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Messages - TrashMan

#61
Quote from: Whifflepits on March 03, 2020, 05:53:46 PM
Not sure if all of this is necessary for "balance". It'd be nice to have yes mo' features mo' better, but I've had so many cave-dwelling colonies completely decimated by a bad infestation in the wrong place at the wrong time that it doesn't feel like turtling to me at all, but a pretty risky gamble.

Sure most of us around here mod the rate the events occur or remove them entirely, but most don't. So if you start adding in "balance" fixes to a common style of play like digging into a mountainside you're really going to skew the game to the far side of un-fun for people who aren't modding infestations.

Infestations were added to punish "turtling". Now mech clusters are added. And turrets nerfed.
I am proposing something more natural that doesn't really nerf mountain bases or turtling in term of how effective it is when set up, rather makes it more time consuming to set up (which would mean you transition into the mountain later, which means dealing with infestations later).

If you use embrasures, infestations are easy to deal with. Personally, I use 3-tile wide main corridors in my mountain base, with embrasure walls and heavy doors spaced around AND defensive rooms.
If you don't use them you can remove the thick roof for some venting shafts (to prevent cooking), you can use chemfuel bombs to get rid of them easily.
#62
Ideas / Re: Your Cheapest Ideas
March 10, 2020, 05:36:00 AM
- make steel and metals not burnable
- fix surgery
- add embrasures, but more balanced ones. If they have big openings to shoot from, smaller animals/insects should be able to climb trough. Also, if they are not part of a room/bunker (thus, no roof), pawns should be abelto climb over.
- add item equip limits by other apparel type (minigun requires the pawn to have power armor, etc..)
- add variables to AI colonies (walth, defenses, population) and have them react properly to those. A colony with low pop won't send raids until they recover.
#63
There is also the local mod folder. A lot of people I know don't even use the workshop because of steam shenanigans and internet connection nuking their modlist.

Also, people that never used mods don't really know what they are missing. Hindsight is 20/20.
#64
Quote from: Tynan on March 06, 2020, 10:00:58 PM
2 - Clusters were extensively tested but people have different skills and playstyles so I'm still adjusting them going forward (as you can see from the patch notes). It also is clearly an adjustment from the old turtling gameplay, which is understandable but was the goal all along. Adding variety and new strategies to the game is good, and a great way to do that is to give the player the initiative instead of always putting him in a reactive role.

I don't see how. You are still reacting.

Something like Preemptive Strike, where raids are generated and travel on the map and can be intercepted, is a much better option. (would be even better with proper vehicles)
Combine it with AI colonies having some basics stats (wealth, population, defense) so that raiding them can cause them to stop sending raids (at least temporarily) and you have proper reactive gameplay.

Destroy the enemy colony close to you and they have to send attacks from a colony that is farther away, giving you more time to prepare and intercept.
Kill enough of them and their population drops so they can't send big raids untill it recovers.
And if AI factions actually properly interact (raid and trade with eachother - simplified) you now have a far more reactive world adn reasons for the player to leave his adobe.
#65
Quote from: Elrood on March 09, 2020, 10:19:53 AM
Actually let me try to distill what i wanted to say: What you think is missing is what you got so used to, you treat it as must have. Thing is, this crap is so subjective, it either isn't really missing, or at least fixing it would mean something more fun to play with would not get into the game - from point of view of bigger crowd. And Tynian need to find stuff that will improve fun most for as much people as possible. You probably think he failed. Imho a lot more people think he got it kinda right, me included.

No.
If anything, it is realizing just how flawed something is when you see a fixed version of it. Who in their right mind would want to go back to an inferior product?
If all you eat is porridge, and never ate a complete meal, how can you know what you're missing? How can you know your meal is lacking? Or is wanting a decent and well balanced meal being demanding and "just subjective, just what you got used to"?

After so long and so many updates, some major problems are still there. Content, that was alluded to but was never implemented (a lot of early techs and stuff was mention by Ty himself)
There is nothing subjective about metal STILL burning.
There is nothing subjective about a medical system that makes no damn sense (I'm operating on your leg. Ups, there goes you eye!) and needs mods to fix.
There is nothing subjective about clear technological and logical gaps (pack animals -> starship. You'd think there be something in between.)
His insistance of making killboxes necessary, then whacking the entire premise with a hammer with swarms and nerfs.
I can go on and on.
There is nothing subjective about that.

Ty can take it easy because he knows there are modders out there that will compensate for his failings. The funny thing I wouldn't even mind it as much, if he were just implement some of these things into the game.


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When it comes to entertainment i want max value of said entertainment. And if that means mods fixing the game while game designer has time to make more fun stuff, i will vote for more fun.

Which just shows you are a man without any principles who happily rewards bad practices.
#66
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.
These forums are the least critical ones I have been on, but that is usually the case of official forums.
#67
Quote from: Bozobub on March 05, 2020, 07:18:26 AM
Funny...  I have ~400 hours in the game, only 8 mods, and I only started using mods relatively recently, and besides RTFuse, all are QoL.  It's almost as if insistence about how people play the game isn't particularly useful, isn't it?  Gawrsh.

