Finally someone who actually comes with an elaborated response, thank you.
I have been supporting every suggestion in the respective section that resembles the concept of a Watch Tower for a long time already.
i think there should be guard posts in the game
https://ludeon.com/forums/index.php?topic=41461.0
Before version 1.0 came out, there were and still are many "Monitoring" techniques, some have been removed, like the food bar from animals which is a change that made sense to me. The other methods being:
1.- Ecosystem: Preys. Predators will have the tendency to hunt the smaller creatures first, so when a map fauna population decreases and only the large sizes remain. That is a red flag of Predator danger.
2.- Cold & extreme biomes: Predators are left with less choices as rodents start to flee the map. Tree foliage color change, tree skin change, snow. This is another red flag of Predator danger.
3.- The safest play is a City Wall: Like I commented in repeated occasions, I learnt to build a city wall within my first five games and then never again I lost a pawn to Predator attack. To me it's totally unforgivable that "experienced" players still lose colonists to such an early game / basic level threat.
4.- Proximity to base: Predators wandering around your base. Would you still let them? Another red flag of Predator danger.
5.- At night, while animals sleep. We have the ZZZzzz animation on their head which is big enough to see with a quick check by sectors.
6.- After the first year and once back on Spring, animals will enter your map through the borders, so monitoring your map becomes even easier.
7.- When a small rodent is killed, they shout a final "death cry". You should be able to hear it, a red flag that is not visual only but also has sound effect.
8.- Predators can be killed before they turn against humans or tamed pets.
9.- Food bar that has already been removed was the most obvious red flag of Predator danger.
10.- Player wiseness, if a pawn is chosen to perform activities outside the City Walls, make sure its not an Incapable of Violence, is not Unhealthy (Frail, Bad Back, diseases) and also has a pet companion with release training, nigh owls are the safest.
Here I listed for everyone how to prevent yourself from Predator Attacks that should be useful for beginner level players.
Now when I read in the forums about people complaining of Predators Attacks, I could not avoid feeling upset towards the vast majority because I personally grew up as a Rim World player during A16 & A17 and I would say that 40% of all my games were "Triple-Colony" of 400x400 map size. I learnt to cope with three simultaneous colonies on a same game on the largest map size while the average player just goes single map and default size. While commonly, everybody just does 1/3 of what I have been handling all along... Now if I don't complain about it...how come those who do 33% in comparison with me, are the ones who get upset about Predators? It's illogical.
Every time someone asks about Multiple Colony games, I have always given plenty of advises:
https://ludeon.com/forums/index.php?topic=47600.0
Now, people need to put things into perspective, and I will give you an analogy:
* You are walking down the street and you get the red light traffic sign at the corner of the block, and you stop walking before you cross.
* What would you tell me of people who cross the streets without even looking sideways for incoming vehicles?
* What would you tell me of people who despite having 10 Red Flags... still cross the street anyways?
* What would you tell me of people who despite having 10 Red Flags, still cross the street anyways and get hit by incoming cars...to later on complain the game is hard without ever considering their own faults and blaming the cars instead?
Asking for the Warning notification is the same as asking all drivers to honk from kilometers aways just in case a careless pedestrian is not looking around. This is beyond upsetting for me, because conceding such a request equals validating stupidity, and that is unhealthy for the mind. If despite all the 10 warning signals... a player loses a pawn...to me...its a well deserved death.
Now, when you look at the Community, what kind of population do you want to have? The careless citizens or the cautious neighbors? This is a Survival Game, people....and nature shall be unforgiving for the ill-prepared.
My Support reply for a "Watching system":
https://ludeon.com/forums/index.php?topic=41766.msg416318#msg416318
Now I have been waiting for almost three weeks now. Based on the people who had complained, I can already tell that such players are the careless, those who don't monitor at all, hide behind killboxes all the time and in mountainous bases more over and use tons of over-powered mods...but still lose anyways... When you try to place yourself in "their shoes" to see from their eyes and how their counter arguments are founded... People like TheMeInTeam will base their "fake" claims on theoretical extrapolation of past memories without testing unstable builds for real experiences like this case:
https://ludeon.com/forums/index.php?topic=41766.msg413618#msg413618
He was claiming that first raiders would already come with sniper rifles, which was untrue.
