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Messages - ShootyFace

#1
I think rexx1888 has summed up the state of 10b pretty well. For me, at least, the game used to be about keeping ahead of the 'raid curve', or at least abreast of it in terms of defense and production, and the pace and feeling of urgency was about perfect.

Now, while staying on top of things is still necessary, the slower pace makes the empty bits far more noticeable. More filler that doesn't necessarily take your colonists off schedule or keep them from work would go a long way. Maybe something like having friendly factions request goods to give the player something to work toward. Refusing a request would maybe result in a tiny reputation loss, but failing would result in a larger hit. Things like, "We were overrun by a heard of crazed muffalo. We could really use 3 great bows," then give the player a week or two game time to complete it.

More random events, even ones that don't necessarily effect gameplay, would also go a long way to keep the player invested while things plod along. The alphabeaver event is a good example, you can totally ignore it, but probably should deal with it at some point. I really do like the new additions, but feel they have significantly changed the game enough that perhaps other things need to be tweaked or added to keep the player occupied.
#2
More! Haha, seriously, though.
#3
General Discussion / Re: RimWorld change log
March 05, 2015, 04:34:28 PM
Why not make it so in order for trees to grow, they need to be 'maintained' as they grow by a colonist? Would keep people from growing huge tree farms, I would think.
#4
I'm excited for everything, but I honestly can't wait for the tales system and engraving, as much to see the story of my colony told as well as to see what other people's crafters and colonies dish out. Hoping we get it this week, dieing to try this alpha out more than any other, really.
#5
Back in alpha 6 or 7, when there was no 'cure' for a colonist whose leg had been lost, I would select a bedroom and turn the bed into a medical bed, and send them there. Then I'd switch the bed back to colonist use, which would eject the one-legged colonist onto the floor. To die. Alone. Helpless. Where nobody had to see or hear it go down.

And I had to do it often. I'm sure there's a special place in hell for me.  :P
#6
General Discussion / Re: I read in update logs...
February 02, 2015, 08:01:12 PM
Honestly, I think 9 is going to be pretty damn great. Possibly the best yet, you add drugs and alcohol to your stories and things can do nothing but get interesting. And the game will even let your colonists create art to memorialize that time Razor got drunk and puked on a muffalo. That should look great carved into the stock of an R4.
#7
General Discussion / Re: RimWorld change log
February 02, 2015, 07:55:55 PM
Quote from: chase_u_97 on February 02, 2015, 07:05:52 PM
RimWorld change log now with adjustments

I'm getting that feeling, too. It's warm. It's fuzzy.
#8
I had a group of raiders land and decide to besiege my base. They ran around a mountain and decided to set up in a roofed cyrptosleep casket building. I set a couple colonists to mortar them, and the first shell popped one of the caskets, and to my surprise they all opened. Huge firefight broke out and the raiders broke. Ended up picking off the stragglers manually, was hilarious and a lot of fun to watch.
#9
General Discussion / Re: Personal shields?
December 31, 2014, 12:23:45 PM
If EMP grenades pop them, that would give us a good reason to use the things. They are basically vendor trash at this point, or are for me.
#10
General Discussion / Re: Personal shields?
December 30, 2014, 07:08:02 PM
Way to pee on the parade, Haplo. :/ Didn't even consider the fact raiders would have them, too.
#11
General Discussion / Re: Personal shields?
December 30, 2014, 12:11:59 PM
Oh man, finally! I have managed to find use for melee, but this will make brawlers a lot more attractive. This is *almost* as good as a personal cloaking device (modders!).
#12
General Discussion / Re: Tough game...
December 30, 2014, 12:01:02 PM
Thanks Kinakin, I understand that much, but having played enough Cassandra Classic by now, the hostility ramp seems to go something like: pissed off squirrel, half naked raider, 3-5 man death squad, and just gets nastier and nastier. The fact that everything Ty has added and tweaked has made the game tougher is a huge plus for me, but I've also had a lot of time with the game. I feel new players are gonna have a bad time on anything higher than Rough.
#13
Tons of good points here, good thread. Agree on most.

I am not a fan of how fire is handled in the respect that if the center portion of a geothermal generator or solar panel catches fire, it's just done for. Sure, you can deconstruct, but I feel like with the lack of research options, why not give us one for some sort of fire extinguisher that had a two or three tile reach? Same goes for a research table against a wall, my colonists should be able to put out the side against the wall without having to deconstruct something to do so.

I'm also waiting with baited breath for visitors to have a purpose. When they were first introduced, I absolutely LOVED the idea, but it just feels empty now. I mean, it's fun to watch fights break out between visitors and raiders/mechs, but having the ability to interact on some level with them, perhaps have them bring one or two items for trade, anything would be better that what's there now, which is pretty shallow.

For a game that relies on tactics, I hate having to micro my entire colony every raid. I would love to be able to designate defense positions and also create squads so I can bring my A-team to the fight and not have my brawler/doctor end up getting slaughtered. In the same vein, having an alarm you could sound during a raid that would send colonists to a 'safe' zone you designate would be a huge thing, in my mind.

Otherwise, I'd say I have to echo the need to make the world feel more alien. As of now, it just doesn't feel alien at all, really. Mechanoids were a good step in that direction, but elk? Cobras? Boars? I feel the 'earthiness' takes away from the game. Alien things don't necessarily have to have alien qualities like acid blood or lazer teeth or anything, but a bit of creativity in the realm of the flora and fauna of RimWorld would go a loooong way.

Even with those few quibbles, RimWorld kicks so much ass it's ridiculous.
#14
General Discussion / Re: Tough game...
December 30, 2014, 11:33:21 AM
I feel like it's gotten tougher all around. I've always played the Challenge difficulty, and was pretty good at getting a productive colony up and running, then alpha 8 came out and I've had more full on wipes than I have in any previous alpha. And I'm not even mad, getting a colony to thrive now feels like more of an accomplishment, and the game is starting to feel like it has enough moving parts to make planning and prioritization extremely important while not requiring a ton of micromanagement. In other words, you pay much more dearly for a mistake now, and a lot of that has to do with the new temperature and medical systems, as well as whatever tweaks I imagine Ty made on the overall difficulty curve.
#15
I'd love to know, too. If you look at the changelog Ty has added a function that allows you to see the beauty by area of your colony and surroundings.