Actually, "people" play the game in a wide variety of ways.  Stop pretending YOUR case defines anyone else's, because it doesn't.

I never said my case defines everyone elses.
How you choose to play is your concern, and it doesn't change the fact that the vanilla game is lacking quite a few things.
#68
Quote from: RicRider on March 05, 2020, 07:28:28 AM
You just don't get it. There's this thing called 'first impressions'. There's also this thing called 'concessions'.

If you messed up your first impressions with someone, it's YOUR job to make concessions if you want them to have a discussion with you. I've already replied to several of your points on this and other threads. Take the time to read through them and RESPOND like an intelligent adult.

You start and I'll follow your example.


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I'm not going to do what you're doing, which is creating drama on the forum, just so people talk negatively about the game and make you feel better for the miserable time you're having playing it. Get a grip dude and find something productive to do with your life.

Anything you don't like is drama? Good to know.

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Also were you paying attention mate? Half your posts were deleted yesterday on this thread and half of what you said was edited out of a post. Some of my posts were deleted too. Do you understand what that means and that you're pushing a fine line here? So you can bitch and wine about what you think is Tumblr behaviour whatever that means but you and I are both apparently on notice so my point about not having the functionality to mute you still stands whether you like it or not.

You always have the option to - GASP - ignore my posts.
A novel concept, I know.
And for all the complaints about posting here not being productive, you are wasting your time responding. So just ignore me if you don't like what I write. I'll do the same to you. That I can guarantee.
#69
Quote from: Elrood on March 05, 2020, 07:11:23 AM
Some who played rimworld for 20-30 hours - he will not be playing with mods. Rimworld has enough of content for such person to have a lot of stuff to learn and understand without added complexity of mods. Imho also all your QoL mods are not so important until you start to go into 20+ pawns or wherever your micromanagement skill stop working/become too annoying. 

For someone who played few hundred hours, watched few hundred hours of rimworld "science"/analysis/lets plays videos, playing without mods is plainly boring and annoying. Stuff that isn't that bothering when you have 5 pawns is really irritating when you have 40. Micromanagement is pain the ass to do all the time. All the QoL mods are a necessity. Also all content addition mods are extremely important. Those keeps are in game, giving us new/more stuff to explore and eliminating small irritations (which build up quite a lot with time).

You're making my point for me.
When you paly a lot and see the holes in the road and broken fences the mods fix, you never want to get back to unmodded.
People with experience see what is missing.
Of course someone who is new to the game and never tried caravan trading, won't notice the flaws in the system.


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On the final note: I by myself, would rather have Tynian working on new features rather than QoL, at least as long as those QoL are provided by maintained mods.
Why? Cause this way I get even more new things to play with. This discovery and learning process is what keeps me in game.

A cop-out.
It's like saying you'd rather have the mayor do something else rather than fix the broken street lights, because theres people living near the broken lights that got frustrated waiting and started fixing them up themselves. Why do your job when there's some schmuck that will do it for free?
#70
Quote from: fritzgryphon on March 04, 2020, 11:12:47 AM
Don't even have royalty yet but already loving the turtle tears.

It might need some balancing but I look forward to having a reason to maintain a sally force instead of just pulling mortar triggers while watching megascreen behind the killbox.

Mortars are terribly inefficient/inaccurate and turrets that player gets are in general trash.
Normal/logical defenses work only with mods, without them you require cheap AI exploits (killboxes). Preemtive Strike had the right idea on how to handle raids.

Also, the fact you enjoy the irritation of people who play the game differently than you is disturbing.
#71
Quote from: Pangaea on March 04, 2020, 10:32:38 AM
First of all, please stop with the personal attacks. It's not needed. If your argument was strong, people would be convinced.

If you truly believe that a strong argument is all that's needed to convince people, you're living in dellusion land. Real life doesn't work like that.


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Secondly, it seems the amount of mods is the core of your argument, but it is apparently only relevant when you talk about it, not when others make counter arguments.

Nice stawman.
The amount of mods used at once necessary for a good game experience is the argument.


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Thirdly, you have no idea about the real statistics, and what you write there is clearly incorrect, merely by looking at downloads of mods from Nexus and Steam (I detest the latter and will never use it, but I digress).

Pretty much every single person I've seen or talked to that played rimworld has 100+ mods. And I visit a LOT of boards/forums.
And also pretty much everyone agrees the game needs work.
About the only place where I find a different opinion is - unsurprisingly- here.

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Admittedly this is a guesstimate on my part, but it should be pretty solid based on amount of games sold vs amount of mods downloaded on Nexus/Steam: I reckon the vast majority are playing RimWorld with 0 mods. Some are playing with a handful of mods, let's say 5-20. Then you have a small minority with more mods than that. And a very tiny minority with 100+ mods.

Everything is a guesstimate. And there are a lot of places to get mods from, and many are too lazy or don't even know how to use them or that they exist.
#72
Quote from: RicRider on March 04, 2020, 09:45:39 AM
Quote from: TrashMan on March 04, 2020, 05:40:59 AM
Would you like me to to call you a yesman? An ass-kissing braindead fanboy? I could and it would probably be more accurate then your unfounded assertions.

