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Messages - Andy_Dandy

#301
I don't like the repair clothing suggestions. Will make tailoring new clothing and getting materials for it alot less important again. I'd rather see a wardrobe system, a new feature that rewards you for making wardrobes in colonist bedrooms etc, and a hauling system that keeps the wardrobes filled with the clothing you want with the quality you want.
#302
General Discussion / Re: Value of early crafted goods
February 23, 2015, 06:36:20 PM
Quote from: evrett33 on February 23, 2015, 06:31:00 PM
hmm ok well if lesser crafts arnt suppose to be time/cost effective how does one skill up to great skillevels? In certain places one needs to be able to make ok parkas before winter.

I don't understand the way you think arround this subject at all. It's cost efficient in the long run to get great skill levels, and extremely usefull when you can make high quality stuff. Why would you wan't that to happen ASAP instead of being a long term process where you need to plan and prioritize it versus other urgent needs? The sooner you get good crafters the better, same goes for miners, growers, shooters etc. You are the one doing the short and long term hard choices.
#303
I love this new deteriation system. Best part of Alpha 9. Changes so many parts of the game play to the better; nerfs trade, makes crafting important for other things then exports, more hard choices and priorities to make, gives you new ways to plan out your base with need for indoor storing and trade, slows down my base development and keeps game interesting for alot longer.

I rather micro abit then having a lesser experience with more hollow mechanics, because these new mechanics enhances gameplay and strategy by alot.
#304
General Discussion / Re: Value of early crafted goods
February 23, 2015, 05:52:42 PM
Quote from: evrett33 on February 23, 2015, 12:06:12 PM
I started my most recent colony out with a basic cloth industry making hats. When it came time to sell all the hats I discovered the values had deteriorated from a high of $66-$156 depending on material to under 10 silver per hat. Many under a dollar. I am guessing this was do to the slight loss of condition points coupled with the low quality of product produced by early colony crafters. 

Am I making the wrong items or does deterioration need a balance pass?

Old system needed a balance pass.  Now you need storing rooms, better crafting skill matters, other strategies then trade matters (I've been playing 8 in-game months before getting up the trade beacon in my current Extreme Challenge game, and it hasn't been a game breaker).

Crafting for own use is also important now, not just for cheesy easy exports. Before you can be really efficient at making export goods you need to make a good effort first. Long term planning counts, and I love it.
#305
General Discussion / Re: Eating Raw???
February 22, 2015, 12:57:56 PM
Quote from: BWCDawg on February 20, 2015, 10:55:40 AM
Yeah, but if they're literally side by side and they choose the raw meat over the fine meal then what?

Never happens (in my games at least), unless they are urgently hungry, or that finer meal just showed up at the location after the colonist decided to eat, or that someone else is going after the meal. Anyways, you can command your colonists too now, to go and eat where you want them to eat.
#306
You can. But You need 3 things: medicine, a wood log and a doctor. Also remember to set allow medicine on the prisoner.
#307
From a gameplay design view I think it's better that you have to make new clothing to replace the old ones. Not that it's too unrealistic either.
#308
General Discussion / Re: ITS HERE!!!!
February 19, 2015, 10:36:45 AM
Quote from: Aelanna on February 19, 2015, 02:48:36 AM
Is it just me, or were fertilizer dispensers removed? If so, does anyone have any idea whether they're going to be put back in later, or are they gone for good?

I don't know if I'm just very unobservant tonight, but without them it's going to be rather difficult to grow food on desert/tundra colonies...

Never used them and always play Tundra on Extreme Challenge. You can do without, they made things all too easy going in my opinion. If one can't do without them one can always play in less harsh climates.
#309
General Discussion / Re: ITS HERE!!!!
February 19, 2015, 02:14:44 AM
Alpha 9 without mods is far superior to alpha 8 with any mod. No reasons to await the mod updates. Run and play!
#310
Voted food poisoning because it comes closest to my real new favorite feature: Food/appearal/weapon decomposition over time, especially when stored outside. Love it, and has improved the game by alot for me. Even more challenge and things that need to be done early on and later on, and so limited ressources to execute it. Haaaaard priorities, more strategies to choose from, epicness!!!! It's just so wonderfully exciting to build up a functioning colony, and to survive! It also slows me down of course, ergo: makes the game nerve biting exciting even longer.

Needless to say then, I guess, I absolutely love the new increased and better balanced research times, and the fact we have a new tech (brewery).

That said: I love every bit of the new alpha, and what the game is becoming in general. I'm glad there are independent developers with visions, great ideas, skills, and courage to pull them off out there. What a disaster it would have been with a PC-gaming world ruled by the philosophies of EA.

I thought it the first time I saw the game, and I can confidently say it out load now: RIMWORLD IS AN INSTANT CLASSIC!!!!!
#311
General Discussion / Re: Forest Regions
February 18, 2015, 10:26:30 AM
Quote from: Andy_Dandy on February 18, 2015, 09:34:22 AM
Especially after Alpha 9 Tundra becomes the hardest. Parkas was to OP before.

Tundras have some advantages too. Free freezer, mother nature is your freezer, and no need to chop down many trees before you build stuff, and Wind Power rules. ;) Also do not forget: No heatstrokes ever!
#312
General Discussion / Re: Forest Regions
February 18, 2015, 09:34:22 AM
Especially after Alpha 9 Tundra becomes the hardest. Parkas was to OP before.

Tundras have some advantages too. Free freezer, mother nature is your freezer, and no need to chop Down many trees before you build stuff, and Wind Power rules. ;)
#313
General Discussion / Re: Call for public testers!
February 11, 2015, 10:14:09 PM
Quote from: Kelvorn on February 11, 2015, 06:35:12 PM
I had bought the game but still do not have access, not sure why.

Same here. I sent a mail now.
#314
General Discussion / Re: Call for public testers!
February 10, 2015, 03:42:36 PM
I'm in if possible. just registered, but has been playing this game as a madman the last 1,5 month. Can't get enough of it, and am ready to do my part to polish it even further.