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 - Anduin1357

#166
Ideas / Re: The Grand Exploration thread
January 08, 2015, 05:43:39 AM
I'm troubled there is even an end at all to the game. Sure you may think that leaving a rock is no big deal but building even a substellar rocket needs a nation in the first place. The game's escape mode is rubbish and fairytale like.
If I were them, I'd just stay on that rock and get myself remembered in name before I leave a legacy behind.
That should be the story. A sandbox RimWorld which stretches round and has no end to it.
This is RimWorld, A Sci-Fi Simulation/Management/Tactical Strategy game that has no end in it's story, it is an ongoing world where they live and rightfully so. This is the grandest of all stories, one that everyone wishes for.
I say this on anecdote, I watched Stargate SG-1 and I thought it might never end. Yet it did and it hung with a new adventure waiting for them. And I can't see it. Not the next world or the next day. Death for the observer.
I hated it, I wished it lasted for as long as they lived till old age or death. This is Rimworld, this is THE ongoing story that should never end. Now... Stargate Worlds total conversion please?
#167
Ideas / Re: Multiplayer P2P No Frills.
January 08, 2015, 05:27:14 AM
Just add to the topic, it's fine, criticise it all you want but stay respectful for it.
Basically, this thread is for civilised discussion.
Criticism adds content for anything after all. ;)
#168
General Discussion / Re: Multiplayer - how?
January 08, 2015, 04:54:08 AM
Quote from: Cat123 on January 05, 2015, 06:57:20 AM
Quote from: Anduin1357 on January 05, 2015, 05:30:08 AM
note: to any mod maker who reads this, you might notice Tynan allows for disassembly of his game so long as it's only for a mod.
Take this opportunity and learn about the game's secrets and inner workings!

From someone who is known for saying things like "that'd be easy to implement", adding netcode would be a massive job, even if you were adding only co-op LAN style connections (i.e. no central servers).

Being honest, I'm not sure what real payoff adding MP would give: although everyone loves their minecraft / Terraria servers, the entire focus of Rimworld is a timed experience (generally, 3 years). Too long to play in a day, too short to have as permanent servers.

Added to that is the mechanics - you'd have to have separate colonists / player if playing on the same map (rather than just world map), but what happens if a player wants to grief another? How would you handle build orders? e.g. you want to build a wall at point X; player two wants to build a farm - what happens when colonists try to 'over-lap'? What priority is given to zones and ownership? (and what's to stop someone laying out a 100x100 dumping zone on your base to prevent you using the real estate?). How would you prioritize resources? e.g. player 1 picks up an item; player 2 wants it - how do you set ownership?

Also, pvp would be entirely not-fun; without the dumb AI, bases are impossible to defend, and mortars would just be a griefing war.