Also, nobody owes you anything. Even if I have any issues with the current version of RimWorld and the changes in 1.1, I'll reserve that criticism for a more appropriate time and place. Not immediately after release. Not to pump your gravy train of whining. I'm not about to let grifters like you use what criticisms I may have to make your illfounded points and use the data I've got irresponsibly.

I enjoy RimWorld 1.1. You sound like you don't and therefore my advice to you is to play something else or wait for mods to update. I wish this forum had a 'mute/block' feature so I could remove the negativity you bring to the table from my life, and also others could do the same thing so you wouldn't have your childish tantrums reinforced. But until that feature is available you'll see people like me disagreeing with you.

Muh negativity
Muh mute
You sound like you belong on Tumblir

The game has been in development for how long? It's been out for how long? Tell me, when IS the appropriate time for criticism? Never?

#73
Quote from: RicRider on March 01, 2020, 08:21:53 AM
Good advice, for people. But you are literally talking to zombies on autopilot about their mission to expose the corrupt gaming industry that makes (insert victim/scapegoat here) look bad. At least when I read TrashMan's whining I get the impression he's on a mission to show how Indie game developers are 'criminals' who deserve to be exposed for the 'bad programmers' they are. I don't get the sense that he's a gamer; he's a grifter, plain and simple. A bit like some real world e celebs I know but is probably mad that he doesn't have his own platform and fan base that can create havoc on Twitter for him.

I am on no crusade and I have nothing agaisnt the indie industry or indie developers.

#74
General Discussion / Re: Best animals for breeding?
March 04, 2020, 05:24:44 AM
Quote from: Jan2607 on March 03, 2020, 02:13:40 PM
I want to breed animals to sustain my colony with meat. What do you think is the best animal for this?
My main concern is about the food consumption compared to meat yield. Is it better to have hundreds of small animals (chickens, guinea pigs) or to have some big animals like muffalos?

The current balance is bonkers, as it's not effective to feed animals.
I'd recommend mods that increase grass growth/yield or the one that has grass cutting produce hay. Probably both.
#75
Quote from: Pangaea on February 29, 2020, 04:36:30 PM
Recently I have played The Witcher 3. Like with RimWorld I only use a handful of mods (okay, a bit more in RimWorld, maybe 20, though most are small stuff), but I see people saying they use 200-300 mods. And Witcher 3 is a rather successful game too, that won a GOTY award or two. Not many will call it unfinished or claim that CDPR don't know how to make games.

Nay. With any game that has an active modding scene, and with a game somewhat accessible to modding, it will quickly have hundreds and even thousands of mods. It doesn't mean the game is crap or unfinished. It simply means there are a lot of people out there with even more ideas, and they implement some of them. And they generally do it quick, with little or no testing.

Whether people prefer to use no mods, a few mods, or everything ever released isn't really a comment on a game's quality. More likely a reflection of people having loved the game and played it a lot, and then wanting to try out some mods to spice it up, have a slightly different gameplay.

Quote from: MengDe
You seem to be under the impression I just played maybe 3 games ever in my life. And funny that you mention this when one of the games I went out of my way to mention is CK2, which has a relatively big mod scene. I also went out of my way to mention I, another individual, enjoy using a lot of mods.

I go out of my way to buy certain types of games on PC precisely because I love exploring mods and using as many of them as possible, and not necessarily because I think there's anything wrong with the base game. If my mod list is ever under 20 mods, please call 911, because I can only be sick.

Yes, my experience is anecdotal, but it goes to show you really can't have generalized opinion about a game based on your personal practices. If you can't understand that despite everything that has been said in this thread, there's nothing to be done about it.

Why is there such a severe lack of reading comprehension?
There are plenty of games with tons and tons and tons of mods. Take Skyrim for example (which, amusingly enough, gets a lot of complaints about feeling rushed and incomplete and practically no one plays it vanilla).

The number of mods available is NOT RELEVANT. At beat, it can serve as a rough gauge of the games modability and popularity. Neither is the fact that someone might play RW without mods. Some people like to punch themselves in the balls. I personally know a guy with 500+ RW mods. Outliers and extremes are just that. It is the averages that matter.

And if almost no one plays your game without 100+ mods, then something is clearly missing, ESPECIALLY if half of those are not extra content (like, let's say Star Wars factions), but mechanical/gameplay fixes. Steel still burns FFS! The surgery mechanic is still retarded.

I know people that still play Freespace 2 vanilla, despite there being tons of campaings and mods for it. And when they do use mods, it's just 1 or 2 max. Same with Baldurs gate. Either vanilla or 1-2 mods. I have yet to meet anyone who plays Rimworld vanilla. In any forum or board I've beeen to, they might reccomend only the first vanilla run just so you see what the base game is, but rarely not even that.
And that is telling. If the gaming populace at large adpots the stance that 100+ mods are a bare minimum, then something ain't right.

A complete experience and game wouldn't require that. People would be using a few mods at average, not hunderds.