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Messages - stefanstr

#331
General Discussion / Re: First impressions
August 20, 2014, 01:29:45 PM
Thanks for the comments guys.

@Timber - a lot of your suggestions wouldn’t really apply to my games as I played relatively short games (I always made a mistake or had some disaster that was to hard to deal with) and I played on low difficulties so I didn’t have any massive enemy attacks. I will keep them in mind for the future though, so thank you.

Regarding insanity: as I said, I had relatively short playthroughs. It’s not always possible to have a great dining area within the first month (and I had colonists go insane as early as mid-February).

Thanks for the explanation of the faction system. I kind of get how it works, but I think it would be even better if we were able to have a friendly way to get them to join you. Maybe extend an invite to a faction via the Comms device and have a chance of somebody coming over as a new colonist? Don’t know. I don’t like the fact that you can only get new people by force.
#332
Ideas / Re: Your Cheapest Ideas
August 20, 2014, 09:28:16 AM
Recreational drugs - either in the form of marijuana growing around or synthetic drugs available for trade.

They would give a big short-term boost to the character’s mood (like + 50 maybe) but would give him a hangover after (a -10 to mood, e.g.) or lower the mood permanently (e.g., -1 for each consumed dose), ultimately leading to insanity.

They would be useful as a short-term remedy to characters in danger of going insane but would have to be used sparingly.
#333
Ideas / Visitors and guest rooms
August 20, 2014, 04:58:07 AM
I don’t like the fact that recruitment mainly happens via capturing people right now. I would like to be able to chat up visitors and try to convince them to join me.

One way I can think of that wouldn’t really change existing mechanisms is to add guest rooms and a new option when right-clicking on a visitor - „invite“. The only difference to prisoners would be that they could roam the premises and leave if they got bored.

What do you guys think?
#334
General Discussion / First impressions
August 20, 2014, 04:54:43 AM
Hi guys,

I have purchased RimWorld a few days ago and I would like to share some initial thoughts. Please note that I have been playing on pretty benign settings (Cassandra on low difficulties or Phoebe) so I haven’t experienced any crazy raids or mechanoids yet. I wanted to learn the basics first. On to my impressions.

The good
- it’s the most playable and polished alpha indie game I have ever played - it almost feels like a released product already
- Firefly references - I love the wild west feel and the soundtrack. It adds so much to the experience for me.
- the story-driven design - I think this is the most special thing for me. The unique personalities and backstories of the colonists and the way the whole game is designed makes it easy to „storytell“ the whole thing in my head. I love it.
- the tactical combat engine
- the game looks very cohesive, and there is good interplay between the elements - I get the feeling that Tynan has a really good sense for what content makes sense for this type of game, and what doesn’t
- I love the body part based health system, although it isn’t quite balanced yet
- overall I am having a lot of fun, although the game is pretty hard even on the easy settings (I guess it will change with experience)

The bad
- recruitment only via imprisoning (or am I missing something?) - I would prefer it if it was possible to chat up visitors and try to convince them to join you - maybe even have guest rooms and let them stay over?
- too much insanity - I like the whole concept of insanity, but I feel it hits a little too often, a little too hard. The other day, I was playing on Phoebe, there were no big conflicts, I had plenty of food, and I had very nice apartments for my folks, with carpets, lights, tables and whatnot. All of a sudden, one of the guys goes insane and starts attacking everyone. I am sure there was some reason for it but it made no sense in the context. Also, the events with faraway computers making colonists insane happen a little too often, in my opinion.
- too many weather events - I like the solar eclipses, the thunderstorms and so on but it is a little immersion-breaking if my solar panels short-circuit a few times a month due to rain. (If solar panels reacted to water like that nobody would be using them in real life). And also, the solar eclipse shouldn’t happen every gameplay. Maybe add some other events with similar effects, like sandstorm or heavy clouds...
- some typos - not a biggie but I found quite a few typos in the descriptions like „neutoric“ instead of neurotic

The ugly
- I could really only think of one thing here - this game is too damn addictive! I am in my thirties and it has been a while since I last played so late into the night that I could barely function the next day. Well.... it happened with RimWorld. (Oh, and BTW, please don’t fix this one. ;) )
#335
General Discussion / Re: Introduce Yourself!
August 19, 2014, 04:35:49 AM
Hi guys,

I am Stefan from Poland.

I can’t remember how I found out about RimWorld but I think I was browsing it on Kickstarter. I didn’t back it up back then as I am a little apprehensive of all the projects never getting finished. But I tracked the progress of the game every now and again and the Alpha 6 finally won me over. I love it so far.

My favorite other game would have to be the Civilization series.