I haven't been saying much on purpose so as to check if people "really know" what they are saying and if you ever play on cold or extreme biomes, you should be able to realize two "unwanted side effects":
* Now in v1.0, when you get a Predator notification and the targeted "future victim" enters a closed room, the Predator will have to change target as in "re-targeting", and if every new target also enters your base...you will literally get spammed by notifications both from letters and top screen messages alike...
* Now in v1.0, when you enter the second half of a hard winter and all Predators are the only ones left with just a few cold resistant mammals... you will also get "super spammed" by all hunting Predators which becomes a total annoyance... Because you can even get five new notification letters like the disease notifications used to trigger individually for each pawn instead of the summary late version.
But so far... no one has ever mentioned either of these two issues to what allows me to a certain degree, to assume, most of who replied are Temperate Forest exclusive players, lack game experience and therefore their comments are weak.
Finally to close, this response, to me Tynan needs to completely rollback to B18 and redo everything again from there, because the biggest problem in RimWorld has always been the last third of the game, the 2/3 that was and has always been an eternal boredom due to nothing happening but industrially awaiting the SpaceShip completion. He took the wrong turn by introducing the "Advanced Components" and making it even more longer and painful with nothing for players to do in the meantime.
https://ludeon.com/forums/index.php?topic=37305.0
World Quest Incidents failed completely as rewards are "Inversely proportional", as the game becomes harder, the prizes become less interesting and unworthy exchange of efforts for insignificant results, and the Caravan system has improved very little, the new User Interface already provides the same Information that you can acquire from before sending your colonists out, just a mere visual QoL...(upgrade???)
Version 1.0 should have been about filling the void in the last third of the game...but instead it just became a B18 Modded. To the point that I ask myself is there truly a Version 1.0 Vanilla build?
I have been supporting every suggestion in the respective section that resembles the concept of a Watch Tower for a long time already.
i think there should be guard posts in the game
https://ludeon.com/forums/index.php?topic=41461.0
Before version 1.0 came out, there were and still are many "Monitoring" techniques, some have been removed, like the food bar from animals which is a change that made sense to me. The other methods being:
1.- Ecosystem: Preys. Predators will have the tendency to hunt the smaller creatures first, so when a map fauna population decreases and only the large sizes remain. That is a red flag of Predator danger.
2.- Cold & extreme biomes: Predators are left with less choices as rodents start to flee the map. Tree foliage color change, tree skin change, snow. This is another red flag of Predator danger.
3.- The safest play is a City Wall: Like I commented in repeated occasions, I learnt to build a city wall within my first five games and then never again I lost a pawn to Predator attack. To me it's totally unforgivable that "experienced" players still lose colonists to such an early game / basic level threat.
4.- Proximity to base: Predators wandering around your base. Would you still let them? Another red flag of Predator danger.
5.- At night, while animals sleep. We have the ZZZzzz animation on their head which is big enough to see with a quick check by sectors.
6.- After the first year and once back on Spring, animals will enter your map through the borders, so monitoring your map becomes even easier.
7.- When a small rodent is killed, they shout a final "death cry". You should be able to hear it, a red flag that is not visual only but also has sound effect.
8.- Predators can be killed before they turn against humans or tamed pets.
9.- Food bar that has already been removed was the most obvious red flag of Predator danger.
10.- Player wiseness, if a pawn is chosen to perform activities outside the City Walls, make sure its not an Incapable of Violence, is not Unhealthy (Frail, Bad Back, diseases) and also has a pet companion with release training, nigh owls are the safest.
Here I listed for everyone how to prevent yourself from Predator Attacks that should be useful for beginner level players.
