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Messages - giltirn

#31
Quote from: SpookCrow on August 01, 2018, 05:53:16 PM
Wtf I played on Naked brutality and almost resorted to cannibalism and I didn't one single gift.

Me too. Took almost 2 years for my first gift, and it was some crappy piece of clothing. I think getting a normal-quality SMG is the exception rather than the rule of these things.

Edit: I was actually a little irritated at the condescension of my "visitors". Uh, excuse me, my colony is doing just fine thank you!
#32
It strikes me as not too different from the cargo pods event TBH.
#33
Quote from: Tynan on August 01, 2018, 10:14:05 AM
Thanks for the ongoing feedback everyone.

New build is going up!

Nothing huge in this one, just some various fixes and adjustments here and there. No major single focus.

Hi Tynan, thanks for the new build. Would you mind posting a complete changelog? It's quite difficult to test the effect of changes in the game if we don't know what has changed! Of course you might have decided that by not telling us about the changes we will provide more unbiased feedback?
#34
Storyteller: Randy
Difficulty: Rough
Biome/hilliness: Boreal forest, large hills
Commitment mode: No
Current colony age (days): end of winter year 2
Hours played in the last 2 days: no idea

Another piece of feedback: largely due to the trap change, my boreal forest map has become almost completely denuded. I have quite literally harvested every tree on the map. While new trees spawn occasionally it is far from enough to keep me going.

Aside from my earlier request to make traps cheaper, have multiple uses before breaking, or just to revert them back to the way they were in B18, I would like to suggest a simple QoL feature: we should be able to plant trees outside of the grow period. I understand why we can't do this with crops, but with trees it would be a great boon to lay these in winter and have them start growing immediately when the growing season starts.
#35
Storyteller: Randy
Difficulty: Rough
Biome/hilliness: Boreal tundra, large hills
Commitment mode: (yes/no): No
Current colony age (days): end of winter of second year
Hours played in the last 2 days: no idea
Complete mod list: none

I'd like to complain again about map rescue quests involving family members. This has happened both times I have been offered a rescue quest in my current game, and it basically means we are *forced* to risk our necks in a difficult world event to rescue a possibly useless pawn, often when another colonist is far from desired, or else incur a mood penalty that lasts almost half a game year. The first of these popped up while I was trying desperately to weather both toxic fallout and a volcanic winter at the same time! Please please, either prevent this quest from spawning family members or heavily reduce the timespan of the mood debuff. As it stands I'm going to edit the save file to remove the debuff as I just can't be bothered to go through this again. :/
#36
Apparently settling too close to a nearby settlement strains relationships with their faction. This may explain why I keep getting faction relation drops without any interaction with them. I did not see any indication of this on the map when I was choosing a site; perhaps I missed something? Or if this does not exist perhaps it could be added?
#37
Quote from: Zombull on July 29, 2018, 07:59:58 PM
Traps weren't nerfed, they were buffed quite substantially. They're cheap now and do a ton of damage. And you can uninstall and move them if you need to. My only complaint about them is the auto rebuild won't use uninstalled traps from storage. It will always build new. Nonetheless, I use them heavily.

They are single-use, very resource heavy (you say they are cheap, but they are only 50% of the resource cost they were in B18), and have to be placed so far apart that they become next to useless for anything more than acting as a minefield for unlucky raiders. In my experience I lose so many to random wildlife and manhunting rodents that they become too resource-intensive to manage; and that's just with wood traps. No-one in their right mind would use steel or plasteel for traps now, and stone is far too precious to throw away until you get deep drilling. Used to be that you could place them strategically with careful wall placement to funnel the enemy, but now they are just a spray-and-pray largely mindless affair and a massive burden to keep operating. Not a fan at all.
#38
Quote from: Zombull on July 29, 2018, 06:33:23 PM
Not using turrets. Too inaccurate and slow for their cost and maintenance.

Traps trump turrets.

Even post-nerf traps? I'm finding them quite hard to work with. Not a fan TBH as I never liked turrets for the same reason you stated.
#39
Quote from: Awe on July 29, 2018, 06:39:45 PM
Crafting psychoid tea train cooking skill. Can be useful if you can grow a lot.

