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Messages - GideonHidolka

#1
Releases / Re: [B19] A RimWorld of Magic
September 11, 2018, 05:58:44 PM
Every update there are a lot of mods that I worry wont update, but I can live without some of them, begrudgingly.

But this, and Jecrells cosmic horrors I cant. Rimworld wouldn't be the same without this mod, its a game changer. Thanks for updating it to b19
#2
As dumbed down and casual as many games are becoming, I am absolutely ecstatic to see that Tynan wants the harder modes to be hard because that's not a given anymore. A lot of games are laughably easy on harder difficulties, and that's if they give the option at all. Its refreshing for me because I've been on undead labs backs in the discord since state of decay 2 released.

Its a survival game with permadeath as one of its defining features and the game is toddler level easy with no way to change it and I took irrefutable video proof of it FOR them. And I've been ignored and they add new toys but never touch the difficulty.


If you want an easier rim world, play an easier difficulty.
#3
Given the nature of the game, I would approach the issue of combat from a table top rpg aspect, specifically a lethal RPG game.


In a lethal, tactical RPG game consider the GM the story teller and the player characters the pawns. Out of the gate, the player characters are slightly tougher then your run of the mill enemy's. I don't think this can be avoided in a setting where a small number of players will have to take on a large number of enemies. In rimworld, I'd consider this plot armor, not the invicble kind, the kind where they are a bit tougher so when they do die its dramatic instead of anticlimatic.


I would give player pawns a bonus to evade, its invisible and you wouldent really notice without being told.


Next, the second way players can survive in that type of RPG is by having a breadth of tactical options. Cover, abilitys, etc. I have no idea what is possible to be programmed in rimworld. But my suggestions would be to implement things such as suppression, targeting limbs, stances for melee fighters. Maybe firing modes for guns, or a stance to make pawns hunker down behind cover but shoot less.


The third aspect is, when im running a game for my players, the enemys act diffirently depending on what they are and whats going on. Does a raider want to steal money? kidnap a pawn, break the solar panels? Maybe if raids had objectives aside from kill everybody you could adapt strategys against it.


If the red letter pops up and says the pirates from bogga buuloo have shown up, they want to kidnap the doctor because they need one. Do you hide the doctor in a bunker and set up position around him since you know thats where the raiders will go? toss him to the raiders so they leave? send him running in one direction possibly splitting the enemy force?
#4
Infections need to be deadlier.
#5
I always thought it was silly that no matter how grievous the wound as long as it was treated it never got infected, even if you used bare hands to treat it with no medicine. I'm glad to see infections got ramped up.
#6
Outdated / Re: [A16] DeadMansClothing (V 0.16.1)
April 15, 2017, 05:51:10 PM
Quote from: Etherdreamer on December 17, 2016, 06:11:47 PM
I normally play with psychopaths, so never was aware of this "Dead man" debuff" lol

But yeah there it´s a lot of stuff like this that don´t fit in a logic of survival mentality.

You have to remember, its a survival situation with average Joes for the most part. Most people would be a creeped out by it
#7
Quote from: Edixo on April 10, 2017, 09:22:07 PM
Quote from: GideonHidolka on April 10, 2017, 09:02:01 PM
I can hardly use caravans now due to performance issues
Wait what?

I'm playing on a 5 year old laptop with no graphics card,  and while I get a bit of lag, I can still easily play the game.

What kind of toaster are you using?

What??? How??? my specs are

Windows 10

AMD Phenom 9150e quad core 1.8

6144 MB Ram

AMD Radeon HD 6570

It runs okay at first but drops after the 1st year, attempting to use a caravan or a second colony can drop it to 10 or 11 fps.
#8
I can hardly use caravans now due to performance issues so the focus on them worries me some. In the fixes and refinement part of the update can we expect any performance and optimization enhancements? Thanks for the post Tynan and of course, thanks for Rimworld!.
#9
Noticed a bug in Industrial items. You can build wax powered lighting, without researching wax powered lighting.
#10
Like I said I have no horse in this race, I don't mod, arguing in favor of paid mods is not beneficial to me as I would have to pay for what I already get for free. But I am a writer and I very much want to get paid for books I get published. Sure some people do it for free for fun, but If I cant make money off of it, I cant, or wont do it. So I share some sympathy for other content creators of any kind.