That's just 5mins of thinking about it.
I have abandoned this thread in favor of making a more civil thread.
Here are my last 2 cents responding.
Adding netcode may be a massive job but P2P has been widely implemented for launcher update uses etc...
And netcode is hardest to optimise because of latency problems yes but this is inherent of all multiplayer ventures.
My idea is relatively easy since 1. you have a direct internet cross-download and upload
2. Anyone can play for as long as they like, since this game is Async when you are offline.
Your assets remain in the game when you are offline. They can be attacked if in Async mode but defending AI tend to be quite good at their job. This can be improved on by mods.
3. The priority goes like this, Owner, (usually the first guy to spawn in there.) Conqueror, (guy who killed more than 75% of all player structures & pawns) Allies of the Owner/Conqueror, Explorer, (First foreign player to find this area.) and then the visitors who pass by and they are not the first. If a player griefs you, your order can cancel the other player's order if you take precedence in aforementioned list.
4. Instead of a Colony (Colony), it will be Colony ([Username]). Having more than 1 of such listing is possible. The Colony prefix would be renamable for the dev, mod, owner and first explorer(for ruins) whoever takes precedence except dev and mod for admin purposes eg. offensive name. This would allow names like "City of the Ancients (Anduin1357)".
As for resource fighting, the colonists will trigger a yellow exception letter notification stating that colonist x and colonist y wants z resource. If they decide to fight over it, so be it. :) The colonist(s) will stand opposite each other (arguing) over the resource for a set time and then the item would be auto-forbidden until the players resolve it.
Note that if the colonists are hostile, they will automatically start a shootout for the resource.
Same for build orders. If said players are hostile, overlaps are forbidden as if you were trying to build an object into a wall.
Same with allies. If you want to overlap, ask the affected player first.
(Sorry I did not reply sooner, if only you added a new post would yours be noticed faster.)
#169
Ideas / Re: Multiplayer P2P No Frills.
January 08, 2015, 04:28:17 AM
The rules were set in place solely to prevent thread trolls and those who do not add value to the discussion.
This is why I had to set rules.
Too many people think they hate PvP just because Tynan said so.
#170
Now temperatures are underpowered thanks to this mod. :(
#171
Ideas / Re: Multiplayer P2P No Frills.
January 08, 2015, 03:42:28 AM
Quote from: Geertje123 on January 08, 2015, 03:35:45 AM
I think it's a good idea for a mod.
(Why would we be afraid though?  :o )
Thanks for the compliment but it would be more useful if you asked questions :)
This thread has a really low reply/viewership ratio and I'm guessing that some forumers might be passive of their comments.
I guess this thread looks quite formal and really down to Earth, that's why.
#172
Ideas / Re: The Grand Exploration thread
January 08, 2015, 03:24:49 AM
Think of it this way, Tynan, You have a huge base after a couple of years, your colony wants to be rid of some bad guys who keep troubling the colony. We players need something to do after years of crashing. This is the late game content that deserves equally the same treatment as early game survival.
This is not a story about survivors of a crashed ship trying to get back home anymore, it's time to think ahead. Time to settle in and make a home. This is what makes Rimworld "Rimworld". The story is ongoing and it is about living on the Rimworld itself.
You may think that the story breaks if there was no survival, you are wrong.
Enough with the colony-management, now, it's time to do something with your colony than just add members, expand and turtle it to death. This is 21st Century gaming, the games from the advent of 64-bit architecture is going to add way more content than current Rimworld 32-bit >1,528 mb ram game. It may not be cost effective but this is the new framework for late-game content you will need to retain the players.
#173
Ideas / Re: The Grand Exploration thread
January 08, 2015, 12:41:50 AM
Quote from: Quasarrgames on January 07, 2015, 07:49:29 PM
Every other day i see threads saying "it would be great if we could go and attack pirate bases!" or "i'd love to be able to travel to different areas and explore!" It seems like being able to move around to different areas of the world is the most suggested feature for rimworld (aside from maybe multiplayer).

That is why i have made this thread, so we can collect and discuss ideas for how this would work.

Also, if you are reading this Tynan, it would be awesome if you could give a little feedback on this idea. like when/if you want to add it, how long it would take to implement, and wether or not you actually like this suggestion.

PEACE OUT!
I've made my own delicated thread here on the issue of both multiplayer and multi-map gaming.
#174
Ideas / Re: Multiplayer P2P No Frills.
January 08, 2015, 12:27:45 AM
I hope anyone who views this thread is not afraid to voice any support or constructive criticism and/or queries.
#175
Support / Re: Sceen tearing/distortion issue.
January 07, 2015, 08:16:18 PM
Memory issue? Outdated drivers/graphics support?
How old is your computer?
#176
General Discussion / Re: How's the disease balance?
January 07, 2015, 11:56:45 AM
Diseases all have a source, right? You cannot get sick from eating cooked meals, right? You will not be exposed to sickness inside a cave right? Yet my colonists are getting sick intermittently in the bunker which had the doors locked and eating cooked food. No meat/veg rotting and all in walk-in fridge room, frozen. No raids for 5 days at all.
Now don't talk stock with me, I have zero mods that deal with sickness and zero mods dealing with food.
What then?
I think the location where you can catch the sickness is OP.
#177
Ideas / Re: SUGGESTIONS :D
January 07, 2015, 11:46:37 AM
Suggestions
Anything with a mountain as a roof are not affected during a solar flare.
18* Make the leveling system more potent and add more bionic enhancements that increase the combat / productivity ability of the colonists.
Being able to store clothing in closets, under beds, under the floorboards...
No balance stuff really, these are what we expect and there should be no penalty for it.
On that note though, different types of raids, a marked increase in raid frequency in harder modes...
Weather events that manipulate the map drastically eg. flooding, storms, earthquakes...
More options to deal with psychic drones and in particular, AI ship part.
Walls that are sturdier than normal everyday walls (bunker walls)
Ability to build roofs/use other roofs than thin metal roof.
Ability to create an armory.
Bulkhead doors to buy time in a raid.
Retreatment area.
Realistic trading.
Auto stripping of dead raiders and colonists.
Automatic rebuilding.
Different types of medicines.
Prerequisites to using medicine.
Ability to change colony type eg Raider/offensive colony, killing and having a victory makes positive mood in victory celebration.
More moods added and moods that focus on the passive things in life.
#178
General Discussion / Re: How's the disease balance?
January 07, 2015, 06:04:37 AM
I would seriously hope that raiders went and sent biological bombs in their mortars.
That and infection spreading through a person's body & limbs instead of just a descriptive minor, major...
#179
Ideas / Re: Multiplayer P2P No Frills.
January 07, 2015, 05:15:34 AM
Quote from: SacoMato on January 07, 2015, 04:26:25 AM
We have different understand what a MOD is and can do, but don't get paranoid if others do too.
As you missed the point I will refer again. If the topic is moved that means nothing about tynan intentions about multiplayer.

