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Messages - corestandeven

#1
General Discussion / Re: Tactic Double Wrapped Walls
October 06, 2018, 10:48:56 AM
Doubling up on walls helps with keeping the heat in too. Playing tundra map right now and was struggling to keep my base warm even though I had severa. heaters, a geothermal power plant, and airlocks when going outside. Doubled up on the wall around the base and now i can keep 21 degrees c in most rooms. And it protects as you say during raids.
#2
Ive put 300 hours into the game, which i personally think is a lot. I have some gripes with the game (mainly that it is too slow paced and has features designed to drag out the game rather than enhance it), but i wouldnt have played for 300 hours if i thought the game was unplayable. So i cannot see how someone can say they have spent 3000 hours (125 days) on the game and hold this very negative view of it.

I also play with a what i see are a large number of mods. But I fail to see how mod compatibility when Ludeon updates and patches their game is their fault or, to be frank, even their problem. Yes, i find it annoying when a patch is released and one or more mods don't work for a few days, but that is the case with any game. Technically you could say it is the fault/problem of mod authors for not updating fast enough after an update, but given they create mods for free and you are paying them nothing for their hard work i think having such a opinion would be rather ungrateful. Also how are modders (or the developers for that matter) meant to cater for the 1000's of possible combinations of mods that players might have? No two players will have the same configuration of mods as we all have personal preferences. For example I do not like mods that add alien species, but some do. How they meant to know what mods to focus their attention on? Again, makes no sense.

I equally do not understand how the mod system is 'disgusting'. Yes the reordering of mods can sometimes be tricky but the interface is easy. Try modding Jagged Alliance 2 and then come back and say this game has a bad mod system...

Finally, i know of no game where the developer works directly with modders concerning the update/patching of their core game, and makes sure any update/patch will work with all the mods available. For example, because of mods i do not play unmodded Rome 2 Total War anymore, because i like the mechanics of the mod over the original. When Creative Assembly update/patch their game why should they spend their time, money and resources working with the mod authors to make sure it works? Similarly why should Ludeon developers have to consult the authors of mods because of a single customer, who has already got well over their money's worth by apparently sinking 125 days into it but still slates the game as 'unplayable'.

Unless the original poster wants to say what about the core game is 'unplayable' and what mods make the game playable i see no value to this thread and it probably should be closed.
#3
As with others I took a long while to decide whether to buy Rimworld, and a big factor that prevented me buying so long was the current price. I bet many have been stung by other cheaper indie games that were awful or abandoned by the devs, so i would say Rimworld is 'seen' as a big gamble. £23 for a indie game that is early access seems steep.

My gamble paid off as i love the game, and I recommend friends who are interested in indie games that this is worthwhile, but they see the graphics and early access label and they are turned away, especially when you can get games made by well known established companies on sale for under £10.

My advice is that the game go no higher than £25 when on full release (v1.0). I'd then advise future development be funded by DLC. However, please do not follow the Paradox model. I'd rather pay for one good DLC release that adds lots of content, than small crappy DLC releases that are clearly money making gimics.   
#4
I'm not a fan of the negative 'ate without a table' buff either, as seems out of place when facing other horrors and negative events. Equally a negative buff seems odd when pawns sometimes choose themselves to eat away from a table, not the player. I would get it if the player forced a pawn not to eat at a table. A positive 'ate with table' seems out of place as well, as once you have built a table it seems quite gamey to have almost constant positive buff.

I would have the -3 effect until the moment a table has been built and a pawn first eats at the table, which for most players will not be that long into the game. At that point those pawns get a +3 effect for having first eaten at a table, but then that positive mood effect is a one-off and disappears after 24 hours. Then those pawns do not get either the 'ate without a table' or 'ate with table' buffs, unless players deliberately disassemble or sell all the tables in a colony. Makes it a little more complicated yes, but avoids the annoying -3  'ate without a table' when pawns choose to eat away from the home zone which players cannot really influence.
#5
Quote from: Injured Muffalo on June 18, 2018, 09:03:31 PM
I thought you couldn't sell deadman's clothes anymore.
Thanks for the update. I've not installed the unstable 1.0 version and was unaware that had changed.

However what can players do with all the deadmans clothes now beside wearing them (if good enough quality) or burning them?
#6
Given that Tynan has said that he wants no suggestions on the announcement thread (https://ludeon.com/forums/index.php?topic=41766.0), and instead asked they be in the suggestion thread, I thought it may be a good to set up a small/quick change/fix request thread. My idea is that this thread should be things that the devs should be able to remedy easily before 1.0 is live, so not things like vehicles, a factions overhaul, new concepts, new furniture that needs to be drawn, new raider A.I, etc

My three, which I have mentioned before on other threads, are as follows:

1) Sell all deadman's apparel button - I would love a simple button on the trade screen where a player can click, once, and all the deadman's apparel that is sellable moves to the 'sell' side of the slider. This would save having to go through and click each one to sell, which is slow and boring when you have collected several raids worth of useless clothes.

