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Messages - Lightzy

#16
First of all, discounting what steam customers write as feedback because you're so much more better since you write your bullshit here and not there just shows you to be a pompous moron and nothing more.

That said, 'the one way to play' has always been a problem with rimworld. If you treat it as a problem. Elaborate killbox are part of it. Mountain bases were (and still are probably) the best, so what?
That's why Tynan introduced lots of things like sappers, mortar attacks etc.

Rimworld is a limited game because of its underlying design. It relies overly much on scripted, mostly randomized events instead of on organic interconnected systems creating problems that emerge from the simulation.
That's just my opinion of course. It's like the difference between a digital instrument and an analogue one. But in either case you always get to an 'optimal solution'..
#17
Ideas / Re: My problem with skill decay.
July 23, 2018, 05:53:44 AM
Skill decay doesn't even really make sense.
Once a person crosses a certain mastery threshold they cannot get below that until they get very old. This is true for every skill other than physical activity related skills such as swimming etc.
#18
Can't feed prisoners if that's the only think you have, can't make pemmican with it etc.
#19
General Discussion / Re: Nazi game setup
November 13, 2017, 05:07:15 PM
Yeah you gotta make a hitler character with prepare carefully mod. I wonder what stats you'd give hitler tho.
Probably hugely high charisma and lots of health problems. Would be a difficult start for sure.
#20
Great idea.

But I wonder how it'll work in practice. I mean, won't it be too easy? You just send a pawn to clean the room etc and no more breaks? And it's also something you'd want to do anyway so it's not like it's a time/resource sacrifice.
It's not like the game doesn't warn you that a pawn is likely to go psycho already

You should alter the idea to make it more of a sacrifice to prevent a neglected pawn's break
#21
Ideas / Re: Youth serum
November 07, 2017, 06:55:00 PM
Definitely Youth Serum!
+1, sweet idea.

(not 'special glitterworld blah blah'. YOUTH SERUM. You can hardly charge more emotion into two words)

Not sure how it'd ever be possible to actually make someone biologically younger because that'd prolly require reverting back to a younger brain, or you leave your brain aging which isn't so good probably. And of course I'm not sure if the body retains some kind of 'body image' of itself from every moment in life, so.. Hm interesting tho.

How WOULD a youth serum work?
#22
General Discussion / Re: Predict the name for Alpha 18
October 26, 2017, 10:48:56 AM
The Underwhelming ?

Gotta see the full patch notes though
#23
On one hand all the additions and changes seem very very good, on the other hand, totally underwhelming :/
I guess it's no big deal by Tynan did mention in his latest blog that rimworld is approaching the end of its development (different wording but that's what's implied when saying "content lock")
#24
Ideas / Re: All non-human meat to be just meat
October 08, 2017, 11:39:47 AM
I disagree.

The benefit of making it all one thing is short-term for people who don't want to use the UI.
The benefit of keeping many different items there is long term. The fact that there are many variations enables you to make stuff that's more complex (even if needlessly). Just a few examples:

1) Cat meat being a rare delicacy in some village that you can get good trade value for when trading with that community
2) Pawns who think cows are a holy animal and will get stressed out if having to eat it
3) Some types of meat being generally healthier and more delicious than others (so health/joy effects?)

etc etc.
Don't dumb shit down for your convenience :>
#25
True regarding power creep.
I just can't see a plausible way of raising upkeep exponentially in order to avoid exponential power creep. I think it's probably untenable because it'll affect the game in truly terrible unpredictable ways at different stages of colony growth.

I think first you have to isolate what causes power creep and handle that instead, and then see about escalating 'rubber band' mechanics if at all.

These factors  mainly:
1) too few skills (so one crafter crafts everything best, one builder builds everything best, one scientist is enough to be best at all fields of research), which speeds up the game and makes it quite boring and samey ultimately (pointed out in the diversity post I made).
2) too fast skill learning (especially with science)
3) too fast science
4) Raid loot (probably the worst culprit I think, in any normal game)

But part of this may be just my personal dislikes.
And then, all that said, it's also true that if you play ironman and truly random start on rough and above, you'll lose like 97% of the time to some random event at some point so.. It's not like the game has a very serious problem if you play it as a real survival sim.
It's just when it gets to the "E-Toy" stage that flaws stack up


#26
Ideas / Re: [New world event] : Prisoner exchange event
September 12, 2017, 06:34:55 AM
+1

Only usually if you have pawns kidnapped it's a game-over situation so I dunno
#27
Ideas / Re: Join or Die
September 12, 2017, 06:32:17 AM
I don't like it because it simply undermines the whole system. You don't need any social skill at all, you can just click the 'join or die' button with every prisoner and have a die roll.

Makes sense though that you could enslave them and have em do forced labor in the mines (gotta have armed guards tho)
#28
Regarding upkeep costs, I dunno, that seems annoying to me. It makes sense though. You already have something like that (components for failing electric machine repair) and it feels a bit more of an annoyance than anything else.
And I can't think of any way to make it plausible. It's weird if your colonists suddenly start demanding more and more.

Anyway,

There's lots of stuff wrong about raids.. Well, not wrong, just in the way they affect the way the game is played.

Big mid/endgame raids end up either killing you or making you a lot of money because you got tons of good stuff to sell, and they completely invalidate crafting because you can get great high level equipment from raids consistently.
I don't think I EVER crafted weapons if not just for the fun of it. Never because it was useful or necessary  -  in fact it's highly wasteful before you level your crafter up to 15+ in crafting.

I think the best way to add endgame challenge is simply to make the end harder.
Make a ship, fine. But you need lots of stuff to research (you need to find components to research by performing all kinds of missions and excavations in dangerous contested places, etc, for example one part you need is the totem of some tribe or I dunno what), a heckton of very expensive/hard to find parts (because ffs, if a colony of 5 could really build and launch a fucking spaceship by building it from spare metal and some compress springs and bolts then.. fuck me, I dunno), etc.

Just find ways to make the end game supremely hard.

Also lets say that when you start building a ship it goes CIV on you, meaning that other factions get wind and try to steal your ship and components. I dunno, many many ideas.



Also different, difficult endgames. Lets say the tribe start (village destroyed by the machines) has an endgame where they have to find the main hivemind and destroy it (having to destroy many different automata hives until they pinpoint the main baddie)

hrm


#29
I agree that a game that forces you to actually go through the motions of arranging the death of a colonist you didn't want in the first place could be designed a tiny bit better in this respect
#30
By the way the easiest way to make every playthrough more diverse is to simply...

Remove the crafting skill and diversify it into weaponmaking/armorsmithing/tailoring/etc.
That way it'll be very difficult to level up a pawn to be a general purpose everythingdude, and you get a sense that you chose a certain path when training em