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Messages - jjgoldman

#16
General Discussion / Next Alpha Version?
December 03, 2013, 11:50:39 AM
It's been almost a month since .254b.  Just wondering how Tynan is doing on the next version of the alpha, and if/when he'll be distributing it.
#17
Think of it as a positive modifier relative to starvation's large negative modifier.   

#18
Maybe Tynan can change the colour of the food dispenser when it is "prison" accessible or not? 
#19
Stories / Re: I WONDER WHICH PRISONER IS ESCAPING
November 27, 2013, 02:10:58 PM
Quote from: DeltaV on November 23, 2013, 05:41:07 PM
Is it Patrick?

Quite the Riddle. No?
#20
Quote from: Galileus on November 21, 2013, 01:45:08 PM
I still don't get your point. If you don't find micro-management fun, don't do it. It's not like you have to, you will be just fine with minor adjustments. If you don't want to count every watt in your battery to optimize it, nothing bad will happen, you can still play and win. But if some people want to do it, why forbid them? Why even consider it?

That is my point.  I don't agree with your characterization that the concept put forward is mere optimization.

You say that it isn't required.   However if I can remove or substantially mitigate a major hazard from the game then what I do is going to part of the gameplay, and therefore should be supported by the game interface, and not a function of manipulating a game mechanic.   Greatly reducing short explosions and ensuring you have a reserve of power in those situations I believe falls into the category of "substantial mitigation", and I'm all in favour of it, if indeed Tynan desires us to be able to mitigate that risk.  But if it's going to be part of the game, then make it part of the game system, not a manipulation of destroying and building conduits.  Perhaps make a conduit killswitch or breaker.  Perhaps build in a power management interface.  But something that makes the whole process overt and easier to manage if indeed I've designed that into my base.

#21
Quote from: Galileus on November 21, 2013, 01:12:24 PM
You mean, you prefer if people who spend a lot of time thinking stuff over don't get better result than ones who half-ass it through? o_O

Don't be ridiculous.  I'm happy to have some kind of concept of "reserve" power and advantages to utilizing it, but If I have to manipulate the system to have it by destroying and building power connections to make it a reality I don't think it will be a fun part of the game. 

By the same token if you could have a huge advantage constantly micromanaging any other aspect of the game, say combat for instance, the effect of micromanaging should be diminished in favour of the effectiveness of the overall design.  Making the occasional adjustment is fine.  ie. "Shoot that guy, not the other guy", but if you could do with 1 what would normally be done with 4, then the obvious path is for everyone to micromanage which I do not beleive is Tynan's intent, nor the way the games he draws inspiration from do it.

This is why games like Dwarf Fortress get so complicated to build.  Because ridding the game of manipulations while keeping the strategies that underlie those manipulations is the true intent.

My impression is that the overall design process, macro management and adjustment therein are intended to be the fun part of Rimworld. 
#22
This whole topic stinks of un-fun micromanagement.  I prefer these tactics not be effective in the final version.
#23
I won't be giving this a moments thought until we have a game complete to Tynan's original vision.
#24
Ideas / Re: Got an idea for a Storyteller incident?
November 11, 2013, 08:14:57 PM
Running from the Law/Raiders

a lone figure comes to your base asking for help.  Do you admit him knowing that a large force is coming to try and take him back?
#26
In all seriousness I suggest investing it....in Ludeon Studios.

With 10k players already interested in his FIRST game, he should hire not only "experts", as he has to finish off Rimworld, but also some admin assistance so that instead of running off the post office, getting Visa payments sorted out, editing poor grammar on character submissions, or any general crap that any office worker can do, he's able to spend his time on the high value activities of planning and executing the process of making great games.

#27
General Discussion / Re: RimWorld Wiki
November 02, 2013, 11:02:06 PM
Quote from: Tynan on November 02, 2013, 10:46:23 PM
Changelogs will be better kept in future. I have been putting them out, though - see the internal build 243 thread in General.

Appreciate it Tynan.  It will be more evident to everyone when you distribute the Alpha what the latest build is, from an outsider perspective though it's taken a bit of research to figure it out.  Also I Loved Sacriel's stream video which I believe was build 243.
#28
General Discussion / Re: RimWorld Wiki
November 02, 2013, 10:41:22 PM
Love to see a changelog on there.  Frankly I'd love to see a changelog anywhere, but the Wiki is a logical place for it.

I know Tynan, it hasn't exactly been a priority considering you weren't widely distributing even an alpha.  However now 4000+ people are going to be wondering....
#29
Thumbs up.  Thanks for doing this Tynan, we know you didn't really have to.
#30
Ideas / Re: Re: Your Cheapest Ideas
November 01, 2013, 01:15:35 PM
How about guns suitable only for emplacement.  Larger than personal weapons, but needing to be "assembled" and fixed once assembled.  As well unlike the autoturret, would require a colonist (or two?) to operate.