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Messages - AlchemistNezumi

#1
Quote from: Jibbles on February 10, 2019, 07:53:19 AM
This topic reminds of a pathing bug I pointed out in b19.  Players suggesting it was intended by design when it doesn't really make sense to implement it that way. Thankfully it was fixed.

I can see why it's a bug.  OP has already made it clear.

QuoteThe mood penalty for selling a bonded animal lasts far too long, it gives -10 mood penalty for 60 days! However when a bonded animal is killed, it gives only a -8 mood penalty for 20 days?

It's quite obvious it doesn't make sense.  Try to view this mood hit as a NEW player.  If we run a survey, I guarantee you most players/people would assume having a pet die would come with worse consequence. The reasonings for the severity of the mood debuff is a bit of a stretch IMO, especially when we start breaking down the other mood hits if this wiki is still accurate. https://rimworldwiki.com/wiki/Thoughts

That's still not a bug. It's coded to work as intended and it does work, correct? Just because you don't agree with it, doesn't make it a bug. That's arrogant to say or imply. If the buff said 30 days and then DIDN'T go away after that amount of time, then it's a bug and should be reported. But, this is just a conversation about taste, not an actual glitch. If you want to fix it yourself, by all means.

Also, pathing and mood is incomparable. I get what you are saying, and yeah, I remember that being awful. But, pathing can affect a lot things in the colony like work speed, rescuing people, etc. Plus, pathing can result in colonist getting stuck in odd places or being unable to move. A mood debuff doesn't do that. The colonist has a mental break or two and that's it. And it's not hard, even for new players, to still get a net mood gain.

And to be honest, looking at the thoughts page on the wiki, the ONLY one that is iffy to me is the sold loved one. -10/20d is not enough, and to that one, I give you. Needs to be way longer, unless Tynan is making a statement on how much people love animals more than humans. The rest are fine, at least for the most part. So, tell me, which do you mean? I'd love to know as I see no others, none that would quantify lowering the time on this debuff.

Quote from: VortecusMaximus on February 10, 2019, 01:26:23 PM
Thank you Jibbles, at least I'm not the only one not batting an eye at this. I'm not saying it lasts too long, but that compared to the other mood penalties, it does last too long. Either change the other mood penalties by rising their duration or lower the selling bonded animal one.

I know what you are saying. I know you think is long not in and of itself but in comparison to other debuffs. I just disagree. I believe that 60 days is fair for this kind of thing. If I had to maybe 50 days at the lowest. Re-read my justification as to why. If your animal got sold and you loved them with all your heart, you'd be a wreck. You'd be a wreck with them being dead, but even more of one with being away from you and you'd worry about them for a long time and, like I said, if there was an event for them to run away from the buyer and back to the colony would be sweet. Other than that, I believe it's fair, and to be honest, new players will just keep the damn thing, even if it's a Yorkie or a cat. Even if it can't do much, like rescuing and hauling, it can at least nuzzle people, possibly giving a +11 if it nuzzles the owner.

Now, I am willing to level with you on one thing. Back to the sold loved one mood debuff. Were I to redo it, I'd have different tiers for extended, immediate, and parents and children, with all being longer than the sold pet one (-15/60d, -20/70-80d, -25/90d-2y respectively) . That way, it's a bit more fair as your family should matter more, even if you aren't on the best of terms. I wouldn't lower the pet one, just make it even more justifiable. Hell, I'm tempted to make mod for it. But, like I said, I do agree with that mood debuff, but only that one.

Other than that, there are others that are iffy in general, like the raw v. cooked cannibalism when you are a cannibal or doing anything bad to prisoners, but that's not solely relevant to the topic at hand.

But, yeah. This is still not a bug, and I still disagree with you. I can't speak for Tynan as he may agree, however. And no, I can't do anything official, but I can go out and make a mod that changes it and not feel the need go on the forums to whine about it and call it a "bug". In fact, I may try that.

Good day.

~AlchemistNezumi
#2
Actually, it makes sense. Think about it. When someone or something dies, you know where it is. You know, that it's gone, and hopefully in a better place(which on Rim is a low bar). You're hurt, but you know life must move on and you get over it. But, selling something that you love is different, especially if it's a living thing. It's not dead and you don't know how it feels right now. You think, "What's happening to it? Is it having fun? Is it safe? Who, if anyone, is hurting it?". You imagine it suffering out there. It keeps you up a night. So, it's makes sense to me.

This is not a bug; it's just your input, which I respectfully disagree with. Plus, it's like a -10? Yes, that's a lot. But, just make some art, bury some people, get some booze(hell, this one is how some people cope in real life), and it's fine in normal gameplay. Maybe Tynan will agree with you, but honestly, I think you should just make a mod suggestion for this as, while Tynan is not done with this game by a long shot, this is the final major release. Plus, if the colonist and animal have bonded, it implies to me that they are at the highest level of friendship. Like, the animal goes bat shit crazy when the colonist dies. That's not a fleeting bond; that's man's best friend, brothers-in-arms, get Randy Newman in here to sing "You Got a Friend in Me" 'cause they are close, man. It's pretty reasonable to have a mood debuff for a long time for a bond like that.

If you really wanted to change something, then an event in which the animal comes back would be wicked. But, I think, if you don't want the animal, like you said, just kill it and eat it.

~AlchemistNezumi
#3
Releases / Re: [B19] More Monstergirls
November 01, 2018, 10:31:40 PM
Quote from: bigheadzach on October 30, 2018, 12:15:15 PM
Any plans to reimplement these as colonist races instead of pets?
That would require making a whole race entirely with that alien framework. I doubt that they would bother.
#4
Releases / Re: [B19] More Monstergirls
September 25, 2018, 03:23:49 AM
Okay, what's the difference between the normal and enhance version? Is there more monsters, more options, or what?
#5
Quote from: Canute on February 26, 2018, 03:00:24 AM
Why you don't check it self ?
All races are on Github, just check Xen's Repositories. Link's are at the first posting.

Actually, I did shortly after that post. My bad. I should have checked prior. Ignore my post.

Edit: Do the EPOE patches need to be updated? Looking at some of the dates, they don't seem to be updated to B18
#6
Are all these updated for B18? Not here, but maybe somewhere else, preferably not the workshop.