That's a good idea, I'll keep it in mind for the next time. Unfortunately I have only 20 days of growing time on my boreal tundra so it would have been difficult to take advantage of that from the start. I guess I'll just have to weather it.
#40
Storyteller: Randy
Difficulty: Rough, naked brutality
Biome/hilliness: Boreal tundra, large hills
Commitment mode: hell no
Current colony age (days): ~45
Hours played in the last 2 days: no idea
Complete mod list: none

I've been keeping a log of my activities over this playthrough, which has thus far seemed much harder than I ever remember on Randy Rough (naked brutality has been my goto start -as a custom start- for a very long time). A couple of feedback points:

- I really don't like the crafting/construction gates on shortbows and deadfall traps, particularly the former; without a bow it is next to impossible to hunt for food, and defending against a raid on your own in melee is just a roll of the dice. I came so close a number of times to losing my pawn and had to reload several times, and had to spend a lot of time and material grinding wooden clubs to advance my crafting just so I could hunt. We should at least be able to craft shortbows, if only awful ones, without having to have 2+ crafting skill.

- My constructors seem to be botching builds very regularly, maybe 20-30% of the time, despite both having construction 5+. Is this a bug?

- I do not like the new trap system at all. The forced large spacing and the extreme cost of replacing the things constantly makes them virtually useless. I end up losing more to random wildlife and mad animals than I do to raiders. My boreal forest is quickly going to be a boreal plain if I keep losing them at this rate!

- The longer door closing rate has not affected the effectiveness of door micro, it just makes it more micro intensive. Much preferred it as it was in B18.

- Food poisoning is still happening too often. It seems like one or more of my pawns has it every other day. It is largely due to "incompetent cook"  but theres not much I can do about that; my cooks have skill 3 and 4 and neither have a passion, so it is a long grind to get their skill higher.

- I constructed a bluefur tribalwear hoping to get something decent to survive the winter (it's been -26C or lower for several game weeks!) but it only has a cold insulation of 10C. Surely it should be better than that??
#41
General Discussion / Re: Quarrying
July 27, 2018, 06:39:05 PM
Quote from: DubskiDude on July 22, 2018, 11:47:27 PM
Not really. Sure you have to research it, and it usually takes about mid-late game to get there, but you just drop 200 steel and 4 components for a drill that you don't need to deconstruct and rebuild. You can reinstall it anywhere in 1.0. And it means you have a constant supply of chunks literally forever. Before then you can just pick up chunks around the map or mine through hills. I don't think anyone is currently hurting for a way to mine chunks.

Adding an entirely new button simply to produce chunks, when it would be completely obsolete after the early game, seems kind of silly, and would be a waste of space.

Deep drill spawns bugs and is a late-game addition, especially now that research is slower. I always find myself hurting for chunks, especially on flat maps, and the recent changes to traps make this even worse. I even took to sending out caravans specifically to mine stone, but unfortunately chunks are very heavy so this is quite impractical. Having a means to access a reliable source of stone in early-mid game would be a very good addition IMO.
#42
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 12:09:27 PM
These are all very tough questions to answer. For what its worth I would not advocate making fundamental changes to the game this late on in the process. Obviously its a great game as it stands given how much play time we have all invested in it. I'm a little concerned with how you've been completely rewriting core game systems on a daily basis; will Rimworld 1.0 feel and play anything like B18? I think B18 is great and would have been happy with just polishing of the existing systems.

With regards to setting expectations, I don't think it's possible; people will be drawn to the game for different reasons. Some like to building bases, some like the simulation aspects, some find pleasure in spectacular failures. To cater to these diverse tastes we have difficulty options and the option of whether to allow saving, not to mention mods.

When it comes to balancing I would not say you should "ignore" certain classes of feedback per se, but you should retain the final decision on whether to act on that feedback according to your vision. If you have the time to explain your decision to us that would be great, but ultimately you should make the game you want to make.
#43
I make it 9.61%
#44
Quote from: Broken Reality on July 18, 2018, 07:06:14 PM
Or they wander off to the nearest insect hive and get downed so you can't play on cave maps or you have to kill all hives the moment you get a chemical interest pawn. I can't think of another trait that is as detrimental and inhibiting as chemical interest.

Can't wander anywhere if they are made into comfy hats.
#45
I find 'zzzt' to be a boring event. Not much you can realistically do to prevent it, not much impact when it happens apart from the irritation of having some of your stuff randomly destroyed. It's basically just like tornadoes in A17; a random and frustrating punishment by the storyteller.