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Messages - TrashMan

#46
Quote from: ShadowKatt on March 17, 2020, 02:24:46 PM
Players build a killbox because it requires a concerted defense to save your base from nearly any raid.

Players build a killbox because a regular defense (the kind of you would see in RL) simply doesn't work well in vanilla.

and also because the AI is dumb and will bee-line for the door, rather than insist on making its own entrance, just in case. Or split, send part of the raid to the door, have other tunnel trough, even if it takes long.
If they can just wait and wander aimlessly for a day before attacking, they can dig.


Of course, if you fix AI to plan assault better and break walls, then the player is boned because walls are like tissue paper, so that would require fixing too. But if walls/stone becomes impervious to most weapons, then that will need to be taken into consideration.

Pickaxes, drill and explosive charages, cannons - those should be a requirement ot break walls AND dig stone. No easy/early mountain bases without tools.
#47
Is that it doesn't really make sense, hence why killboxes are necessary.

Pawns can destroy granite walls with bare fists or handguns (though the Ai rarely does that).
Mountains can be mined with bare hands.
Defensive turrets are useless garbage.
You have no proper defensive walls/bunkers/embrasures.
The enemy has no proper tools and attack strategies.

The way things currently work is the root of all the problems.

Now imagine if walls (and armor) acted like they should - impervious to fists and most melee weapons. You'd have sappers in every raid. Proper siege weapons and equipment. Raid AI that isn't braindead (no bee-lining for the trapped door, use of smoke, suppressive fire, making their own entrances, etc..).

Raiders may come with combat shields, RPG's, even APCs or tanks (that would be invulnerable to small arms fire), requireing specialized weaponry to deal with. The upside is that you can get away with smaller raids being a much bigger threat.
The downside is that you're (almost) boned without proper defenses and equipment. Things like APC's carry troops to your base, so they by themselves wouldn't be a threat.
The AI should also be smart enough so that you cannot simply down a pawn with sapping/anti-armor equipment and call it a day - other raiders should pick up the critical gear.
#48
Quote from: Bozobub on March 16, 2020, 10:47:38 PM
Frankly, I'd prefer mods stay mods, for the most pary, with any additional *official* content packaged as optional DLC.

a) The "vanilla" game is actually the most popular form, according to mod downloads vs. sales.

b) EVERY addition to content increases the load on your system, whether gameplay slowdown from additional scripting ("per-tick" calculations") or longer load times from item definition changes/additions.

c) Significant additions to the base game need to be paid for.

As mods or DLC, this lets people who prefer the game pretty much as-is (like me) to keep it that way.  Mods have the advantage of not having to pay staff (or the rent), plus don't have the same quality-control burden of official content,so they can often go farther afield and do unique things that nearly, or even fully break the game.  DLC has the advantage of MUCH better quality, generally, plus constant maintenance by professional coders.  Both approaches have merit.


a) wrong metric

b) depends on optimization. Something that is part of base game would have less of an impact than a mod, due to better implementation

Also, did you say quality control? Much better quality and balance? Thanks, I needed a good laugh.
#49
Quote from: Lexa on March 14, 2020, 07:49:28 AM
*inhales* Ahem.

Interaction Bubbles: Visualizes what people are talking about.

Cleaning Area: Lets you desingate areas to be cleaned, rather than whole home zone

Setup Camp: Cause having to make a whole ass colony to tend to someone or manage your caravan is dumb.

Smart Medicine: Save good medicine for dangerous injuries and use the medicine in my inventory? Why i never...

Dress Patients: So your're not forced to spam heaters to save your naked and incapicated pawns from dying of hypothermia. Also prisoner uniforms.

Filth washes away with rain and time: Huge performance gains from removing all that filth around the map nobody cares about eventually, in a super vanilla friendly way.

Animal Logic: Animals can be desingated beds, generally are less dumb and other niceties like fixing the useless meat bloat, converting eggs and making hostile predators actually, yknow, considered hostile so your pawns will shoot at them instead of politely letting the predator eat them.

Rim fridge: Lets be real, who walks into a giant walk in freezer to get their meal? Meals belong in the dining room/kitchen but you dont want them to spoil.

Better Workbench Management: Lets you actually specify details about bills, drastically decreasing the micromanagement involved. Why would your pawns need to make simple meals when the fine meal supply is stocked? And more such stuff.

Rimhud: More dense and better hud information, saving you quite a few clicks. Im actually not super sure on if it should be absorbed into vanilla but i cant imagine playing without now, tones down on the UI wrangling massively.

Export agency: Lets you save and load bills, restrictions uvm. Every time you start a new game you have to re-set all those all over again and this well... now you can do it easier and without spending 2 hours on it. A few clicks and you're good to go.

