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Messages - Britnoth

#136
General Discussion / Re: Wanderers.....
September 15, 2016, 07:23:03 AM
Quote from: kasnavada on September 15, 2016, 03:34:43 AM
I always thought of the wanderer joining coming in as "my colonists like this guy, so they let him in".

~~~

What's less common sense is people min-maxing their colony, rather than playing a story. ::)

Except I am the colonists. I tell them what to do. So for this event the wanderer just decides to join and myself (and by extension, the colonists) have no control over it.

Playing the game in a competitive manner is a lot of fun, and is in no way less valid than just trying to make the largest colony you can, or just letting things happen and role playing the game as a story generator.

Common sense would be not telling people how to run their colony just because it is different from how you do it.

Insert another EU joke of your choice.  8)
#137
Ideas / Re: Raid Balance
September 15, 2016, 06:48:15 AM
Quote from: Trenix on September 14, 2016, 02:32:28 PM
@Baegle Whoa there buddy, you need to calm down. I didn't come here to get feedback or help, I came here to provide feedback. Think you forgot what section of forum you're on. I know what happened and I know the mechanics.

Uhuh. Lets remind you of your opening post:

QuoteSo I was finally looking into changing up my walls to not burn to a crisp my entire colony every time something bad happened. The moment I did, I guess the market value of my colony rose drastically, because it caused a way out numbered raid to appear with high tier weapons. Not really fair to be out numbered from 1:2 with also a colonist that was incapable of fighting.

So your feedback is 'the raid size was unbalanced'. Because you went from wood walls worth ~7 silver each to stone worth ~14 silver each.

Assume you have a large outer wall 100 tiles wide. thats 700 silver. That is about the same as 7 wooden dining chairs. When your colony wealth starts above 10k and is probably 30k+ by this point.

~~~~

It isn't like this is a new complaint. It can be summarised thus:

"The game sent me a raid or other event I was not prepared for, and didn't know how to deal with. I could not possibly have done anything better because I am infallible, so it must be the game at fault. Please fix."

followed by

"No, I don't want anyone telling me how to play the game better, because I am clearly the God of Rimworld. I am telling Tynan how to fix his game"

