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Messages - Serenity

#16
A new storyteller would really make a lot of sense given the artwork. Some people already thought there'd be one.

I've read something that you get royal quests very early on. Like your usual first raids and animal attacks it's "protect a noble being chased by a squirrel". And you have nobles demanding fancy stuff when you are scraping by in survival mode.
This doesn't even make sense lore wise. Why would these nobles seek out your help when you are a bunch of primitives, barely being able to survive? It would make more sense to gate these events behind colony development. So you've established yourself, became a bit powerful, and now you become interesting to them.

Of course the thought process was probably "people need to see the new DLC stuff right away to hook them and not spend hours grinding towards it". That makes sense from out of universe perspective, but it's ultimately worse.
This is also where a storyteller or some scenario setting would really help. Maybe have Richard Royal spam you with royal quests right away, but delay them for the classic storytellers.
#17
It should certainly have included more content that's suitable for every playstyle. But it appears that with the exception of the mechanoids and stealing tech you have play a royal to get access to the new stuff. That's bad. New quests and such should be there for everyone to enjoy.
I understand why it was implemented that way. Lots of DLCs do that. They implement separate systems because that it makes the game easier to maintain. The developers don't have to support two systems that do the same thing. And while that's not bad for one or even three DLCs, in the long run it makes the game very disjointed because the systems don't interact.

So we get some very specific endgame content, but nothing that enhances the early game or a game where you don't want to play a royal. Medieval factions and tech would have been interesting, but that's actually something that I feel can be left to mods. Better faction interaction, more general quests, more events would have been obvious choices. Include stuff that's not so easy to mod and not as ubiquitous (as opposed to just more items without any special mechanics)

I'd have preferred if Hospitality for example would have been included on a more basic level. Apparently there is a quest where you have to host a noble, but again that's gated behind the royal stuff in general. Here I don't agree with the silly "You shouldn't just rip off mods" crowd. Hospitality is a great example of how vanilla could improve a lot on the mod, as that mod can be quite hacky to do what it does. And guests can cause weird issues because the game wasn't really designed with them in mind.

Please don't misunderstand me here. I do not agree with the general premise here that the DLC is bad because it didn't incorporate a certain mod. But I think there were better choices about what to implement in the base game and how.
And Quality of Life mods do not belong in a DLC anyways
#18
General Discussion / Re: Royalty Expansion
February 24, 2020, 07:17:01 AM
I don't know. It seems pretty pricey for content that's somewhat niche. The new mechanoid content seem available to every playstyle, so that's nice to make end game combat more interesting.

But if I read this right you have to play a royal to get access to the new quest stuff. If that's true that's bad. This should be available no matter what you do. Like needing to host guests. Or I've always wanted you to be able to rent out medical services and basically run a for profit hospital.
I'm not saying the new things by themselves is bad, but I'd prefer it you weren't forced to do certain things to experience it.
#19
Ideas / Re: [1.1] Update Unity for multithreading
February 22, 2020, 01:30:56 PM
Just because you enable support for something doesn't mean it's used. Generally when people ask that games make more use of multi-threading they have no idea what they are talking about it. It's not that simple and in some situations makes things actually worse.
#20
This is a surprise :)
I assumed that the major development of the game was done and we wouldn't get any more substantial changes.

Some old mods probably won't be updated at all. On the other hand there are also ones that obsolete now. Like toggling allowing to refuel certain things
#21
Ideas / Re: More Sensible Ages
January 23, 2019, 03:05:35 PM
That's not how averages work. Especially since the game doesn't have children
#22
Ideas / Re: More Sensible Ages
January 23, 2019, 01:35:13 PM
This mistake again? The average age in earlier societies was lower because of the very high infant mortality rate. But once someone was 30 or so there was a good chance they'd reach an age of 60
#23
Quote from: Kirby23590 on January 08, 2019, 07:01:49 PM
Paradox Interactive are those who published Cities Skylines, Stellaris, Hearts of Iron IV, Pillars of Eternity and Shadow Run Returns.
You have to distinguish between Paradox as a developer and publisher. They started as a game developer and games like Stellaris, Europa Universalis, HoI and Crusader Kings 2 are developed in house. But they've also started acting as a publisher recently. City Skylines is not developed in house. Or they buy other studios and largely let them do their own thing. Harebrained Scheme and Battletech is such an example
#24
General Discussion / Re: New Person Questions...
November 05, 2018, 02:02:23 PM
Doctoring can sometimes take micromanagement. Doctors like going to sleep when they're tried. Which is often the case after a raid.

Feeding shouldn't take any setup or intervention though
#25
Boreal forest is always nice. Pick a map with a nice summer growing period, but also cold winters. So you have farming and also tons of animals for hunting. That way you get variation with cold, but it's not a huge challenge
#26
General Discussion / Re: Rabbits are for caravan driving
November 04, 2018, 07:23:41 AM
You'd think the caravan speed would depend on the slowest participant
#27
General Discussion / Re: World gen question
October 26, 2018, 07:44:01 PM
Try another map. It can vary somewhat due to the randomness.

The location of the marsh is really more important than the size. Nicely placed marsh is a great way to slow down raiders. But it can of course cut into your base expansion in very annoying ways
#29
There are urbworlds. Presumably highly urbanized planets, but not glittery
#30
Ideas / Re: PLEASE bring back open air covered storage!
October 23, 2018, 09:28:08 AM
At least for certain items. Things like wood and hay should be fine when covered. But not clothing and other complex items