 2014, 07:20:30 AM
So I was fighting with some raiders and as you know they love to steal people. They ran up to my guys jumped over the sandbags and grabbed one of my downed characters. But since my men were about 2 feet away they gunned him down when he went back over the sand bag. Funny thing though, the person that was picked up was now gone. The enemy lay dead but after taking apart the mountain and sand bags the guy was gone. YET it showed the person as an active part of the group just crossed off because of being downed still. I was recoreding the moment with twitch.tv The link to the video is http://www.twitch.tv/m/620121. Go to time 3:50:32

Please some one tell me what happened...