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Topics - Klomster

#1
Ideas / My problem with skill decay.
July 23, 2018, 03:22:37 AM
I am gonna be frank (hi Frank!) i really don't like the skill decay.
I think it removes from my hard work to raise my colonists skills and makes some skills barely worth investing in.

But Tynan added it because he wanted it SOOOO.

I suggest lowering skill decay.
Even if i want it to be non existent, it's in for a reason. But for the moment shooting and even more importantly melee have hard times being kept fresh.
This together with no useful way of raising these skills without resorting to silly shenanigans (at least for melee, downing animals and cycling between healing them and beating them up IIRC is the best melee training)
Since there are no training dummies or fighting training actions you can perform, and i don't remember if you can set someone to shoot at a wall anymore to gain skill.
Even so there's even the horseshoes for shooting, NOTHING for melee.

So if i even bother with raising my melee scores (which i don't, it's a waste of effort) it all settles back to BEFORE where i started within a day or two....
Sure, this is only on very high levels but come on?
Why even have high melee skill levels? It's not like one can reach them or maintain them in game.

So i suggest removing skill decay.
That won't happen so i suggest lowering it. A lot.

Raising pawn skills is an important part of the game and the biggest sense of progress for me.
Since it is so rough to raise them. At least for some, my builder usually end up a construction god whether i want to or not.
Growing is the one that shines the most for me when i realise i can finally plant that healroot (xeregium, it should be in the description).

I'd even go so far to suggest that skill decay can never lower a full skill level. Apart from 20 to 19, since maintaining such a fantastical level should be hard so fair enough.
But one does not simply forget skills at the rate suggested by the game. But having it remove your progress to the next level is a working alternative if skill decay is to be in the game as is.
#2
Ideas / Rethinking armour.
May 09, 2018, 06:22:54 AM
Greetings fellow denizens of the rim.
I'm Klomster, you might have seen me in-game :D

Anyway, to the point.
I think armour in general in the game is REALLY shitty, like dang.
Sure i know it's not the numbers, but getting on power armour feels more like getting a buff of 2% than putting on impressive high tech power armour.

"There's a mod for that, don't make suggestions since modding solves everything."
I don't want a mod, as soon there is an update, most of the mods die and cannot be used anymore so there is no way to depend on them apart from having a function added to the main game.

I set up a scenario, where i wanted to play as a group of glitterworld marines who are here to "prepare" this rimworld for possible colonizing. Ie kill all the unwanteds.
So yeah, i get people with amazing combat stats, start off with everyone in power armour, the sergeant gets a devilstrand tuque because space opera. (Would have gotten a cigar if i could.)

And start off, i fight enemies, build a colony, i fight some more...
Soon i realize that my badass glitterworld marines are getting their ass handed to them by losers with shivs.
Someone downs a power armoured guy with a shoddy bow.
The limit was when my doctor was mucking about, WHAM, a cobra bites off his leg.
THE ENTIRE LEG? In power armour?

What is this stuff made from? papier maché?

So my point is, all the armour in game feels really useless. The only thing that matters is to have good positions, never be surrounded and preferably not fight at all. The combat skills are not nearly as important as ganking enemies and putting up turrets.
I mean sure, if a dude gets surrounded, he's gonna go down, sure.
But a system wide master melee fighter should be able to take down 2 enemies in close combat without getting his arm chopped off with a marble club.
Especially if said person is wearing power armour.

The sad truth is that when i play the game, i never craft any armour. And this hurts my soul a little since i love armour.
It's one of my favorite things to nerd about, the curves, the articulation, all that good stuff!
But in the game, sure, if an enemy drops some i'll use it.
I won't craft it, total waste of resources.
Either i can build a MASSIVE bunker with the steel for a single armour vest, or i can make like several auto-turrets which are a way better investment (unintended pun) than armour.

The armour vest is basically pointless, the power armour helps a little, but it's not what i'd call power armour to begin with.
It's more like a massively thick fur coat with air conditioning, seeing it's better at heat regulation than being armour.
It's certainly not worth the cost and resources it takes to get it.

When i think power armour, i think something impressive, sleek articulated plate armour with in-built strength enhancers and piston arrangements which hinders the wearer in no way, while fending off small arms fire like it was nothing.
That's not what it is in rimworld.

My suggestion, is to improve the soak of all armour, and/or make it cheaper.
The fact i can make 3 bedrooms with the amount of metal i need for an armour is ludicrous. Rename the current power armour "advanced armour" or something, it's a cooler armour with better protection than armour vest.
And add a power armour, non-craftable. It should add hit points to the locations it covers, improve strength, vision and perhaps even speed. Loads of soak, loads of item hit points as well with the ability to repair it. (Of course costing plasteel and/or lots of steel and components.)
Make them exceedingly rare and expensive, the kind of price that makes you reel back a bit.

If a space pirate comes drop podding down in one of these, you should feel "OH SHIT!" not like it is now, a measly "Oh, power armour enemy, i'll send in my shiv dude... staeb... done."
It should also cost a lot of raid points, so the raids gets smaller if just a single one of these pop in.
And if you have one, the raiders will want them. So a high wealth is natural for them.