Real ruins: I know, i know, we already merged some parts of this into vanilla... and yet still, the new vanilla ruins are dull and dont really look like something people would build to live/use. Why exactly do they all look like mandela fractals?

Work Tab: Massive efficency boost in larger colonies, by letting you define shifts, times for specific works (sow plants at night anyone?) and split down work types down to their workgivers, so you can have a shitty doctor who doesnt attempt to do surgeries but will gladly tend to peoples every day hurts.

Carry Capacity Fixed: Unifies caravan and map hauling capacities, the stats for either now are the same, additionally it lets bionics affect how capable your pawns are at hauling.

Pick up and haul: Neccessary to actually make use of the previous mod. Makes haulers pick up items into their inventory, letting them carry odd amounts and multiple different things.

Frak I forgot those. Yes.
#50
Vein Miner
More bridges
Snap Out
Metal doesn't burn
Doormat
Sensible surgery (was it called like that? A mod that adds medic bags and allows stabilizing downed pawns on the spot... also fixes surgeries)
Duel Wield and/or Simple Sidearms
Run and gun
Nature is beatifull
Rain washes filth
Sculpting from stone chunks
Bulk recepies
Solar roofs
Embrasures/trenches/more turrets
+
Hospitality
Giddy Up
Boats

#51
Quote from: Bozobub on March 16, 2020, 07:47:41 PM
RW was also developed with mods specifically in mind.  If you predefine too much content, you limit what mods can do, that simple.

Can RW improve?  Definitely!  Is "vanilla" RW a complete game?  Yes.  Arguing otherwise is pointless; far too many people use few (or even no) mods for that to work.

Furthermore, in many, if not most cases where people are carrying on about content they feel is missing, it's hideously bloated BS I'd NEVER want, myself.  Subjectivity is like that... ::)

A cop-out. An excuse to deliver as little and polish as little, under the guise of benevolence.

People joke about the "Bethesdea approach" - make a basic framework and let poor saps provide the best content and polish and fix your mistakes. It's no joke, unfortunately.

RW is a "complete" incomplete game.
#52
Quote from: Bozobub on March 12, 2020, 07:33:17 AM
Nope.  Your insistence, no matter how emphatic or voluminous, still doesn't magically generate existence.

Existence of what?

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Be exactly as disappointed as you feel is appropriate.  That still defines nothing for anyone else but you.  You can stop trying to insist what "people" want, since you have nothing but unsupported/able anecdotes as backup; lose the plural, buster.  No one is impressed.

Oh, by the by?  No, you haven't interviewed "thousands of people" re: their opinions on this subject.  Transparent hyperbole isn't going to help you here.

Feelings are irrelevant. Fact are. And factually, you cannot defend half the stuff that goes on.
We can discuss taste until the cows come home and never agree because our taste buds are geared differently. But if the food is prepared on a dirty floor crawling with bacteria, taste ultimatively matters little. You can like the sewage burger all you want, just don't claim it's not covered in shit.

So go ahead. Defend these design decisions. Explain to me how operating on the leg and ending up cutting out an eyes makes sense or makes for good gameplay?
Explain to me how a clear and obvious gap in transportation and tech levels is good?
Explain to me how a broken raid system is good?
Explain to me why simple, logical, widely-known solutions dating to the bronze age aren't avilable to the colonists?
#53
Quote from: ShadowKatt on March 15, 2020, 08:14:35 PM
I have snap out. I didn't originally, but after having some pawns that went upwards of five days of just wandering I said enough. Now I have a new colony, things aren't great(I had fiancees who broke up) and so moods are in the pits. In any other circumstances this might not be a big deal but with three people and two of them in near constant breaks, and no one with good social for Snap Out to work with, I am losing whole months because there is simply nothing I can do. No food because they're wandering instead of growing. No power because we can't get research for batteries. Until we lose some of these negative moodlets we can't get anything done, and my options are none. Sit and deal with it. Let the game just run because I can't do anything. Turn the speed up, walk away, make a sandwich, come back and watch while my broken pawns autopilot.

I can appreciate the mood system but this is like the tornados. Nothing I can do about it, no way to mitigate it. This is flash storms if the rain wasn't delayed, just turned off entirely. It sounds a little petty and i know there are people out there better than me who can keep their pawns happy in a dank and dingy barracks, but for the not absolute hardcore this just doesn't work.

But think of the story, the drama!
#54
Quote from: Boboid on March 11, 2020, 08:49:43 AM
Quote from: TrashMan on March 10, 2020, 04:55:34 AM
Quote from: Bozobub on March 09, 2020, 07:47:16 AM
You made general claims about what "people" want in the game.  Try again.

Most people. In my experience. I've talked to thousands and the overwhelming majority mirrors my thoughts. And that is further confirmed by gameplay.
Quote from: TrashMan on March 10, 2020, 02:01:19 PM
Universal agreement is not necessary. Proper argumentation is. Common sense.