Now when I read in the forums about people complaining of Predators Attacks, I could not avoid feeling upset towards the vast majority because I personally grew up as a Rim World player during A16 & A17 and I would say that 40% of all my games were "Triple-Colony" of 400x400 map size. I learnt to cope with three simultaneous colonies on a same game on the largest map size while the average player just goes single map and default size. While commonly, everybody just does 1/3 of what I have been handling all along... Now if I don't complain about it...how come those who do 33% in comparison with me, are the ones who get upset about Predators? It's illogical.
Every time someone asks about Multiple Colony games, I have always given plenty of advises:
https://ludeon.com/forums/index.php?topic=47600.0
Now, people need to put things into perspective, and I will give you an analogy:
* You are walking down the street and you get the red light traffic sign at the corner of the block, and you stop walking before you cross.
* What would you tell me of people who cross the streets without even looking sideways for incoming vehicles?
* What would you tell me of people who despite having 10 Red Flags... still cross the street anyways?
* What would you tell me of people who despite having 10 Red Flags, still cross the street anyways and get hit by incoming cars...to later on complain the game is hard without ever considering their own faults and blaming the cars instead?
Asking for the Warning notification is the same as asking all drivers to honk from kilometers aways just in case a careless pedestrian is not looking around. This is beyond upsetting for me, because conceding such a request equals validating stupidity, and that is unhealthy for the mind. If despite all the 10 warning signals... a player loses a pawn...to me...its a well deserved death.
Now, when you look at the Community, what kind of population do you want to have? The careless citizens or the cautious neighbors? This is a Survival Game, people....and nature shall be unforgiving for the ill-prepared.
My Support reply for a "Watching system":
https://ludeon.com/forums/index.php?topic=41766.msg416318#msg416318
Now I have been waiting for almost three weeks now. Based on the people who had complained, I can already tell that such players are the careless, those who don't monitor at all, hide behind killboxes all the time and in mountainous bases more over and use tons of over-powered mods...but still lose anyways... When you try to place yourself in "their shoes" to see from their eyes and how their counter arguments are founded... People like TheMeInTeam will base their "fake" claims on theoretical extrapolation of past memories without testing unstable builds for real experiences like this case:
https://ludeon.com/forums/index.php?topic=41766.msg413618#msg413618
He was claiming that first raiders would already come with sniper rifles, which was untrue.
I haven't been saying much on purpose so as to check if people "really know" what they are saying and if you ever play on cold or extreme biomes, you should be able to realize two "unwanted side effects":
* Now in v1.0, when you get a Predator notification and the targeted "future victim" enters a closed room, the Predator will have to change target as in "re-targeting", and if every new target also enters your base...you will literally get spammed by notifications both from letters and top screen messages alike...
* Now in v1.0, when you enter the second half of a hard winter and all Predators are the only ones left with just a few cold resistant mammals... you will also get "super spammed" by all hunting Predators which becomes a total annoyance... Because you can even get five new notification letters like the disease notifications used to trigger individually for each pawn instead of the summary late version.
But so far... no one has ever mentioned either of these two issues to what allows me to a certain degree, to assume, most of who replied are Temperate Forest exclusive players, lack game experience and therefore their comments are weak.
Finally to close, this response, to me Tynan needs to completely rollback to B18 and redo everything again from there, because the biggest problem in RimWorld has always been the last third of the game, the 2/3 that was and has always been an eternal boredom due to nothing happening but industrially awaiting the SpaceShip completion. He took the wrong turn by introducing the "Advanced Components" and making it even more longer and painful with nothing for players to do in the meantime.
https://ludeon.com/forums/index.php?topic=37305.0
World Quest Incidents failed completely as rewards are "Inversely proportional", as the game becomes harder, the prizes become less interesting and unworthy exchange of efforts for insignificant results, and the Caravan system has improved very little, the new User Interface already provides the same Information that you can acquire from before sending your colonists out, just a mere visual QoL...(upgrade???)
Version 1.0 should have been about filling the void in the last third of the game...but instead it just became a B18 Modded. To the point that I ask myself is there truly a Version 1.0 Vanilla build?