2) Deadman's apparel debuff removed after some time - For armour at least. If a pawn decides to wear an armoured vest by him/herself, it always seemed odd to me they would have the negative buff for it coming from a corpse. I get it if i force them, but they chose to wear it. That said I think after a while, when that vest has saved your life several times, people would't care it was from a deadman. 6 months before the debuff is removed seems reasonable to me.

3) Longer time after successful base attack - As I have mentioned in other posts the time players have to reform their caravan after a successful mission is weird and makes little sense. You attack and destroy an small outpost, or get ambushed, and you get more time to heal your pawns, collect resources, and reform the caravan than the 24 hours you get for destroying a much tougher base.   
#7
Many thanks for the link, but it isnt quite what I'm after. I'm after something simple. For example, if you want to sell the max amount of something you just press the 'M' button associated with that item. But you cant do that with clothes as they are all individually listed due to damage, material, item type. It would be ideal if there was one single button on the trade screen to sell all dead man's apparel (assuming the trader in question of course wants clothes and has enough silver).
#8
When you have lots of raids and collect lots of clothes you cannot wear because of the dead man's apparel negative effect, the only useful thing to do with the stuff is sell it when traders/trade ships come, even if it is for little silver. However it takes ages to go through the entire list.

Unless someone has done it already can some clever modder add a 'sell all dead man's apparel' button to the trade screen, so you can just click once and move all dead man's apparel to sell that you have in one go. 
#9
The artwork certainly is very similar to Rimworld, but after looking at the trailers and reading some early steam reviews it seems quite different on many things but the visual style. However, even if it were similar I wouldn't mind. Why? This statement will undoubtedly ruffle feathers but I think developer interest in Rimworld is dying.  If it is were to be similar to Rimworld then all the better, Kerplerth at least has fresh new life in it and dev activity/interest.

Why do I think dev interest Rimworld is dying? New mod content of course is continuing (and thank god it is), but I've been noticing less and less dev interest in the game for many months now. Even before the last announcement back in January that the game would be made 1.0 the developer (and player) activity on this forum has been waning. The devs hardly announce anything on the forums or want to discuss new ideas. Equally the changes/added content from version A17 to B18 were hardly ground breaking, and I think I read somewhere that the move to final version 1.0 would also not add content.   

Tynan and the other devs may well be busy providing updates on reditt and twitter as they have done before, I don't know, but on the game's dedicated forum it is like a ghost town.  If I were buying Rimworld today as a new customer I'd be pretty disheartened joining the game's dedicated forum and seeing how little is going on. I certainly expect interest to drop after version 1.0 has been out a while, but not before.

I don't necessarily blame the devs for having a lack of interest. This game has been in development for over 4 years and they probably do want to move on and do new things, which I understand. However for me as a player this saddens me, as they have a really great base game and so much more they can add. If a similar looking game like Kerplerth has recently come out, and has attracted quite a lot of new players in the process, then it does seem to indicate players are still interested in this format of game. The devs you think would capitalize on this interest in order to drum up more sales and promote the game, but instead just seem happy being silent and letting the modders carry their game forward, again suggesting to me they have a lack of interest. Shame, as this was honestly one the best games I've played in years and I'm sad to see it fizzle out.

Keplerth may be similar, and it may unashamedly borrow some art, content and (maybe) even ideas, but at £8 I'm happy to try this given that the interest in Rimworld is drying up.
#10
General Discussion / Re: Interacting with the World
April 08, 2018, 12:33:09 PM
Whilst caravans, travelling round the world and external missions were a great addition to the game I agree they still needs work. Often they end up being a highly frustrating experience. Some examples:

- Loading a caravan - Takes ages and if you make a mistake there is no way to amend, unless you reload a save you might have just before. The player should be able to tweak the load-out as it is being gathered up, as well as cancel the caravan if you change your mind.

- Mood - When enemies attack they have no joy, comfort or beauty meter to fufil. This makes sense as they are there to attack your base, not play hoop stones. Yet for the player these are still requirements to meet, and after you have fought your hard battle I often get crippling mental breaks. For example I just attacked a base (not an outpost), have 4 pawns i need to heal after the battle, but I now have 2 pawns (one of which is the medic) in a mental daze due to 'ugly environment' and the other berserking as he 'saw a corpse' (i.e. the ones we just created and the reason for being there). Mood and mental breaks whilst travelling and during attacks really need reworking. Maybe one idea is to remove the mood requirements when travelling, with this meters only returning a few hours after a successful raid/attack (i.e. when the adrenaline goes)?

- Length of time in maps - The times you have to stay after a successful mission all need looking at. Having 24 hours to gather your stuff after attacking a pirate base, the most fortified places in the game, makes zero sense. How can the player heal pawns, avoid mental breaks, and search the map for goodies in 24 hours? Yet attacking a smaller and weaker outpost has more time allocated. Makes no sense. The easy remedy is for the devs just to increase the times - 3/4 days is probably enough.     