For as it is now, i never bother with crafting any armour.
It's far to expensive, and the payout could as well be nil as far as i see.

The armour vest should give good protection, but break really fast.
The advanced armour should be slightly better, with the main feature being item hit points.
While the power armour should make the colonist into a frikkin juggernaut.

"But it's not balanced."
Rimworld is not balanced, it's for making stories.
And if i want to play the story of glitterworld space marines out to purge a planet for future colonization, i don't expect the story of how the space marines get stabbed to death with sharp sticks and getting their legs torn off by odd snakes.

As it is now power armour is not special, it's the only armour worth bothering with and barely even that.
#3
Ideas / General suggestions in no order.
March 09, 2017, 07:41:11 AM
Greetings all Rimworlders and Tynan.
I will now write a few things i feel are off, completely stupid or otherwise i think should be fixed.
Many are minor things, some are bigger.

And no, i won't just "get a mod" for them. The difference between good, great and legendary games are in the details. If one keeps being bugged by things the experience is lessened.
And this is especially true with mods. Getting 1000 error messages for utter nonsense is annoying.

Utterly random build quality.
I find it odd, that what is supposed to be 'Normal', is probably the rarest quality. Depending on the amount of 10+ constructors i have, i generally tend to have loads of good and masterwork things. And of course the odd awful.
But where is the normal things? They are supposed to be normal after all.
I get that a colonist with 0-3 will not make good things or above often. But level 4 is amateur, level 6 is practitioner.
But in my experience, any score below 8 is near pointless if you want any sort of quality in your furniture. Awful and shoddy being the norm.
While lvl 10 dudes supposedly 'Expert's usually make a good example usually, but often make about as many awful and shoddy things as they make masterwork.

I don't have any numbers i'd like to suggest. But normalize the qualities a bit.
lvl 6 is supposed to be an alright builder, it's the level i'd expect several real life workplaces to hold for their employees. So why are they so crap?

Someone calls from nearby.
Ok sure, someone needs help.
"The tinny speaker." Hold on, what tinny speaker? My tribe/spacer colony doesn't have a comms system? What speaker?
I saw it as someone shouting really loud in the distance, even bigger maps are not overly long considering how far sound can travel.

A comfy armchair.
I'll make it from cloth!
Only cloth?......... No frame?... No? Ok.

Badass CQB warriors.
Ok, my Strong melee master with a longsword is gonna fight the space pirate badass! So tense! They get closer, brandish their swords.... and STRIKE!!
Left pinkie toe, neck, right arm, left knee, torso, right hand, sternum.

How the frakk does these guys fight?
(Although i heard there might be a melee overhaul coming soon, this thing always bugged me though being someone who does weapon based martial arts IRL.)

The big one. Medecine.
I know, get the mod, "I'm just a crybaby who wants it easy" yadda yadda. I've seen it all.
But, i see that there should be the 4 levels of medecine available.
No medecine, Herbal, Proper medecine, Glitterworld nanotech bullshittery.
I think none and herbal are great. You need a good grower to get herbal, that person becomes an important member of the colony which you want to protect.
Perfect.
And it makes sense i can't make Glitterworld medecine, it's made in glitterworld factories, i get that my silly colony can't make those.

But regular medecine? I can make all sorts of drugs? My lvl 0 doctors can install bionic implants while another guy is making power armour in the next room?
Why on earth (or the rimworld) can't i produce neutramine?

"It would make the game too easy."
Would it? I say no. Since i never said neutramine would be easy to get. But logically, if my colony can make advanced combat drugs, it should be able to make a chemical ingredient to make that combat drug from.
I saw a great idea once which suggested to make neutramine from boomalopes. Then the background that they were made to produce chemicals works great! Since now they are just exploding animals. More akin to terror weapons than something you get resources from.

I also saw Tynan write this on the subject once.
"I want trade to be important later on in the game."
I understand this, i fully do.
But which stupid idiot doesn't use trade?
Trade is AWESOME!
It's the only way you can be sure to get resources. The minerals on the map is limited, components become a nightmare after a while and that is with a components assembler (as a further note, i think components are bit expensive).
Trade is a MUST to be able to keep growing and to have all the machinery in working order. Since components run out and steel becomes scarce.
And what better way to get hold of those bionics you wanted, oh wait. They are already trade only.

To put in neutramine as a resource that magically only exist at traders, it doesn't make sense to me.
So make neutramine craftable. It shouldn't be easy, perhaps requiring several skills at perhaps 10 or something. A poor exchange rate for resource put in to amount of neutramine (i dunno, 10 smokeleaf+10 herbal medecines=1 neutramine? Just throwing ideas around.)
Or have it a special medical operation only possible on boomalopes, possibly killing them (and thus exploding) or the operation having a chance at killing the boomalope.
I don't know, something like that, put some excitement into getting medicine.

For as it is now.
All the drugs and medecine crafting things are seen as "Noob traps" to me, waste of time.
And it's really sad that i feel like that about what? A third of the research tree?