Well if anything good has come of this off-the-rails-argument it's that it made me grin.
Emphasis mine of course.

Maybe pick a different hill to die on?
Maybe something else might be more important to you?
Just a thought, Friendly/Empathetic advice even.

You see a contradiction where there is none.
#55
Quote from: gav00uk on March 10, 2020, 11:05:26 AM
What your describing is massive fundamental change to the game. It would remove most of the events from our settlement map and we would be spending most of our time roaming the world map attacking other caravans and settlements. While that might be fun it would remove a lot of danger from our map and colony, seeing whats coming removes the element of surprise and makes it easy to prepare.

I do not follow your logic.
Why would it remove most events from the map?
Why would you be spending most of your time roaming?
Have you even tried Preeemptive Strike or Scouting mods? There is a CHANCE to detect incoming, that depends on distance, size and equipment. You might get a several hours of warning. You might get almost none. how is getting no warning at all good in any way, shape or form?

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Remember in Rimworld we are the small guys, the survivors. We are not a military force or planetary conquers, we are the underdogs trying to stay alive and if possible thrive and escape.

And going out and exploring and scavenging is not part of survival?
Fighting against other hostile groups is not part of survival? Small tribes have fought agaisnt eqachother since antiquity.
It's not like other settlements are massive nations that are unassialable.

You're not supposed to turtle because your defences get nerf upon nerf, to the point that killboxes and dumb AI abuse are required survival strategies. You're not supposed to go out either.
What are you suppsoed to do.
#56
Ideas / Re: Hidden Wealth and Wealth Rumors
March 12, 2020, 05:46:27 AM
Agreed.

It would be best if each faction has a wealth_assemsment variable (and defense_assesment?) that changes over time.

Having a lot of trade caravans coming and going, means more information about your colony goes out, meaning the more you trade, the more accurate picture the raiders will have - and not just about your wealth, but defenses too.

So much about raids nad factions feel inorganic ATM.
#57
Quote from: zizard on March 02, 2020, 12:04:24 AM
Check out the wealth control threads by the great black_fr. It's the core game mechanic and even more important now that there's clusters.

The entire raid system is in bad need of an overhaul.
Perhaps having each enemy faction have their own assesment of your wealth and power (2 variables) that changes over time (and depending on how their raids go and if anyone survives to get back to report), rather than anyone magically knowing your entire stockpile and inventory.
#58
Quote from: Elrood on March 10, 2020, 06:29:36 AM
Using your own food analogy - there are people who like cheeseburger or fish and chips more than full course meal from 5 star restaurant. And then there are so many variants of said 5 star meal that most of us will diverge massively on what we want.

If you want to go deeper into food analogies- most people who eat junk food realize and admit it is junk food.
And in term of nutritional value a meal can be analyzed. It's not a matter of taste.

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What I'm trying and failing to convey to you is: Not everyone is bothered by what you think as problems.
That also holds true for real problems. Some people do no care or do not know better. The existence of people who do not care does not invalidate the problem.

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Actually from the list you create I don't care about any of it. None of it is worth time to fix from my point of view.
You do not care. And that is your only defense. Because you know you logically cannot defend such flaws and oversights. And some of those would take literally 5 minutes to fix. But you still think it's not worth it? That just awarding lazyness.

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My list would go in direction of making systems similar/identical to VGA, Giddy up, Run and Gun, Hospitality, Bad Hygiene, Save the Ship 2, few more things i won't be bothered to remember right now.
Complete opposite to what you would want.

How is that opposite? Those are the EXACT SAME THINGS I listed earlier. I would WANT all of those things implemented into core (but run and gun needs nerfing to default values)... except Save the Ship 2, that could be left for an expansion/DLC.


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And I bet there are tone of people who would not agree with both of us, would partially agree, would thing we are mad because they are fine in vanillia....
This is why I say its so subjective.

There isn't a subject on the planet, no matte how objective, that will have everyone agree. There are still people who believe in flat earth.
Universal agreement is not necessary. Proper argumentation is. There has to be more than "I like this" or "I hate this" behind such decisions. Cost/benefit analysis. Balance impact. Gameplay impact. Narrative impact. Common sense.
#59
Quote from: Bozobub on March 10, 2020, 07:16:10 AM
a) You still have to download the mods.

But not from steam.
mods for Rimworld can be found everywhere. Including mod packs.

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b) You're making assumptions you cannot support again.
You're going nowhere with this.  Serial insistence does not generate existence.

Wut?
#60
Help / Re: Stupid question
March 10, 2020, 01:44:48 PM
It didn't change in caravan. The emperor can still carry only 35 kg (really?35? Why is the vanilla value trash?) despite also having a power armor with +300 carry capacity.
I guess that apparel addition is only for non-caravan capacity. I wonder is caravan capacity can be changed?