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Messages - rexx1888

#16
Ideas / Re: Lock forbidden doors
May 11, 2016, 08:35:01 PM
eh, ai is the like the last thing that should be done as then it can take into account all the other things... having said that, im sick of seeing people naysaying stuff because it might be exploited...

legit, no one with a brain designs like that, its like saying you wont eat fish because it can go rotten :\
#17
Ideas / Re: Suicide
May 10, 2016, 10:52:22 PM
Quote from: Goldenpotatoes on May 10, 2016, 10:21:49 AM
Theres a reason the 'colonist is leaving the colony' mental break was removed.

All mental breaks as of currently can end in damage to a colonist, but it never outright removes them from your colony. Berserk will leave them bruised but capable of work. Dazed and binging takes them out of your control for some time but they always come back.

A RNG roll on mental breaks shouldn't have a chance to outright remove a colonist from your control permanently. Thats just not fun. The game may have a progression that isn't necessarily meant to winnable but at no point does the game ever put you in a scenario that you can't control somehow.

what fantasy is this now. berserk mental breaks are the most absurd thing in a colony, an often end in colonist and colony animal death. its bananas. the leaving the colony break was removed because there was no easy way to interfere with it, which is LITERALLY the same problem with the berserk break. short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks. its frusterating as an id like to have a bit more agency around how i deal with the damn things. that also has little to do with suicide attempts, as the problem of not being able to do anything already exists an needs a rethink
#18
Ideas / Re: Powered Hatches
May 10, 2016, 10:48:59 PM
you shouldnt be naysaying design suggestions just because they can be exploited, its like saying you wont eat food because it can spoit :\

the ai needs work, everyone gets that, so it isnt a big deal to implement new ideas before that overhauls done. an if its done well, then many exploits like the ones being banged on about in this thread wont exist regardless of what a colonist controlled door will do.

quit derailing threads with chatter about exploits :\

i still think a manual blast door could be a really handy tool for the players kit, an i think we need some new interesting tools for players to play with in regards to actually playing the game. all that story stuff is fun, but i want to be actually doing fun things while i wait for the story stuff to happen
#19
Ideas / Re: Powered Hatches
May 10, 2016, 12:01:57 AM
once again, can we look a the other applications of this though... like emergency vents for fires or hatchs to keep out man hunter packs or fend off assault by mechanoids... a hardier door that is essentially a wall piece could be super handy aside from shooting at dudes....
#20
Ideas / Re: Impassible(not trap) pit
May 09, 2016, 11:59:08 PM
ignoring the mention of killboxes for a minute, i still would like the capacity to dig holes. even without kill boxes trenchs and deep holes have the potential to be handy... more handing if actual fluid dynamics ever become a thing and flash floods happen
#21
Ideas / Re: Lock forbidden doors
May 09, 2016, 11:57:34 PM
i wouldnt mind the option to do both tbh... like, forbidding is useful for doors that are essentially emergency exits or for when there are bears outside, but locking is for when a colonist loses their goddamned mind and decides its a grand idea to kill everyone an the colonies bunny too :\
#22
Quote from: Fluffy (l2032) on May 08, 2016, 04:53:08 AM
Quote from: levgre on May 08, 2016, 04:40:28 AM
Mental illness is arguably more common in modern times than it was before (it may have just been less documented in the past).  More material belongings or comforts isn't always a direct path to happiness.
In a very abstract sense, this is exactly what the expectations mood offset models.


the problem isnt that theres some buff for colonies that are poor, the problem is its an arbitrary thing. the player has no real control over when they have the buffs EXCEPT to keep on being poor. it encourages boring play an isnt particularly fun(similar to the messed up play the storytellers currently encourage). Its just blatantly un-intuitive.

Maybe once it was necessary, but at this point we have the social system and the joy system and those systems should be able to provide enough of a buffer to colonists moods that they can get past early game. Its not like we need MORE debuffs to mood. hell, at the moment being in a dark room can make people suffer mental breakdown for crying out loud :\
#23
Ideas / Re: Suicide
May 09, 2016, 11:51:25 PM
Quote from: Zombra on May 08, 2016, 01:54:40 PM
And real life statistics aside, I don't think a "suicide spiral" where one incident ends up wiping out the colony would be good gameplay at all.  A heavy Mood hit would be quite sufficient.

