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Messages - Oblitus

#31
Quote from: NotTheMattGuy on July 17, 2018, 04:53:08 PM
The other "You NEED these skills on crash landed!!!" arguments seem weak. You're not supposed to have a "good" start, you're supposed to have an interesting story. If you do not struggle at all, it's sort of silly. The fact that people are capable of doing Naked Brutality + Extreme + Any storyteller + Random pawn + Ice Sheet/Random start and several achieving modicums of success show that you can pull off some very interesting stuff with creativity.
I know how to play on high difficulty with an unbalanced crew. I can play NB Extreme Random with decent chances to pull it off. But it's not a fun type of struggle. It is boring, tedious and frustrating at the same time. I want to fail due to my own mistakes, not by getting RNGed and not because of deliberately poorly implemented mechanics.

Quote from: DariusWolfe on July 17, 2018, 05:43:55 PM
Dude, that's what the lower difficulties are for. I deliberately chose a scenario beyond Naked Brutality, but played it on Phoebe Medium, and am thriving. I'm not even that good of a player; at best, I'm middlin'. The basic Crashlanded scenario with medium or lower difficulty should still offer basic challenge for those who want to build a big base.
This is what lower difficulties should be, not what they are. In fact, unless it is "peaceful," difficulty barely changes gameplay.

user was warned for this post in combination with a pattern of unnecessary hostility in earlier posts. Rule 2
#32
Quote from: DariusWolfe on July 17, 2018, 04:10:35 PM
Wanna address the first part real quick: While we shouldn't expect this game to mirror 'realism' exactly, it's still always a thing that should be kept in mind, because games like this are always a little bit about suspension of disbelief.
Suspension works pretty good in games that are about gameplay, where lore, setting, and other stuff are just a fluff around gameplay, Rimworld is positioned as a story generator. And for story generator believability of the story is absolutely critical. Unnatural, cheesy design choices just scream about how fake the story is. It just doesn't add up.
#33
Quote from: Syrchalis on July 17, 2018, 02:35:00 PM
Quote from: Sirsir on July 17, 2018, 12:48:24 PM
Sometimes its a pleasure to be wrong :)
Well, I see many people who don't realize just how many mods are ready for 1.0.

If you include all the mods I updated myself (but haven't made available publicly) you might as well be playing B18 mod-wise.
Well, I had something like 160 mods in 0.18, and there are 124 mods in steam workshop...
#34
Quote from: Madman666 on July 17, 2018, 02:18:00 PM
Quote from: Oblitus on July 17, 2018, 02:15:59 PM
Wind generators are awfully unreliable, and all others are gated behind researches. And early research takes weeks due to unskilled pawn, low-efficiency lab and a lot of high-priority work. Manwhile you may need electricity for temperature control (passive coolers are no-go on non-forest maps even after last update), for nutrient paste dispenser if you don't have a cook (and that thing is just awful, and unreliable power makes it even more so), for stove if you do have a cook (again, fueled stove in non-forest is too expensive).

Iconic luxury colony you're drawing here ;)
Yeah, I like a luxery of not dying to cold snap or heat wave, not having permanent 80% consciousness debuff and not burning all effectively non-renewable wood.
#35
Here we go... Had to fight them off with 5 pawns. Had to rebuild a lot of turrets after. Cass medium.


