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Messages - Numar

#1
After some more consideration and reading the comments here, I would argue for leaving the current price as it is, 30 USD.

- Is there a need to increase the price besides your promise?
- 30 USD are imho the maximum price for such a game, no matter the game time.
- Are sales still going up? Is there still a big enough market for increasing the price or did most of the people already bought their copy?
- Will customers who already bought their copy care about what others will pay in the future? Personally, I don't.

I would rather argue for some ingame gimmick to all pre-release customers instead of a price increase.
#2
I share the worry about graphics/looks and a higher price.

While Rimworld is without a doubt worth a lot, I wouldn't increase the price too much. Imho many people will look at the screenshots and turn away if the price is too high.

Regarding to numbers, I think an increase to 35 USD should still be fine, but not more than 40 USD.
#3
Quote from: Tynan on July 17, 2018, 03:30:55 AMRemove friendly chat prisoner interaction mode since it's purposeless and confusing.
Well, I used it on prisoners I didn't want to recruit but I wanted to sell to level social and to light up the mood of the prisoners. Sad to see it gone.
#4
And another approach for destroying and repairing:
Maybe heavy structures shouldn't be fully destroyable by bullets, but only by grenades and rockets or similiar. Let's say you can grind down heavy structures by bullets down to ~5% of their health and then they cease their function until repaired (that may already be the case with higher %). To fully destroy them, you need explosive stuff.
#5
I haven't really played 1.0 yet (I simply can't without my favorite pawns from EDB Prepare Carefully *looking angrily at Tynan for not having included that functionality as vanilla*), but my problem with raids so far was that they simply appear out of nowhere and either you're prepared for them or not. If they have arrived you almost don't have time to prepare anything most of the times, sieges being the exception. That really feels like an rng element to me, if you survive or not.

In the beginning of a game surprise raids totally make sense (colony not really established yet, raids quite weak etc.), but later on I'd like to have some kind of warning in advance.

A simple approach my be to get a warning letter one day before they arrive. Maybe even from which direction they'll come (a huge factor imho).

For a more complex approach with game systems, these can include building of watch towers, either on your colony map or on the world map. Those watch tower will warn you from incoming raids, so you can prepare better for mid- and late-game raids.
#6
Quote from: Boston on August 01, 2016, 12:27:54 PM
Contrary to what you see in-game, most predators are actually really stealthy, up to and including large grizzly bears. They are more than capable of sneaking up on and ambushing the hell out of a human.

Instead of viewing the attack from our nearly-omniscient POV, view it from the POV of the colonist: you are walking through the woods, when all of a sudden you get bumrushed by a predator.

This is why I kill most predators near my colony as a matter of course, and stockpile dead raider corpses far away in order to keep them away.

Solid point, yes. But we have to look at it from a gameplay point of view. Since I installed a mod which adds more animals to the game, the problem became very frustrating. Of course, the mod added more predators too and it became very frequent that my colonists and pets got eaten, even inside my base. That's because until recently, I didn't walled my colony completely, to lure raiders in through my death area. Sadly, predators can enter the same way without being shot at by the turrets.

The process is always the same: I get the message (XY is being attacked by CV), zoom there and I can only watch my colonist die. Zero chance to react with bigger predators and that's exactly what I criticize the most. If the message would appear then the predators decide to hunt down one of my colonist, I could at least react and try to save my colonist, that would be totally fine!

Another annoyance to this topic is that if you don't completely wall your colony, you can't keep it free from wild animals. Not only your colonists are being eaten, but your crops by critters too. This can be solved by letting turrets have the option to shoot any wild animal or simply shoot anything within a certain area (which colonists shouldn't enter too ;o ).

For these reasons I suggest following vanilla changes:

- Colonists will try to keep to keep a certain distance to wild predators. When predators go into hunting mode, the chance for colonists to notice the predators will reduce drastically (a little stealth mechanic). This way, the predators can still close in.
- Warning if a predator starts to hunt a colonist, not when they're already in a melee fight (current).

- Additional setups for turrets:
-- Shoot every wild animal to keep your base wild animal free (more convenient option).
-- Shoot everything in a certain area. Can be setup with an area or a trigger device, but really shoots everything there (more realistic option).
#7
Ideas / Expanding world map related features
July 20, 2017, 11:32:12 AM
Explanation: I started working on this draft right after A17 released. As it seems like I won't finish it (play time is more important!) in the near future and I don't want to waste it, I'll just post the current uncompleted draft here. Some things may not make sense without further explanations, but feel free to use whatever idea you like presented here. :)

QoL suggestions

- More direct control, right click interactions
- Launch pods: option to automatically rebuild launch pods after start on/off
- Why the artificial time limit on encounter maps after killing all the enemies? Often there are so many ressources worth to harvest, but not enough time.

Events with world map locations

- Find and destroy the machine that causes the psychic waves. Ideas may be an ancient building (war installation),  a crashed spaceship etc.
- Prevent an upcoming toxic fallout. A faction will contact and informs you that an old factory gone haywire. You have X days to go to that factory and prevent it. Repair it? Dismantle it?

Fictional Updates roadmap

[A18] Diplomacy update
- Get in touch with the various factions even more.