And i'm not saying i want craftable Glitterworld medecine.
Glitterworlds can make factories the size of continents if they like. A single neutramine to glitterworld neutramine condenser could possibly be the size of an entire hex on the planet map. Made with thousands of steel, gold, plasteel and silver.
And that's just for a single drop, in which you need like a litre to make a glitterworld medecine pack. They don't care, they are rich as shit. A medecine with a +60% effectiveness compared to regular medicine? Made with aforementioned facilities? Sure, that's kinda cheap.

It's just a major pet peeve with the medicine.

The SUN lamp.
It used to be more reasonable, but now you basically need the entire power of the sun to run one of these crazy lamps.
The what now? UW lamps aren't that power intensive, why are they in rimworld?
To balance them?
Make the light area smaller, or just don't balance them at all.
You can't make indoor farms as simple, IE, huge as outdoor farms. It takes too much resources, even with less power hungry sun lamps.
And come the solar flare. Poof! No more crops.
All gone.
As a further note here, i think plants in an unpowered hydro bay should die a bit slower. Sure, they will die, and it is bad.
But it's still soil and water and stuff in those basins. It's not like you hook up the plants to the power lines themselves to grow them. (And if that is the case, HOLY SHIT! My tribespeople can do ENERGY TO MATTER CONVERSION! But can't figure out how to make medicine ingredients? Metal!)

Autocannon.
This isn't a fault, more like a wish.
There are no games with a nice, slow firing thumping dead killy autocannon! I want one so bad :,(
High set up time? No worries. Kinda bad accuracy? Fine.
I just find slow firing autocannons badass, and i want one.
I tried to mod it in, but the versions changed so it stopped working :/

Tech level.
Why can't the tech level raise? If i am a tribe, i'd like to get to the medieval tech era with some work, and then work my way up to become a colony, and then perhaps one day go spacer?
If i want a hard research penalty, i'd just put it into the scenario i play.

Xeregium and Megatherium.
Sure, i get why you changed the name of Xeregium, it took many plays before i curiously read the description of Xeregium to find out its growable medicine! It was such a fun experience!

And seeing the glorious Megatherium stride over the plains, into your living room and sleeping on the floor.

I do get why the names were changed, not everyone will get what Xeregium or a Megatherium is.
But the old names aren't even in the description. I say it's a bit of lost lore right there.
I suggest putting them back in. In the description of course.

Healroot is a lot easier to figure out what it does than Xeregium.
And while a Megatherium sounds cool, most will relate better to a Megasloth.

Welcome to a beautiful sunny day, oh wait, it's another eclipse.
I don't know if it's supposed to happen at least once every ten days, but that's how often it feels like it's happening.
They feel as common as bloody rain.
Perhaps it's just Randy being a troll, perhaps they are unusually common.
Just reevaluate them.

So many tribalwears.
Would the disassembly of old clothes and gear be hard to implement?
Since it doesn't make much sense that a trade vessel feels right at home with buying 50 tribalwears with blood on them. The "curiosity" value doesn't even make sense either since i get barely a dime for them.
I'd rather build a sort of recycling station, get someone working on them and salvage the materials.
Since burning them seems like such a waste.
I'm not saying you'd get much from them. Perhaps a 1/10th of the material? Dunno, more? Less?
It would make the colony more sustainable, while taking away some of the bullshit trade and thus making trade focus on the things you want, rather than being a waste removal service.

Growing bushes.
I just found it odd that i can magically summon rice plants, but can't grow raspberries which i could technically just go and get some seeds from over there.
But perhaps you want the drop down menus to be streamlined, that is fine.

How complex is two step dropdown menus? First choose, trees>Cecropia. Or Misc>Healroot.
One could have. Decoration, Food, Misc, Trees. Perhaps bushes.

Some praise.
The custom scenario editor is AWESOME!
Carefully crafting my scenario, or just pressing random and have a go.
Did you know that having about 40 hoppers randomly placed makes your colony almost unplayable? I do! Fun times :D

The trading feels important and the prices are generally logical.
Often i sit and try to figure out what to get and how to fund it. If i should start an industry so i can earn money to buy that bionic or that nice tv i always wanted.
The feature with calling a caravan is a great one, then i can try to evaluate if i will earn enough from calling them to make the payment worth the cost.

The new globe world map.
While everything can always be improved, this is an impressive step in the right direction.

Generally great game overall!
#4
I decided (after a very long time of sitting on my bum) to actually create the backstory in game content i bought for the game.

But as i logged in following the steam login info the system claims that i don't have a creative reward available.
I checked my email and sure thing, 2015-07-30 i bought the backstory in game, the first section of the mail said this.
"Thanks for purchasing RimWorld - Backstory in Game. Your payment has now cleared. Here's your personal download link:"

Yes, i've been sitting doing nothing about this for over a year.

Regardless, i'd like to actually create the content i paid for so i'd like for this problem to be resolved. And just as a note, i'm not angry or anything, just want to add what i paid for.

I love the steam release, lots of new cool animals. And many other things i haven't encountered yet.
Hope this is fixed quickly and easily!