exactly that, if it was a thing, since a heavy mood hit would essentially have the potential to cause that cycle.... its still a pretty full on thing though... like, how devastating would it be to watch a colony end like this O.o
#24
Ideas / Re: Uninstall, reinstall heaters
May 08, 2016, 08:33:42 AM
bump reinstalling everything 98O
#25
Ideas / Re: Suicide
May 08, 2016, 08:31:44 AM
i mean... it kinda has the potential to trigger folks. like statistically, in reality there is a correlation between a single suicide in a social group and then a bunch more suicides occurring... this is because a bunch of people were sad but didnt think about it, an then their friend killed themselves an they think "oh hey, thats a thing" etc etc.

my point is, i personally like this as an idea, but i personally would also hate hate hate hate the idea of someone hurting themselves because of a pawn they liked killing themselves.. an while that sounds like a joke and is obscene, its also not a terrible thing to be cognizant of the fact that that could, very very exceptionally rarely maybe happen.. in exceptional circumstances...

but i really like the idea of it happening in RW because it could ALSO teach people about exactly that phenomena an maybe make folks actually be more cognizant of their friends mental health an stuff(which is also absurd i agree but we went down this rabbit hole). like, one pawn hurts themselves, an then as a natural result a bunch of other sad pawns get more sad an break an hurt themselves an you have a hellish chain reaction O.o.

very conflicted about this... is there a way we could get the behaviour into the game without specifically having terrible side effects? like, maybe a variation on berserk or daze(which are both nonsense behaviours in the context of reality, which is why i think they work)... like, can a berserk character maybe have a subset of their behaviour be that they take themselves away an lock themselves in a room an then damage themselves... in fact, if you think about it, this kind of already happens.. like, when a pawn is dazed they wander outside an lose all their clothes(so if its a cold snap they freeze to death) or they get murdered by mad animals.... id feel much better about the whole thing if the behaviour was present but not specifically called out as a suicide attempt... but is that just because that feels less on the nose or is it because it would help to mitigate that risk of triggering behaviour?
#26
Ideas / Re: "Neuter" operation for tamed animals
May 08, 2016, 08:21:29 AM
Quote from: b0rsuk on May 08, 2016, 03:27:27 AM
I want the ability to use this on humans.

i mean, you specifically are terrible for wanting that, but its a good suggestion :P
#27
Ideas / Re: "Gay" as a trait
May 08, 2016, 08:18:49 AM
Quote from: cultist on May 08, 2016, 05:56:39 AM
The argument that gay "takes up a slot" is pure nonsense. Pawns have 1-3 traits, assigned by (as far as I can tell) pure RnG. If you removed the gay trait from the game, that does not guarantee pawns get a helpful trait instead. They might get nothing.

*other stuff i dont want to touch with a giant stick*

thing is, its not nonsense to be mad that it takes up a slot. Lets assume what you said about 1-3 is correct an ignore statistical liklihood of traits and numbers of traits for a second. What you just said is that with gay as a trait, there is the potential that at a minimum (as in assuming every colonist got 1 trait) that a portion of those would still get gay as a trait(basically, the math is that 1 in *how ever many traits there are* of colonists would get that trait on average) and in that situation, yes gay took up a slot that a different possibly more useful trait could have taken.

Now, thats minimum math, an i think theres something like 30ish traits, so one in 30ish colonists potentially lose a slot to 'gayness', at a minimum. Now, if gay does something more than just making pawns like other similar pawns, then yay its not specifically a useless trait(so, if it turns out gay pawns are more attractive to other gay pawns or whatever) but still, its taking a slot.

Even then, its still a daft thing to have as a trait.... especially if pawns can like other like gendered/sexually oriented pawns without it, as youre saying that sexual preference is somehow a defining trait for a character(its actually worse because youre saying this particular preference is somehow defining a character as gay is the only one) :\ its a thing that everyone everywhere has. if the trait does a thing, change its name to something else, like peacock or flamboyant or whatever, its still a daft trait to have :\
#28
Ideas / Re: "Gay" as a trait
May 08, 2016, 04:03:58 AM
thats even more absurd than just having it as a trait... when did Gay become a personality quirk :\
#29
Ideas / Re: Guards and Unknown Threats
May 08, 2016, 03:57:37 AM
can you just shhhh, i wasnt asking you. unless you have something to tell me about the code itself i dont want to hear it
#30
General Discussion / Re: Tired of imbalance...
May 08, 2016, 02:47:11 AM
counter point, the player shouldnt have to feel like the game is less fun just because they chose somewhere to live an the ai cant cope.

if ice sheet is so lethal to visitors, then visitors need the tools to survive there.