[A19] Fury Road update
- The roads become more lively and now you can even see it!
- Caravan and raid groups become visible on the world map. You can prepare for an upcoming raid (even go towards it and fight them sooner, for whatever reason!) or visit caravans to either trade with them (when their travel aim is elsewhere) or raid them.
- You can now try to avoid raid groups when travelling.
- Send your colonists on exploring/scouting the vicinity missions and find valuables or if you more unlucky, dangers on the way! (group will be visible on the world map and searching a certain area you chose, with random encounters.)

[A20] Industry update
- High tech items becomes more accessible!
- Some modern factions found ancient factories and successfully reactivated them. They will produce them for you, even deliver them to you for more money. But there's a chance that they will get raided. If you're not on time to help them, the raiders might be successful and escape with the items. How far are you willing to go to get your delivery?
- Great way to introduce additional high tech items that are not supposed to be craftable by the player in future patches.
#8
Ideas / Re: QoL suggestions and some random ones
June 27, 2017, 07:54:20 PM
Quote from: falconne on June 27, 2017, 05:08:42 PM
Quote from: Numar on June 26, 2017, 06:39:33 PM
As it's sadly still not possible to copy&paste bills between workstations, another approach may be the ability to link two or more workstations of the same type. When linked, they will act as one, so create one bill for all linked work stations.

For now I have a mod that does that: https://ludeon.com/forums/index.php?topic=33083.0

Oh god, my dreams come true. Thank you so much for your work. Let's see if I can replace Enhanced Crafting with your mod in my current game.
#9
Ideas / Re: QoL suggestions and some random ones
June 26, 2017, 06:39:33 PM
Another QoL:

As it's sadly still not possible to copy&paste bills between workstations, another approach may be the ability to link two or more workstations of the same type. When linked, they will act as one, so create one bill for all linked work stations.
#10
Ideas / Re: Finding psychic wave machines
May 31, 2017, 06:13:15 PM
Certainly an interesting idea for future map event updates. I'm currently preparing a suggestion thread for world map related features and events will be a part of it. Finding the cause for psychic waves will be included, great idea, thanks! Didn't really think of already existing events.
#11
Ideas / Re: QoL suggestions and some random ones
May 29, 2017, 06:34:07 PM
More:

  • Within bills: possibility to set up from which stockpile(s) ingredients can be used [all | only specific stockpiles]
    Usage example: separate stockpiles for cocking ingredients, one for actually cocking and one for trading (factions love berries)
  • Work tab: possibility to drag tasks left <-> right. Faster to set up than manual priorities, easier to reset
  • Work tab: reset button which resets task priorities for pawns to default/how it was in the beginning
#12
Ideas / Re: QoL suggestions and some random ones
May 23, 2017, 04:16:13 PM
Few things I forgot:

Shelves and racks - I don't really like the idea of all your stuff laying on the floor, especially when it becomes a large area. One idea would be to separate stockpiles into "storage area" and "dumping area". The dumping area are stockpiles as they are currently. Storage areas would do nothing by themselves, but you can build shelves/racks in them which then will be used as storage*, several stacks on top of each other (...I may be dreaming here :P ). To balance things out, stuff in dumping areas should have negative beauty and stuff in shelves minor positive beauty.
*Why not only shelves, without stockpiles? Stockpiles would still decide what to store, setting up several shelves and configure each of them would be a hassle, as it is with the currect equipment racks. And you can visually hide stockpiles.

Priority marker - Need a specific task to be done asap? Mark it with priority! Be it steel to haul because right now, you really need some steel or you need that turret build up now to greet the upcoming raid accordingly. No need for sleep, dear colonists (althouhg I don't care if someone gets to sleep and another one is taking over instantly). Can be used for every task (mark that iron to get it hauled asap, mark that construction site to build it asap etc.), but use it with caution and care. You really need some more direct influence from time to time, especially when there's danger incoming.
#13
Ideas / Re: Your Cheapest Ideas
May 20, 2017, 08:44:22 AM
Laying out indoor zones faster:
- Clicking in a room with left mouse button while holding down CMD will fill the room with the chosen zone.
#14
Ideas / Re: Suggestion for much needed feature
May 20, 2017, 08:41:11 AM
Quote from: mumblemumble on May 20, 2017, 01:17:40 AM
does that actually work? I thought pawns didn't clean a room unless the home area was over it, or if they were maybe locked there with literally nothing to do...

....Seems a clean / firefight seperation would fix this better, and honestly, shouldn't be hard to code I'd think, as you just take the home zone, and split it into 2 new functions, which are also combined under "home zone".
I think he's laying the cleanme zone on top of the home zone, restricting the cleaner pawns to a limited area within the home zone. Simply creating a cleanme zone doesn't achieve anything.

But yeah, some additional controls for cleaning would be nice. A dedicated cleaning zone tool would be nice. As a standard behaviour, as long as you didn't lay out a cleaning zone, the home zone will be used for cleaning reference (just like now). When you start to lay out a cleaning zone, only the cleaning zone will be cleaned.

Oh, thinking of it, another way to lay out these zones would be nice to have, like a "fill in" tool. With it, just click in a room and the whole room will be zoned.
#15
There seems to be a bug in the calculation when the food will rot during a caravan. I get a fixed number of "rot within 1.1 days", no matter which food and how much. I'm using some QoL mods though, so I can't say for certain that it's not mod-related.