Quote from: Serenity on July 17, 2018, 02:03:29 PM
They aren't tribals. You can still get proper electricity pretty fast. Even with a bad researcher you can easily get batteries soon. But just because you have the knowledge doesn't mean you should be able to build luxury colony right away. And really the only thing you need reliable electricity at the start is a freezer.
Wind generators are awfully unreliable, and all others are gated behind researches. And early research takes weeks due to unskilled pawn, low-efficiency lab and a lot of high-priority work. Manwhile you may need electricity for temperature control (passive coolers are no-go on non-forest maps even after last update), for nutrient paste dispenser if you don't have a cook (and that thing is just awful, and unreliable power makes it even more so), for stove if you do have a cook (again, fueled stove in non-forest is too expensive).
#36
Quote from: Serenity on July 17, 2018, 01:25:12 PM
It's not a bad move. One of the weaknesses of the game has always been to be able to build a fridge in the first few days. Just way too fast. You aren't stuck in "tribal mode" for long this way, but this forces you to not stockpile tons of meat or to consider pemmican maybe.
It is a bad move because it makes good researcher mandatory at the start as a crashlanded. Yo already need a good shooter (because shooting is a way to go), a half-decent brawler (because now you HAVE to cover your shooter), a good cook (or you'll spend half of the time vomiting and botching any work), a good constructor (or you can't build a lot of thing you really need and botch a ton of materials). If you want a mountain start (and 1.0 is heavily weighted in favor of mountain bases), you also need a capable miner. Crafting is not immediately necessary, but you'll want it soon. having a good medic is usually a good idea as well. There are 2 combat and 10 utility skills. It is good when all skills are useful, but when they are all vital AND randomly distributed? No. Just no. Main game mode should not require spending an hour pressing reroll button to make a crew that can survive the first month on medium difficulty.
#37
Quote from: Razzoriel on July 17, 2018, 12:55:35 PM
All electrical sources should be gated behind reseach, wood-generators being pretty easy to unlock. This is a step towards a good direction.
Why? Electricity is already a quite big research. Also, the crashlanded scenario is balanced with immediate access to electricity in mind. The current state already makes it extra difficult in areas with little to no trees (read: not forest).
#38
General Discussion / Re: The balancing process
July 17, 2018, 12:05:14 PM
Quote from: MoronicCinamun on July 17, 2018, 11:54:36 AM
Sure, *realistically* if you have power armor you shouldn't be hurt by clubs and rabbits, but that's not engaging in a balance sense, and as stated the balance of the game is way more important than power armor. That kind of progression system works in an rpg, but I'm pretty sure it's not really in the spirit of Rimworld.
Why? We already have a spectrum of enemies from tribals with sticks and stones to pirates of all sorts to AI-controlled mechanoids. It is enough to make a progression. But currently game just have no progression. They all are just differently flavored, but generally the same. When tribals and mechanoids are on the same danger level something is wrong. When a rat can force a walking tank with a minigun to stop shooting and moving just by getting into melee it is absurd. When you actually prefer to fight said walking tank rather than a dozen rats...
#39
Multi-layer armor can be made much more reliable by absorbing armor penetration each time it is used in a calculation. But even that there should be an extended breakdown that would show per-part armor.
#40
Why we can't also have a penalty for "Someone's organ-harvested" and "Someone organ harvested?"

Why "Slighted" memory lasts 20 days, and "attacked us, tried to burn us all and crippled several of us" lasts 1 day?


Man, get the message already! Your advances are not welcome, she has a husband.

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#41
My colonist lost a lung fighting off pirate's raid (high-quality devilstrand set with a flak vest). I've harvested replacement from one of the pirates, now all my colonists are sad. Please, can I get other colonists, who would share my belief in "lung for lung" justice? Or at least bionic lungs and kidneys.
#42
Info screen for recipes does not show stat offsets.
#43
Found a lump of plasteel. When preparing expedition realized, that I have no way to quickly see which of my pawns are good miners without closing the caravan menu. And I really need good miners since mining plasteel still takes forever. Mining 14 tiles took almost 3 days, even with 2 pawns 16 and 10 in mining. So it was 7 days for 525 plasteel. I had to fight an outpost, all that time my base was missing half of its defence.

Also, there is an inconsistency between the checkbox and input box controls. Checkbox controls can be assigned by drag and drop, input box needs extra click.


Food reminder is good, but there should be a reminder about bedrolls and medicine.


BTW about drag and drop. It would be really good to have for bills instead of buttons.


Another lump of plasteel. Guarded by outpost with 11 enemies. I have 7 pawns total, so can send no more than 4 without leaving the base totally defenseless. Without any fortifications on my side (and with fortifications on their) and without a sterile hospital nearby I don't like the odds.


While HP multiplier for textile is nice to have, pawns still complain on the percentage basis, so even if hyperthread apparel is still tougher than cloth, they would prefer cloth.
#44
Quote from: Madman666 on July 17, 2018, 06:31:42 AM
Strangely i rarely get any feet injuries on my guys, though power armor indeed doesn't include cool space boots...
Tell it to my melee pawn (in power armor) who lost two toes, jaw and nose in the last quest. Had to spend serum to fix his nose so his wife won't abandon him.

Scars are a weird thing. It looks like they can only happen when a wound is not tended at all, so I never get them during actual gameplay, unless it is a small scratch that heals before doctor manages to tend it.
#45
No compromises!

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