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Messages - Kent Lang

#1
Quote from: Tynan on December 13, 2014, 01:58:04 PM
This made me lol!

And yeah, in Al Reynolds' books, the Glitter Band is a specific set of orbiting habitats around Epsilon Eridani. In RimWorld, a glitterworld is one of many planets which, at various times, have reached peak non-transcendent levels of sociotechnological advancement.
You might have seen that there's a lot of people making glitterworld mods out there. A couple of them are focused surrounding things like glitterworld weaponry or glitterworld armor, etc.

But if Glitterworlds have "reached peak non-transcendent levels of sociotechnological advancement", doesn't that mean that wars and crime is pretty much nonexistent? The way Glitterworld pawns are described nearly all of them seem to live in societies where there's no such thing as missing wants. If you have a degree of socialist worldview, that would pretty much mean that all reasons to commit crime or wage wars are solved, hence no real industry can be created in tools or equipment to hurt others, right?

If that's the case, it would also mean that Glitterworlds are vulnerable to even technologically inferior bandits.
#2
I never said I wanted them gone, but it seems too weird that a character can have so many backstory modifiers that can cancel out what is supposed to be their biggest strengths. If the character has been grown to become a soldier but then somehow becomes a nurse, it seems more fitting that they're able to do both those jobs or that he forgoes his past as a vatgrown soldier. Maybe there should be a system that disallows colonists to take adult backstories that strongly contradict their childhoods? Or allow them to take adult backstories that overwrite their childhoods? I don't care which. I just know that this needs to be resolved.

I don't personally care whenever my colonists are special or not. I mostly judge them out from how they contribute to the colony. If they can't contribute, then they're not going to live for very long or be very respected by me as a player at least.

The waves the director, even Phoebe spawns are incredibly tough, and most of those are more than a match for turret systems. While it's nice out of a RPG standpoint - the gameplay doesn't really support weak links in the colony very well.
#3
Ideas / Re: Can we at least ransom prisoners?
April 09, 2016, 11:53:53 AM
It just seems wrong to release the prisoners who killed my colonists favorite animal, their husband, their sister, ect.

If anything. Releasing a prisoner who have attempted and killed a colonist should give a mood debuff, especially considering that the attacks are almost always unprovoked.
#4
Yeah I'm attaching a image to this thread. Just take a look at this colonist I just got. Vatgrown soldier background means that they wont do medicine... he was grown in a lab to be a killing machine... so he got a job as a nurse as an adult... of course right? This is an example where the backstories null eachother. He is supposed to be good at shooting stuff, and good at fixing bandages but the backstories disables him from doing both these jobs... so he's just a near useless colonist. Sure he's decent with animals but at the cost of doctoring, defending the colony and wardening. I love the backstories but those are some hefty costs for backstories that contradict eachother and honestly makes no sense.

If he can't do doctoring. Why would he do something that requires doctoring inbetween the colony and now? I can understand that if he was born to kill later events in life could change how he would behave.

I would mod this myself but for some reason I can't find the data file. This just seems incredibly silly and it happens way too often.

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#5
So I have been playing the latest alpha and I enjoy all of the new features a lot. During one point I spawned a random colony in a deprived desert biome, where 3 colonists, 1 of which were an "Empiath" or pacifist and two very elderly people were struggling to survive. After trying to set up as quick as humanly possible both my elderly colonists got killed by the 1 man wave, with me being left with only the empiath to dig 3 graves right outside the base. 2 for the elderly couple who were just now deceased and one for him. The director took pity on my pathetic colony and granted me a new colonist, who couldn't haul things. Shortly after my empiath died. I kept getting new colonists much like the unemployment checks I collect every week, but there were just one reoccuring issue. A lot of my colonsts had very crippling disadvantages. Many of which related to them not being able to do certain tasks because of their backstory.

Back in the first alphas there were generally only the medieval lordling which came up all the time and really couldn't do much of anything and while the amount of jobs a colonist now can work on have increased, so have the possible disadvantages. However now an elderly woman with dementia and cataracht, even while it is still technically possible for her to participate in combat, can not with her slightly more healthy husband fight off even the easiest bands.

I propose that we look over the difficulty certain backstories present and give lower weight to colonists who have severe disadvantages. An elderly comissar isn't going to be very good at the one job she or he actually can do, and while it indeed does add flavor to the game having these useless people in the colony and while it does stay faithful to the DF ideology; it kinda makes gameplays a little too unpredictable. While in DF dwarves could be really crap at A or B, but they would never really refuse to do any jobs you assigned them to.