.. and you can expect the responses such an attitude might generate.

~~~~

Now, IF you wish to actually make a real suggestion to the game other than 'reduce raid sizes because I am too proud to learn the game on basebuilder' then you are more than welcome to do so. Otherwise, perhaps a mod can move this to another forum section and change to the title to one asking for help with the game?

Quote from: Serenity on September 14, 2016, 02:38:30 PM
Yes. Even selling doesn't necessarily help as you then have the silver.

Selling loot to traders really reduces your total wealth, as the traders always massively rip you off compared to the items base value.
#138
General Discussion / Re: Smelting vs Mining?
September 15, 2016, 03:31:13 AM
QuoteMy test set-up had the steel chunks right besides the pawn. He didn't have to walk, I even set the bill to drop on floor to ensure that. The miner stood right besides the raw resources, making the test conditions as equal and fair as possible. I'm the only one that actually went and tested it in dev mode to provide raw numbers, because I was curious.

My point was, the test you ran was utterly meaningless as it was as biased towards one outcome as you could possibly make it.

Level 20 miner? How often do you actually get one of those? Even 10 is pretty high for my games.

Miner starts right next to the resource being mined. NO time taken to walk there. Slag can be hauled back to the smelter, compacted steel cannot.

Run the test again with a 5 skill miner walking to the steel 50+ tiles away from base, through snow, wearing a parka (cold) versus a happy guy (sans parka) in a nice warm room smelting slag... I would bet they are at least even, if not heavily in favour of the smelter.

#139
General Discussion / Re: Wanderers.....
September 15, 2016, 03:17:37 AM
Quote from: 8roads on September 13, 2016, 12:15:02 PM
don't need source. need common sense.

Not having the option to stop someone just wandering in and declaring themselves a member of my community is now common sense? Really? Is rimworld now the EU?
#140
Quote from: Zanzibar on September 14, 2016, 04:11:17 AM
After about 50 hours played, I'm still not entirely sure. I'm leaning on yes and no :P.

The main part I consider unbalanced is the recruitment of pawns.
As it stands, it's Way to hard to replace them. I love playing on Hardcore, but when you have four pawns and your only method of getting more is to capture raiders... That's not a good design choice, in my opinion.

Typically, playing at a hard difficulty on Hardcore, it constantly feels like luck is the deciding factor, with Very few ways to mitigate it. (Considering all it takes is two lucky shots from a pistol wielding raider, and you have two dead pawns and your save is essentially screwed. (Because even if, by some luck, you captured two raiders in the same raid, I generally get several raids in between recruiting even one of them. And that's with high speech characters.)

So yeah, some stuff still needs work.
It wouldn't hurt if they made the randomness of the 3 starting pawns a bit less... Random as well. It should be rare that you're completely screwed over from the start. Having to sit for 10 minutes and just press "next pawn" to find a few that can actually survive is tedious at best.

Just my 10 cents :P.

Sorry for singling you out, but these kind of issues are brought up fairly often it seems. And they are pretty much entirely wrong.

Quotebut when you have four pawns and your only method of getting more is to capture raiders...

You will get random wanderers joining.
You will get refugees being chased that will join.
You will get escape pods landing nearby that are easy recruits.
You will get downed raiders that are often fairly easy recruits.
The new recruit system actually increases recruit rate, if you are willing to wait a little longer between capture and recruit.

QuoteTypically, playing at a hard difficulty on Hardcore, it constantly feels like luck is the deciding factor, with Very few ways to mitigate it.

The game is not ruled by RNG. There are many ways to mitigate it: it is called planning ahead. The only point I would agree with is the new mood penalties are very RNG, but not enough to end runs without other mistakes being made.

QuoteHaving to sit for 10 minutes and just press "next pawn" to find a few that can actually survive is tedious at best.

If you find that tedious, then stop. 3 random colonists are always viable. Even the really bad ones.  :P


From my own view: Since a12 the games balance has been thrown entirely out the window if you play the game in a 'competitive' manner - to get the ship researched and built most efficiently. That part of the game went from skill based in 12, to luck based in a13, to entirely predictable cheesiness in a14/a15. It is a lot less fun.  :-\
#141
Quote from: SimpleMachine88 on September 12, 2016, 07:23:56 PM
Quote from: Zeneth on September 10, 2016, 07:07:56 PM
I'm sure this maybe has been said before, but I can't be bothered to scroll through all 19 pages of this thread, so, I don't really know if this is an exploit, but if you make a room that is 2x1 with a door and a bed inside, colonists will use it as a bedroom and have no mood debuffs from it, thus making actual bedrooms not really useful.

It has, but it needs to be said more.  This is one of the most ridiculous exploits in the game, along with the vent trick, and wiring to use reconnect as a power switch.  Tynan, if you're reading this, I'd list that as answers 1, 2, and 3.

There is no bug. Colonists mood behaves correctly in small rooms. They suffer from cramped environment mood. They suffer from unimpressive bedroom if greedy, etc etc.

I really wish people would stop repeating this myth every damn day. It is getting old.

EDIT:
QuoteI have a screenshot somewhere of a colonist with a "Spacious Interior" mood buff while she was in her 1x2 doored cubby hole with a sleeping spot.
Yes yes, that also gets repeated every damn day. The fact is:

MOOD DOES NOT UPDATE WHEN ASLEEP. THAT "SPACIOUIS INTERIOR" THOUGHT IS NOT APPLIED. IT HAS NO AFFECT ON MOOD. IT IS NOT A BUG.
#142
General Discussion / Re: Wanderers.....
September 13, 2016, 09:12:49 AM
Quote from: 8roads on September 12, 2016, 09:45:48 PM
i don't want to repeat what Franklin said, but
you simply are not supposed to get rid of unwanted colonist without penalty.
that's not your choice to make.
that's against the will of developers.

as to my opinion towards exploit, well, unlike most players, i think of exploiting all the time, i like exploit, i enjoy exploit.
you just need to recognise exploit when you see one, so you will be prepared when it's patched.

Quotethat's against the will of developers.

Source please.

I have a penalty: It is 1 less colonist.

I would argue not getting the option to refuse a wanderer joining is the bigger design oversight.

Quotethat's not your choice to make.

Reroll button on starting pawn selection screen tells us otherwise.
#143
General Discussion / Re: Wanderers.....
September 12, 2016, 01:34:17 PM
Quote from: 8roads on September 12, 2016, 09:49:10 AM
Quote from: Britnoth on September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.

now this is an exploit (not that i care)

