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Messages - Adamiks

#16
Quote from: Bozobub on March 04, 2020, 08:13:11 AM
You do realize the 1.1 update and the Royalty DLC are completely separate, correct?  The game IS being polished over time.

1.1 is neat, but nowhere close enough, there's a lot more work that needs to be done
Imagine if all the time spent on Royalty was redirected towards the update 1.1
That's my point - focus 100% on updates such as 1.1, not on DLCs such as Royalty.
#17
A lot of people here got it backwards

Imo, what would be best for the game isn't implementing X mods, or creating any DLC (whether it's good or not, doesn't matter)

Rimworld doesn't need more content. I'm sure many would disagree with me here, but think about it - does the game *truly* *need* new, more content, to be playable, and enjoyable? No, not really. And by new, I mean things that aren't related to any already existing content. *cough* psycasts *cough*

The only thing Rimworld needs is to be polished, and have the current features be expanded upon
So, that's:
QoL changes - stuff such as Allow Tool, better hauling, more control when drafted (Achtung), Just Ignore Me Passing, Share The Load, Avoid Friendly Fire, rain removing filth (for performance issues), Cleaning Area & many more
Mechanical changes - Better pawn pathing, better raid AI (cause frankly, the way Tynan goes about killing killboxes is getting very questionable, solve the issue at it's core, not the symptoms)
Expansion on current features - Vehicles (add stuff in-between), Animals (prostheses, maybe Giddy up?), Medieval Tech

I understand Tynan's point about catering to not one person's taste, but many, and that we shouldn't look at the game in terms of "is it complete?"
But i do believe that changes along the lines of the ones i proposed would be deemed as good by ~90% of players, at least.
But more importantly - I think expanding on current features, rather than adding new ones, have a much bigger work-to-fun ratio. As in, Royalty is neat, sure, but the many little annoyances are still here, some of them have been talked about since almost day 1, and they do decrease the amount of fun people have when playing the game.

Polishing the game would make it much more enjoyable, than adding any DLC, no matter what kind.
#18
General Discussion / Re: Why Royalty?
March 04, 2020, 07:32:51 AM
^ absolutely based
#19
339
#20
General Discussion / Re: The Most Traditional Offer
March 03, 2020, 08:09:26 PM
That offer *is* pretty Rimworld-ly
#21
You probably want to include versions such as 1.1.1 , 1.1.2 etc
and 1.10 , 1.11 , 1.12 etc
#22
We see the world from the top, so there's no real way to tell just how tall the chairs & workstations are

For example, if my desk was just a tiny bit taller, i could comfortably use my PC, no matter if im sitting or standing. I assume the same applies for workstations & chairs.
#23
Mods / Great Helm mod?
March 03, 2020, 07:44:42 PM
I can SWEAR there was a mod that added Great Helms, and nothing more (so it's not Medieval Times)
But i can't find anything about it, whatsoever. Am i going insane, or did the mod get wiped from the face of the Earth?

If it really never existed, then It'd be neat if someone made it. The helmets in Medieval Times are kinda meh
#24
General Discussion / Re: Why Royalty?
March 03, 2020, 09:21:15 AM
I'll point out that it's pretty odd to release royalty without first filling in the huge technological gap with medieval tech stuff.

And inb4 someone says "there are mods for that!"
Mods are good and all, but they should be treated as additional, optional content, rather than content that fills in the gaps in the vanilla game - those gaps shouldn't be there, in the first place.

All in all, I have pretty mixed feelings about the DLC. I do love the game, but it feels like a bit of a money grab to fully release the game, that, frankly, isn't as quite completed as it should be, and then release a DLC about half the price of the game, that adds content not many people have asked for (from what I've seen, apologies if I'm wrong). Don't want to speak for others, but me personally, I'd much prefer if this time was spent on a free update that polished some details, implemented few Quality of Life mods/changes that should be in the vanilla game, and filled in all the content gaps. Rather than a paid DLC with new content, that feels a bit out of place, if you ask me. Psychic stuff is basically the sci-fi version of magic, and Rimworld never struck me as a game that suits magical stuff.
#25
General Discussion / Re: Rats, we're the rats
March 03, 2020, 09:03:11 AM
Quote from: Canute on March 02, 2020, 08:24:06 AM
Rat's are gourmant, they prefer non-rotten food.

True, but at least allowing them & other animals to digest rotten food (with risk or not) would be pretty neat
#26
336
#27
am back

334
#28
They used to, now they don't. Was it simply removed (and if so - why?), or do they give milk only after giving birth, for realism's sake?

#29
General Discussion / Re: Rats, we're the rats
March 01, 2020, 01:10:12 PM
Quote from: ShadowKatt on March 01, 2020, 12:33:37 PM
Done. Your rats are now fully trainable. Now, what would you like your 8oz rodents to do?

I thought it was obvious - army of rats (https://www.youtube.com/watch?v=OXQwx1EolD8)

Fair point tho, they are too small to haul/rescue anyway, so they can't have advanced trainability (ima edit OP). Intermediate tho - even raccoons and tortoises have it, so why not rats?
#30
General Discussion / Rats, we're the rats
March 01, 2020, 11:17:29 AM
Rats should have intermediate trainability
Those lil guys are highly intelligent, so seeing "Trainability : None" seems so off, and disappointing too

Edit:
Made a simple mod for it, but I still hope it becomes part of vanilla one day!