Another thing is the speed and pacing of the game. I think we need faster speed sliders. The game I played yesterday took me the entire Wednesday to complete and I still didn't get much done in the game. I don't feel an additional slider would have much effect on the gameplay itself other than to skip parts of general uneventfulness.

In summary; I absolutely adore this game. Sylvester, my fine gentleman: You and your development team have done wonderful job on this game! However Rimworld risks becoming a very time consuming game with relatively low amount of eventual progress being made in sessions, and that saddens me because I have many other things to do than spend hours playing Rimworld and you don't get much done in a 1 or 2 hr. session I'm afraid. On DF I can just put the game speed to 200 ticks per second and watch my dwarves pretty much dig a fort out in a minute or so. So please consider implementing similar systems to speed up the game a bit. As far as games are concerned; time is relative after all.
#6
I think a discussion about the impact of Fear vs. Happiness needs to brought up. I've found that the fear mechanic has been so incredibly powerful that there's very little reason to even go for trying to make your colonists happy. There are no rewards or detriments involved in the mechanics themselves so there's no real choice in the matter other than for pure roleplaying purposes.

Every time I start a colonists I put up several giblet cages. I beat my prisoners and then recruit them because it turns out that fear is just as good at culling them as pleasantness. Since colonists very often see corpses lying about from raiders or their own corpses and are often wounded or sit in the dark or have other Fear Moodlets that are in effect, it presents a very easy path to exploit. This is not necessarily a bad thing in of itself, but I'm certain that some buffs or debuffs to whenever the colonist is pleased at its surroundings or fearful of it may pose a more interesting dynamic to this mechanic.

Also it's very easy to put colonist corpses into gibblet cages that have been shot in a raid, and all colonists identify the corpse as a colonist. Realistically new arrivals shouldn't do that and I suspect that it was intended to be a mechanic tied into the execution option for prisoners. To put shot colonists into gibblets is arguably quite macabre but it isn't exactly intimidating.

Now if the mechanic only allowed executed prisoners to be stored in gibblet cages, then you would introduce a cost to the fear mechanic as well as solve the problem with immersion.
#7
General Discussion / Re: Introduce Yourself!
November 05, 2013, 09:11:58 PM
Congratulations on a successful kickstart, Tynan and Ludeon Studios! I'm incredibly impressed with the launch and the most recent build of the game!

- What introduced you to RimWorld?
I saw RimWorld on the Steam Greenlight page and I greenlit it there, then I decided to fund the kickstarter. I hadn't gotten my eyes up for it if it wasn't for the Prison Architect-esque graphics that it currently have. I love Dwarf Fortress and all similar games, so I just had to jump on the boat on this game too.

How does it fare against Dwarf Fortress, Towns, Prison Architect and all other similar games? Pretty well I'd say. Already it's a fantastically solid game and I'm very optimistic to the development of the title.

- Favorite Other game
I would say Dwarf Fortress. Deus Ex is an amazing classic though.

Other than that I'm just a regular everyday Dwarf Fortress enthusiast.

Good luck with the development!
#8
Ideas / Re: Will Research for Food *Sadface*
November 05, 2013, 08:56:08 PM
Quote from: Sundaysmile on November 05, 2013, 04:19:47 PM
So I was thinking, what should a scientist be doing once all his projects are completed?  Well I could only come up with two conclusions.  One, would be maintaining the fruit of his labours, keeping it up and running etc.  And Two, would be passing on the knowledge he has, becoming a tutor and passing on education. 
How would I make this translate into a game mechanic?  I’m not entirely sure… 

Maybe that's it? Maybe scientists should be needed to educate the regular colonists on how to build the things they research. I mean what do scientists do when they're not researching stuff: They write books/reports and they hold lectures to teach about their findings. You could put the technology into knowledge that individual colonists know and tie the research skill with a sort of teaching skill. That way anyone who can research can teach but you'll probably want a few dedicated teachers so that you spread it properly. That way research will stay important for the entire game (and if everybody who knew a technology dies or leaves you have to research it over again).
#9
General Discussion / Re: Enough Is Enough
November 05, 2013, 05:10:48 PM
Hahaha, I actually had a few fun moments when they showed up with the sniper rifles. The best way of dealing with them is to simply build walls and an "open room" ie. a room without any doors to block movements. The raiders will then walk into said room and into range of your own colonists. See attachment (where Mayo and Middleton is standing). I had to abandon this colony because it's too easy to defend with minimal effort. It simply stopped being fun.

Cassandra is quite difficult to run with but Tough Kassandra is even more brutal. The problem I'm having there is that the colonists' need for food is incredibly difficult to satisfy. At least in the beginning where you have so few colonists to harvest crops.

And I would like to chant the motto of Dwarf Fortress: Losing is fun!

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