How is this a bug exploit?
#144
Quote from: Aatxe360 on September 10, 2016, 05:16:54 PM
It doesn't cool an entire mountain base.  That would be absurd and an exploit.  The coolers have a limit and... *tests it out*  Ok.  A cooler with a target of 0F/-18C can keep 531 squares(roughly a 23x23 area) well below freezing(roughly 23F/-5C) when it's behind three vents.  I'm not sure exactly what to think about that.  Maybe an increase in power consumption or have the vents consume a small amount of power?

....

Collect your thoughts before you post next time.

I just did my own test. Cooled an outside room 40x40 (minus pillars) with 1 cooler and 3 vents. outside temp 17 C. Inside it is -15 C.

¯\_(ツ)_/¯
#145
Ideas / Re: Making melee better
September 12, 2016, 10:30:26 AM
Quote from: Lightzy on September 10, 2016, 11:40:42 AM
Instead of all this blabbering, as admittedly melee is utterly useless an opion in this game,

Instead of all this blabbering, maybe not make sweeping, ignorant statements about the game?

Melee is fine. If used right it is still very strong. Even though people can now shoot when being meleed, most weapons have poor touch accuracy so they are better off punching back still.

Try giving someone power armour, plasteel longsword, personal shield, and go juice. Watch them wreck their way through multiple opponents with minimal risk.
#146
Ideas / Re: Raid Balance
September 12, 2016, 09:55:18 AM
Quote from: nccvoyager on September 07, 2016, 05:20:43 PM
Raids are calculated in A15C taking into account colonist count, and wealth in buildings.  The game is also supposed to take into account wealth in items, which means that you should be getting that type of raid regardless of whether you have stone lying around, or have built walls out of it.  Currently, a bug causes the game to not take into account the wealth in items when calculating raids.
  Setting up deadfall traps, even if they are out of wood, would help defend against this type of raid.  Getting turrets up and running would also help.

Sorry but this is entirely wrong. Wealth from items are adding to raid size as intended.

Quote from: Trenix on September 11, 2016, 01:53:34 AM
I played the game for many hours already and learned most, if not all, the mechanics. Picking the correct colonists is cheating and I'm just fed up with not only starting with incompetent colonists, but also capturing incompetent colonists. I enjoy harsh and challenging games, but not when it's literally impossible to win. While you may be lucky living for years with no issues at the highest difficulty, I'm playing on rough and been getting nothing but impossible to beat encounters.

Sorry but there is nothing I can do when 75% of my colonists are incapable of fighting, my enemy is decked out high tier gear, and I'm out numbered. This is a huge issue with balance and calculation. There is not much more to say than that. I've had random crap happen like my best shooter who is capable of fighting goes in a heart attack right before a raid. I mean seriously? The amount of times I had to load games and restart over ridiculous things is just too much. The game is overall random with no fairness whatsoever.

Maybe instead of complaining, I should suggest how to balance raids. So here is my suggestion, count up turrets, traps, and colonists, and make sure the raid number doesn't exceed that amount. When I have only two people but my market value is high, that means I should be attacked by 6+ enemies? This is supposed to be a game, not just a random event simulator. Tired of these type of situations when I know I'm going to die and there is NOTHING I can do about it besides watch it happen. There is something wrong with that. We need some fairness, even if it is its own story teller. And no there isn't one like that already, cause I've tried them all. All I see is randomness. I can't even just hide and let them steal some loot, they much rather destroy, kill, and burn down everything. They even kill my animals, for what purpose?

How would people know what I have anyway? Hording things shouldn't be frowned upon, but encouraged. I need to burn all my things because of the market value? Makes no sense. Maybe there should be scouts that go out to check my base before they attack, to see if I'm worth. Giving me the opportunity to arrest and kill them before they let their faction know my base is worth looting. That gives me the ability to actually do something.

So you played the game for a couple of days max. Then declare the game 'impossible' and 'unbalanced'.

Here is your solution: Stop bitching at the game for being somewhat difficult to learn, and accept you aren't yet experienced enough at the game to play on the higher levels.


Quote from: Kegereneku on September 11, 2016, 03:30:47 AM
I have noticed that NOT BUILDING TURRET reduce considerably the raids strength you face.

False.

Quote from: kuledude on September 11, 2016, 12:12:47 PM
My raid expirence:
First raid- 1 melee guy
Second raid-1~3 melee guys
Third raid-3 weak ranged guys
Fourth raid-7 heavily armoured and heavily armed guys(power helmets, good kevlars, Snipers, M4's)

The jump is real.
Im guessing exploiting and cheesing is the only way to play this game.

Nope. Just a few steel traps on the way inside your base are enough for the first few raids. Once you get turrets up, you can safely deal with any conventional attack.

You know some of the community never play with turrets or traps, right?  ::)

Quote from: baegle on September 11, 2016, 11:50:21 PM
Yes, the longer the game goes on, the harder the raids are. I thought that would be obvious.

False actually. The game gets easier the more people you have, due to raids having a very harsh soft cap to keep them from becoming extremely large later on.
#147
General Discussion / Re: Wanderers.....
September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.
#148
General Discussion / Re: Smelting vs Mining?
September 12, 2016, 09:04:07 AM
Quote from: Mehni on September 11, 2016, 04:04:29 PM
You are completely neglecting the hauling aspect of it. A smelter has to fetch 10 steel worth of slag chunk, before he can even start smelting it. A miner can pick up 75 steel on their way back.

Mining is far more efficient than smelting.

My level 20 miner mined 3 tiles of steel, while my lvl 20 crafter smelted 2 chunks that were beside him. 105 steel vs 20 steel. This is very easily tested and verified in dev mode.

Well, you produced a totally one sided unfair test, and then were pleased with the result you always wanted from the beginning.

Try an equally one sided test:

Lvl 1 miner with a peg leg. Any 1 crafter with peg leg (neither affect speed). Then add in the time for peglegs to walk there and back say.... 100 tiles away. In the snow. And then him or someone else to haul it.

I suspect the smelting would then win quite easily.
#149
General Discussion / Re: "Beavers!"
September 12, 2016, 08:55:19 AM
Okay.

How is everyone having problems with herd animals going manhunter?!?

Are you all hunting with the pistol or something?!!
#150
Mods / Re: [Mod Request] Game speed mod
September 12, 2016, 03:42:24 AM
Dev speed is x15. I really cannot see how this is not fast enough for you.  :P