       
  • You haven't read my post.
  • You have not quoted nor shown anything here that says "Multiplayer Mod" without the prefix/suffix "Idea".
  • You are disrespecting the OP by not adhering to the ground rules

            
    • "The subject of this topic is solely on the idea and it's technical implementations."
    • "So long as this is maintained as a mod idea and nobody is forcing this down on anyone's throats, (It's optional)"
I therefore have to request that you refrain from posting in this thread for the time being.
Further disrespect for the rules of the forum and by extension - this thread - will result in a referral to the moderators, you have been warned.
#180
Ideas / Re: Multiplayer P2P No Frills.
January 07, 2015, 04:09:27 AM
Quote from: SacoMato on January 07, 2015, 03:20:30 AM
Quote from: Anduin1357 on January 06, 2015, 08:19:16 PM
If this thread is moved, it's confirmation that Tynan is against the idea which can be both a mod idea and a vanilla suggestion.

I don't agree with you.
If the topic is moved, will be only because it is not in the right place. Which I think that's the case, as you clearly stated the intention of the topic as a MOD proposal.
QuoteIdea by Anduin1357
So long as this is maintained as a mod idea and nobody is forcing this down on anyone's throats, (It's optional)It just has a greater possibility to become a mod...

WHY DO EVERY THREAD I MAKE ABOUT MULTIPLAYER DERAIL INTO A LEGITIMACY ISSUE?Mod idea does not mean that it will translate into a mod, it just means that it is an idea that can be made into a mod.
I'm posting this here since I am aware multiplayer is a feature which is planned for RimWorld and that Dear Tynan has not yet revealed his plans for this game in the multiplayer stage for us to ponder. Not even a single "If I implement this, this is how X feature is going to be like" and so on... No dev blog that actually gives us ANY technical details as to the progress of anything he's doing except for major bugs and the like. Here is one idea that basically spells itself out and asks only for author credit and nothing else.
This is not just a mod proposal, it is a game changing feature proposal, a proposal idea that is so pivotal, I'm betting that if this is not made, someone freer than I am will gain inspiration from this.
The subject of this thread says "No Frills" and that is because I aim to deliver an idea that only has that one functionality, multiplayer.
Just because you don't agree with me does not mean that you have any right to re-interpret my thread as anything else than what it plainly spells out to you. Mod Idea =/= Mod Request =/= Mod.
I chose this sub-forum for a reason, this can still yet become a vanilla feature and until Tynan implements his own version of multiplayer, this thread should not be moved. If he can create a form of multiplayer that is less costly and/or more efficient than this, I shall humbly back down, delete this thread and eat my own words that Tynan is at a loss at what to do and instead of treating RimWorld like an alpha like he should, he's sort of closing off his responses to feedback on the suggestion forums and focusing so much more on the beta part of the game, fixing bugs. Can't he have a team of testers who not only find bugs but fix them for him? It's an ALPHA and content should be added more often/more information about what he's adding/considering and at least adding the big content issues like multiplayer and/or overworld map movement for the longer games. He's so closed up that he can't tell me what's wrong with a string of error messages that I can't even tell were part of a mod bug. He might be busy but this is not good PR.