Fun note about the dumbing down of games though, I predicted it before it happened, why it would happen and how. Of course no one believed me at the time. And its completely irrelevant and no one would believe me now ether. But if I say it whenever the topic of dumbing down games comes up I feel better about myself and can sleep at night :P

I also have...a rather fierce hatred of the dumbing down of games.
#11
Releases / Re: [A16] SeedsPlease!
April 05, 2017, 05:35:46 PM
The problem is were only getting XP when using the cut command. Were not getting it for harvesting wood and or plants.
#12
Releases / Re: [A16] SeedsPlease!
April 05, 2017, 03:38:55 PM
Quote from: Gauln on February 19, 2017, 11:02:35 AM
Hi!
Found that pawns don't receive XP for skill "growing", when "harvesting" plants, however, when they "cut" the plant, the experience added.

This, its a bit of a big deal. Im not a modder but I looked into the xml files to see if its something I can fix but I could not.  Could anyone maybe point me in a direction to look?
#13
Quote from: Jaxxa on April 03, 2017, 07:36:24 PM
Quote from: GideonHidolka on April 03, 2017, 03:33:47 PM
As opposed to getting nothing now? i'm not a modder but i never understood the drama surrounding that situation. Giving modders a platform to make money from mods if they wanted to try it  did not seem like that big a deal to me and I cant help but feel like the backlash was purely from PC gamers being a spoiled bunch that think everything should be free (Including games via piracy)

Some other issues apart from the % of money and players wanting it to be free.

- Encourage Modders to produce lots of small cheep crap just to cash in.
- Encourage Modders to steal work from other mods and claim it as their own.
- Reduces Community Collaboration, why work together (share a cool new way of doing things) when if I keep it to myself I can make more money, but harms the community as a whole.
- If a free mod does not work then there is no loss, if someone pays for a mod how long does it need to keep working? Each Alpha version of Rimworld breaks most mods from the previous Alpha, how many Alphas do I need to support a mod for? Just the one or is there an expectation that it will keep working, if so for how long?
- What about compatibility with other mods? If two mods don't play nice with each other do I need to try and fix it? What if I am taking a break from Rimworld for a while, can I do that now without pissing off everyone who feel entitled for the mod they paid for to keep working (No Judgement in if that is reasonable for them to expect or not)?
- What about just bugs in the mod, how quickly do they need to be fixed?

So while I would love to just get money from what I am already doing, there are a number of issues that need to be figured out as a Community to avoid a massive issues and disappointment. It would probably be best for Paid mods to be implemented from the release of a game to avoid a painful transition and so everyone knows what they are getting into.

Some of that makes sense, you being a modder would know better than me in any case. I think the scenario that steam and Bethesda proposed was not nearly thought out enough and the points you raised probably were never even considered.

But I think people are overreacting with the whole Rah bah steam is evil because they tried to do paid mods rah bah. Especially since they listened to the complaints and went back on it.
#14
Quote from: Fluffy (l2032) on April 03, 2017, 03:36:07 AM
Quote from: Granitecosmos on April 01, 2017, 08:56:40 AM
and Steam was nice enough to take only 75% of the revenue for themselves
While I dislike paid mods as much as the next person*, let's not get fake numbers out there. Steam took ~30% (their usual cut), ~40% went to the game developers, and the modder got ~30%. Still a pretty terrible deal for modders (leaving aside the larger issue of wether or not paid mods are a good thing/the end of the world).

*: I do sometimes have daydreams where I can live off modding, and I don't need to do actual work anymore. Wouldn't that be nice? :D

As opposed to getting nothing now? i'm not a modder but i never understood the drama surrounding that situation. Giving modders a platform to make money from mods if they wanted to try it  did not seem like that big a deal to me and I cant help but feel like the backlash was purely from PC gamers being a spoiled bunch that think everything should be free (Including games via piracy)
#15
Hey great idea man, awesome.