- Rapidly shifting journey times - Very inconsistent and punishing at the moment. I had a case recently where there was a AI Core 2 days travel away. It was the end of summer so I sent pawns with 6 days food to more than make the journey there and back. I got the Core, and luckily took no injuries. It was now the start of Fall and I expected a slight increase in time to travel, hence why I packed some more food. However the journey back suddenly was 10 days, and I was not overloaded either. How to improve it? Have four estimates: maxium travel estimate for spring, summer, fall and winter.

- caravan inventory - the mechanics just suck right not. Having to search each pawn to tell what to drop when they arive is tedious. Can we not have an area type which we can designate for pawns to drop all caravan inventories? Creating one area is easier than searching each pawn, telling them to drop it, and the unforbidding each item.

On the other suggests I love Yoshida's idea of using the comms unit to see the other factions inventory BEFORE setting out for days only to find they have nothing you need.
#11
Quote from: Yoshida Keiji on February 11, 2018, 05:42:09 AM
Quote from: corestandeven on February 10, 2018, 09:08:04 AM
[...]
For example I wanted to focus to build a sniper rifle.  My pawn was at set at 1 priority for crafting and i set him to prioritize the job at the work bench. I had to micromanage him as he kept leaving the job after doing some work. I had to order him about 3 times in order to complete the job as I asked.
"Making" a sniper rifle belongs to "Smithing". So if your Smithing is lower than priority 1, of course your pawn will do something else associated to Crafting priority 1.

Sorry, i meant smithing. I probably had crafting set at 1 though as well, as the pawn in question is the best smithy, crafter and tailor in my colony. However my point still stands that if the player clicks 'prioritize job' then you kind of expect the pawn to do only that task. As said certainly for some jobs (e.g. cooking, stone cutting, smelting and corpse ceremation) pawns do this until collapsing, breaking, a lack of ingredients or the player cancels the command, but other tasks (mining, deep drilling, desconstruct, smithing, tailoring, etc) pawns will frustratingly break away from the job. 
#12
Jibbles, I havent really noticed the specific issue you raise i must admit, but i do have a similar issue that i still think is on-topic.

When you order a pawn to prioritize a job the results vary. If you request a pawn prioritizes cooking he/she will cook until either there is no ingredients or fuel available,  he/she collapses from exhaustion or breaks, or the player cancels the prioritize job. The same i notice is true for stone cutting, where they will continously cut stone blocks until one of the three things happens. However other priority jobs they will often stop what they are doing against the will of the player. For example I wanted to focus to build a sniper rifle.  My pawn was at set at 1 priority for crafting and i set him to prioritize the job at the work bench. I had to micromanage him as he kept leaving the job after doing some work. I had to order him about 3 times in order to complete the job as I asked. Similarly, if you set a pawn to a prioritize a mining job i often go elsewhere  on the screen and they have left the job. Deconstruct and removal of floor is worse, pawns always leave the area after have done one action when you order to prioritize (unless you make construction a number 1 priority and remove every other job). It is very frustrating to fight the game. IMO, pawns that have job prioritized should not leave that job (just like in cooking and stone cutting). If that means players run the risk of mental breaks or pawns collapsing for exhaustion i think that is something for players to manage.
#13
Quote from: Harry_Dicks on February 03, 2018, 10:48:35 AM
If it simply isn't your flavor, surely you can see how others could enjoy this. :)
Of course, and I wouldn't dream of telling someone they are wrong in how they play or enjoy it their game. I was just interested to know how others do enjoy this.

I get the whole playing in tech phases, and that is what drew me to start a new game as tribal, but I don't really much difference in the tribal vs. crash-landed starts in terms of gameplay, tech, or aesthetics. The only main difference is being highly disadvantaged, making the whole game harder as you never advance in tech level, and so having the game slowed right down.
#14
Thanks for replies so far. My hope was that there would be a different playstyle for the tribal start, maybe even with different tech available or tribal benefits. Tribal just seems to drag the whole experience out, and Rimworld doesnt really need more of that (especially in late game). Equally just having two extra people at the start is not a great benefit when faced with a permanent tech speed penalty.

My hope is that when the game gets to 1.0 we do get DLC that focuses on tribal factions. A tech tree only available to tribal factions would be cool.  Equally a DLC that focusses on Rich Explorer start ups would be great, e.g. a unique glitterworld tech tree.
#15
Started my first game as tribal last week and i must admit I do not see the point. You don't get any unique techs (that I can see), no unique objects or items to produce, you have a permanent penalty for future research (unless you mod this), and you are quickly outpaced technologically by opponents. If a poison ship lands and you face mechanoids it is essentially game over.

All in all, the only point I see is for those who like role playing and to make the game both harder and longer. Also the starting techs at tribal make little sense. You can build a sculpting station to make art, but you cant create bricks because you need to research it. You can build sleeping bags, but you cant make a bed until you have researched it. If you can build a table, and you can make a sleeping bag, it is not exactly rocket science to make a bed.

I would have expected some unique techs or advantages to being tribal (e.g. permican take less food to produce, unique produce to grow, better hunting equipment, brewing, devilstrand etc already researched), but it just seems a permanent handicap to gameplay and not much else. If I have missed something I'd appreciate being told, as this game I'm playing is just pretty dull and slow.