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Messages - Untrustedlife

#31
General Discussion / Re: Psychic Drone balance
July 12, 2014, 11:49:48 AM
Encountered it in testing.


But I cant help but think some people are exaggerating...



People have learned how to deal with t, re-add it now clearly people just raged instantly because they didn't know how to deal with it.
#32
The charm of roguelikes is the random death though! Since everything IS randomized its still interesting even after you die, its is not a poor design decision at all.. its called replayability.. and it keeps people entertained for hours.

Ok lets take an example.. nethack... players usually die because:
A: they didnt understand a part of the game Or
B. Because the random number god kicked there butt.

However when you do win.. it is VERY rewarding due to the difficulty and each time you play you have fun due to the randomness. So players keep playing anyway because it is entertaining.

Dwarf Fortress Death reasoning:
A: Player doesnt understand the full scope of the game, and they die because of it
B. The place that they chose to embark/start kicked their butt
C. The simulation kicked their butt (could be merged with A)
D. The random Number God Kicked their But

Or a combination of all 4.

Players keep playing because, it is the same philosophy as nethack.. maybe next time ill do better
Or they get better at it by learning how to play (skill)
There is no way to win that game, the reward is having a fort that survives awhile (long enough for you to screw with game mechanics) or dies in the most epic way possible (a la boatmurderd)


Rimworld in this case should be more like dwarf fortress (Not ftl/nethack)
Where skill AND randomness can factor into a death or win.
And "winning" is still very enjoyable because all eh death that happened before it. (A reward)
#33
Quote from: milon on July 07, 2014, 01:08:18 PM
Is Untrustedlife still alive and well?  Are we still doing this on A4, or switching to A5?



im sorry, it seems whenever i want to do something like this life hits me like a brick.....

I guess we can switch to a5, ill have to just just start up on randy random and be like "Story time", My birthday is tomorrow so dont expect me on then, but this weekend I have work off (I ended up having lots of work the past couple weeks) :) so I can do it. We will still do it. Just make sure to keep up on this thread so we can set off when Im done with my turn. Again, sorry i wish i could devote my entirety of time to making the first (hopefully of many) succession game of rimworld, but its difficult.
#34
Ideas / Re: No Go Zones
July 10, 2014, 10:38:44 AM
Quote from: Klaatu on July 10, 2014, 06:59:52 AM
I would also like no go zones. In Majesty, they had fear flags.

I would love to be able to zone an area, and hit a toggle for activating / suspending the zone/deactivating like stockpiles and production buildings do.

Majesty one lacked fear flags (but all your heroes were pretty much unkillable anyway unless they got surrounded), majesty 2 had those though
#35
Quote from: DarcySupremest on July 09, 2014, 02:37:06 PM
Love the new update guys, lets just get right into it.

>Nutrient Paste being an acquired taste
I get the idea that that its meant to be like this weird slop but I think a large minority of survivors should like the taste of nutrient paste, like 40-30% of survivors could like it. Keep in mind people like Pepsi Next and Vanilla coke ;) So basically when some survivors eat Nutrient Paste  they get a small positive mood buff.

>Take a break mode
This is something I feel desperately needs to be added in to help deal with the stress and mental issues. Which right now you can really do largely nothing about. I will probably make a separate post on the suggestions forum going into great detail and depth of this suggestion with new items and things that could compliment it but for now basically its a mode where when its activated the colonist that it's active on won't do any work and will simply sit down on a stool, rest on their bed or chat to another colonist, basically activities that help them calm down which will greatly help them improve their mood.

Like I said I will make another post that goes very much more into detail and will suggest some complimentary items and entities to assist with it.

>Tents
When you initially crash down you should get three or more small repackage portable tents or swags as we call them here in Australia something like this (http://www.brettproducts.com.au/uploads/images/ProductGallery/Camping/tent%2002.jpg

These simple shelters can be used to maybe half or significantly decrease the sleeping outside and sleeping on the ground debuff. Basically instead of sleeping in a sleeping spot and getting a "Slept Outside" and the "Slept on the Ground" debuff you instead consolidate those two debuffs into one small one called "Slept in tent" which still debuffs your survivors moods but gives them a much more preferred option to sleeping on the ground in those first few days when you're starting up the colony.

The downside is that for every say major storm or rain the tent is in it slowly takes damage and if the player does not repair the tent it will break and become useless. They could also be easily trampled by say a stray muffalo that yonders over and stands on them.

These are all the suggestions I have for now. If I ever have any more suggestions I will put a break in the post and add them beneath these current ones with the date I added them.

Tell me what you guys think!  :)

_____________________________________________________________________________________________________

10/07/2014

>Saved from slavery buff
Just thought of this now but when you buy slaves, a large majority of said slaves should have a permanent positive buff or at least a very long powerful buff where they are relieved to be free from slavery and are loyal to the colony for saving them. Some slaves can not have this buff but I believe the majority of them should have this.
seems like all you want is to make the game easier... i disagree with this.
"positive buff this" "permanent positive buff that"
Honestly.
#36
Quote from: Ludov on July 09, 2014, 06:04:39 PM
Personally I think it would be more likely to see something akin to a "Adventurer mode" akin to Dwarf Fortress', keeping the same topdown view, than to add a 3D first person mode in an engine that never supported any 3D graphics in the first place.

