Quote from: UrbanBourbon on June 09, 2014, 08:32:46 AM
To me, these are the worst problems with RimWorld currently:
- Unimplemented skills and traits. Medicine skill has been there for a long time, and it still does nothing. Only 2 traits are functional that I know of. The rest of the traits (which there are dozens, hundreds) do nothing. They're just constant teasers in the character sheet, tormenting the player at every turn.
- Unimplemented items. Uranium, missiles, shells (and medkits). Been there for a long time. Good only for trading.
- No underground or above-ground levels. You're restricted to ground level. I don't expect this to change but christ-almighty it'd be awesome. I remember this being my first disappointment.
- Rudimentary targeting AI. Colonists always, ALWAYS, target the closest enemy. That makes big fights a pain in the ass when 20+ colonists consistently target the same raider. You can't order groups of colonists to target someone. You have to manually order them one by one.
- Research tree is small and gets completed far too quickly, IMO. It also lacks something bigger, but I can't quite put a finger on it.
- No 'battle stations'. When a raider attack starts, you have to manually order your colonists into positions. At 20+ colonists, it becomes an unpleasant chore.
- Lacking firefighting AI. Fires are a constant threat. You can designate a home zone which the colonists will try to keep fire-free but it's the edges of that zone that cause inconveniences. Fire gets put out, it spreads right back, while the firefighter thinks his job is done and goes to have lunch. If asleep, firefighters do not wake up to put out fires. Not even if their own room is on fire.
- The game has a tendency of assigning too many colonists to do a job if you happen to have all your colonists available for the said job. At certain times 2 guys can get a job done faster than 10 guys. Player has all the control over which colonists are allowed to do which jobs but it sort of becomes a nightmare to manage it... This is especially tedious for firefighting. Too many firefighters are almost incapable of putting out small fires. Too few firefighters, and you'll risk too many of them are sleeping or at lunch, and then you get to order them around manually.
- Task assignment blows at times. A colonist wakes up, goes to build a part of a wall, and then walks back to have lunch. Colonists do not eat at proper times, and they have no consideration over how much they can get done if they go to do some work. Colonists cannot be manually ordered to eat or rest.
- Lacking melee combat. All creatures do the same melee damage. 1-2 squirrels can shred a solitary colonist.
- Severe penalties to shooting accuracy under fog and rain weather conditions.
THE POSITIVE:
- Substantial modding potential. Mods can give you the thing that you're looking for. Modding potential is the equivalent of freedom.
Still, Tynan & co have done exceedingly great job. They've come a long way but they still have a long way to go. Of course, anyone new to the game will get a lot more out of it than I do at the moment. I enjoyed RimWorld a lot like 6 months ago. I can only assume that anyone trying the game now will get even more out of it. $30 IS a steep price for RimWorld but not entirely unjustified. If it was $20, I'd scream to anyone to just buy it.
I Agree.
I find that the longer I play it, the less I enjoy it. The less fresh it feels and the more of a chore it becomes. Mods are a god-send for this game and it goes to show that RimWorld has - appropriately enough - a world of potential. You just have to find it and get it.