Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - rexx1888

#76
General Discussion / Re: Hiatus - where be the updates?
October 08, 2015, 07:38:25 PM
also there is work, but its being done by the coder not the designer, i think he goes by ison on the forums. basically, expect a release after Tynan is back
#77
also can they be treated as butcher ingredients, so that we can actually use the random hunts that the wargs bugger off with when the colonists sleep, pleeeeaasseee couse youre rad :D
#78
eugh, to be clear i dont actually think the scale is "bad" per se. im just hyperbolic. Nothing in RW is badly designed. Some things are lacking ambition, likely to keep down scope creep, an other things dont add as much to the experience as they could, but none of it is "bad".

Having said that, i say the scale is fucked because it isnt really scaled in any easily identifiable way. Thats the problem. I mean, i can understand if the day length is all weird because of the "planet" you are on. I get it if the month length is also weird because of that, and thereby the seasons are all over the place. The scale though, doesnt seem to relate to that. It doesnt even really relate well to distance and cells and all sorts of stuff. An all that stuff needs to scale right, so then you can have raids that actually exist in the meta map that wander about in real time.

An when i say scale right, i mean scaling like maps use, where 1 cm = 1 kilometre or what have you. Therefore, 1 second in our time = 5 seconds in theirs. An that stuff shouldnt be abstracted in any kind of obscure way. Its not ok for a player(in this case me an likely others) to be utterly lost on how their time is relating to the games time. Is time in RW moving in 15 minute increments, because if it is then pawns are SLOWWWWW as. An we can tell that because they move a distance in that time. Thats why i also say it isnt a hard thing to fix in code, but its a very difficult thing to fix in the design, because all of the scaling is really important, whether it be travel times or work times or the actual time or the seasons or the months etc etc etc.

An that relates to children because of a dozen different factors. Firstly, at the moment, many colonies just outright die in a year. Fair enough, though they seem to die to the kind of events that shouldnt necessarily happen within months of each other, like multiple large raids from tribes that are positioned as being small. This happens though because the storytellers are keeping the game interesting. They're like hyperactive children an they cant stand nothing happening for too long. So that, right their, causes weird scaling, because all this stuff just keeps happening in what is actually a pretty compressed amount of time. An if that stuff stopped happening, that time wouldnt be interesting. So instead, if the scaling was fixed, that period of time wouldnt be a single year, but say 5 years. Or ten. An that would fix your generation thing. Except, at the moment, at max speed seeing that amount of time pass just isnt sensibly feasible, even with all the weird compression of certain things, and decompression of other things(ever noticed how long it takes a colonist to eat a meal, or how their meditation time may be multiple hours, for all of the them).

An while i agree some tribes could be massive, its actually neither here nor there to the discussion. By your logic, every single hostile settlement in RW numbers in the hundreds of thousands. Every. Single. One. How are you on a Rimworld when there are that many people there. How is that still a tribe. How does that militant foe not have guns by now, when there are other settlements with guns they could sack. Basically, the scaling is all over the place, an long form stories like a family just arent feasible until its fixed.

This is not a narrative problem, this is a design problem. It may even be intentional for the moment. Its a hard thing to fix, an fixing it would make the game harder to test which makes iteration take longer an its very clear that Ludeon prides itself on the way it is regularly updating its Alpha. So yaknow, its just a thing. Not worth a hullaballoo about
#79
on the note of it being a kickstarter reward, that is kinda sad, but im sure if Tynan desperately wanted to crowdsource more backgrounds he could find something to give the backers. i dont think thatll be a thing though, but it wouldnt be that hard. The backers would still have gotten their thing, theyd just get some random other small thing to make up for it not being special anymore. iunno, theres a heck of a lot of stuff in this game that wont work as well without way more content... thats kind of why the modding crowd is so huge for this game(though the fact that its designed to be super nice to modders is also a major contributor)
#80
you misunderstand. not stop playing as in "grr me mad" but stop playing as in "oh maybe i would have noticed that if i wasnt used to the game being a specific way"
#81
what was that i saw about happiness = global workspeed... legit i think i gotta stop playing this in alpha. that never used to be a thing, an i must have missed the update where it became a thing. it explains ssooooooo mmmuuuucccchhhhhh O.o
#82
yeah but that has more to do with how fucked the scale of Rimworld is design wise than the actual amount of time a player may have a colony... like, how many times is it possible for the same tribe to field 50 plus raids of people that die in a year.. because if we are talking RW tribes then those things must have populations in the thousands :\

its not necessarily an easy thing to fix, but its only brainpower an a bit of math

i think itd be rad to actually have the capacity to see whole generations come an go. just sayin
#83
there seems to always be a guy called jerbear.. sometimes many many many of them.. i like to think that they are all descended from a secret cult where everyone names their children the same thing :\
#84
General Discussion / Re: Hot weather challenge seeds?
October 07, 2015, 08:03:09 AM
the desert in australia, we average out at 40 -45 degrees celcius...
#85
you could also try building them a "house". seems to me the game is trying to model the colonists as people.. an tbh id be pretty epic pissed if i crashlanded somewhere, got locked in a room by the locals an nattered at till i joined them, only to discover i get a communal living space or the equivalent of a studio apartment... also no toilet, but thats a whole other thing
#86
i miss the old locks, but if they came back id like to see pawns have some behaviour implement for "i want to get in that room so bad i dont care if im rude" and behaviour for "oh shit, lock the door".

an hell, if we are gonna talk about doors, i want to be able to barricade things without the need to ghetto barricade with a wall :\
#87
hope thats save compatible, because im happy to sac a whole colony for that fix :P
#88
General Discussion / Re: Things I Wish I'd Known Sooner
October 02, 2015, 01:02:06 AM
It took me a long arse time to train myself not to save scum, but i am finding the game is a lot more fun now. I find that im less stressed out as my colony just sort of falls apart because of some Randy bs lol. I aint perfect at it, but i think in the long run its good for me. Its definately good for my urge to play the game. im having way more fun now than i used to.
#89
i would be more than happy to fund an expansion to RW. However, i want to see RW finished first. i have seen and heard worrying things bandied about by members of the community in regards to Tynans view of completion and i wish to dispell my doubts towards that end first.

Obviously, its hard to make a judgement about that when i havent met the poor fellow, but RW's design is still lacking what i would consider intrinsic mechanics, from z levels to actual pawn relations and the capacity to actually explore the game rather than have all its pieces handed to me. Atm i just consider those things to be on the to do list, but the way ive seen some members of this community natter on without a clue what they are or arent talking about, i find it worrying to throw money out before version 1's release. Dont get me wrong, RW is a great game at the moment for what i paid for it and it was well worth it, but if it becomes what i hope it will ill be more than happy to throw the australian cost at the game, which is a not so normally easy to justify 100$, and then id pay for the expansion too. The game has massive potential, i want to see that paid off and im more than happy to pay for it when i see it.

If i dont see it. Well, ill make it my mission to some day develop that game :)
#90
i dont get a bug out, but i get massive lag and it seems like the weapon is firing many many projectiles :\ the graphics stay in the same place for a longish time even if the pawn moves away. its not really game breaking though. the lag is localised so if i move away its not a problem, and its kind of unique in its own way. i definitely know if someone has a pulse weapon lol