Actually, that's kinda what I'd suggested too not long after it was announced in the daily changelog that a true worldgen is coming:

ludeon.com/forums/index.php?topic=4610.0

This is far more likely and I think I would prefer it.
#37
Ideas / Re: Alien Plants/Animals
July 05, 2014, 11:08:43 AM
Read rimworlds lore, no aliens, plant or otherwise, its all mutated/genetically engineered/adapted versions of earth life.
#38
Not easy to program , especially right now.
#39
Ideas / Re: Ramsi's Big Ol' Idea Checklist!
June 29, 2014, 12:42:00 AM
Quote from: fernbhoy on June 26, 2014, 09:16:54 PM
Quote5. Pets/Beast of Burden
Animal companions for your base. We have Project K9 out already that gives you dogs that do it all for those in dire need but lets get something similar into vanilla! Take a muffalo, train it, put a cart on it's back and BAM you can haul things, maybe a big hoe or something and it can help you in the gardens/farms.

i for one welcome my army of trained boomrats

Ive always wanted a war-muffalo....
#40
Quote from: Sion on June 04, 2014, 02:38:06 PM
Allow me to put and end to your confusion, thanks to: Blackjack1000K and the creators of Paint.net
I can not only promise you the sky, I can even show you the sky :P

Because each picture is about 4Mb large I will use links to the pictures, if not then the server would need to load 4*15=60Mb!!!! just to display this post, and it would take a LOOOOONG time to load, have fun:

Black Sky
Pink Sky
Turquoise Sky
Dark Purple Sky
Light Purple
Wine Red Sky
Red Sky
Orange Sky
Yellow Sky
Light Green Sky
Dark Green Sky
Light Blue Sky
Dark Blue Sky
White Sky

Quote from: Blackjack1000K on May 30, 2014, 03:18:15 AM
i sure hope its cyan :)
I made this specially for you:
Cyan Sky
I do not mean to necro , but this is awesome.
#41
Quote from: Kubouch on June 26, 2014, 03:43:54 PM
So how's it going? I'd love to do this but I'm abroad from 29.6. to 11.7. so I won't make it anytime soon, I'm afraid.

im beginning my turn tomorrow Should have all 10 days taken care of by saturday (monday at the latest)
#42
Quote from: Tynan on June 26, 2014, 03:09:43 PM
Well, if psychic drone events are too dangerous I want to address that. This seems like an odd solution though.

Also, I'm moving this to suggestions forum; it's not really a tester issue.
understandable.
#43
Been playing on cassandra classic in the newest testing build.

I have lost several colonists to mental breaks early on in the game due to psychic drones (including my main hunter)

Then it dawned on me, perhaps when someone successfully kills an animal during a hunt they get a happy thought, this way i could (for example during a physic drone go on a hunting excursion with my colonists ] (or at least i wouldn't lose my hunters to these events as often)
#44
Quote from: Quasarrgames on June 25, 2014, 01:32:00 PM
tick. tick. tick.

the repetitive sound in my head hasn't ceased since i woke up in here. The last thing i remember is a band of raiders coming up over the horizon. I fought fiercely, but a bullet ripped through my side. I must have passed out from the pain. Then i woke up in this room. This cold, dark stone room. I check my side. the bullet is gone and the wound has been cauterized, but it hurts like haegke to move. I can just barely make out a table in the corner of the room. Wait, i recognize this room. This is the jail cell.

Oh gods. They know.

The heavy wood door opens in a blinding glare of light form outside. Juli enters.
"I take it you know why you're in here" she says in an ominous tone.
Maybe there's a different reason why i'm locked in here. Maybe there's a misunderstanding. there's a chance...
"No i don't! i'm just a farmer. I-"
She smacks me in the face  with the butt of her gun. Darick, it hurts.
"I DON'T BELIEVE THAT STEATHK!" she yells. "YOU'RE THE REASON WHY WE CRASHED HERE!"
She knows.
"I WAS GOING TO BUILD A BETTER LIFE! WE ALL WERE! BUT YOU RUINED IT! YOU RUINED EVERYTHING! YOU KILLED EVERYONE!"
Hot, angry tears well up on her face. I've never seen Juli like this.
"Juli, i'm sorry." that's all i can think to say.

She stares at me with unparalleled hatred and disgust for many agonizing seconds. Then she finally speaks. She's vented enough that she's not screaming a me anymore, but her tone is still hostile.
"If you're wondering how i know, I was scouting the landing site a few days ago. I found this in your escape pod."
She throws something to me. Even though i can barely see it, i know what it is. It's the deepspace transponder. It's what ships use to keep themselves from ripping apart while at light speed. Without it, a lot of explosions happen.

"Please, Juli, i can explain."
"I don't care about your Darick excuses" she says. "You will pay for this."
She then exits the room and slams the door behind her, leaving me trapped here in this cocoon of guilt and lies.

Only the gods now what will happen to me now.


[More may be coming soon! Hope you like it!]

There is no lightspeed in the rimverse... shall i link you to the lore?
#45
General Discussion / Re: Overworld
June 25, 2014, 10:43:35 AM
Quote from: Architect on June 25, 2014, 07:08:46 AM
Oh I know what this is. Tynan talked a little while ago about having a system similar to Space Bases where an entire map gets generated, and you choose a particular section of it to land on and make your own. Basically it'll be what we have now in terms of normal game play, but at the beginning we will have a little more choice as to what kind of place we get to play in.

Tynan never seizes to amaze me.