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Messages - DubskiDude

#31
Started a new game and was kind of excited for the new item art, but turns out (in my opinion) some of it isn't that good. Wild healroot is now harder to identify on the map and looks much less unique, and components now look like thimbles of yarn rather than components. Leathers having a smaller icon is better, though.
#32
General Discussion / Re: Reddit or Forum
July 27, 2018, 02:18:05 PM
I used to use r/Rimworld, but people there are only really interested in dumb memes and fanart. What's worse is that any time you try to give constructive criticism on a part of the game, your post is downvote bombed. I want to be charitable about the people there, but honestly the majority of those I've dealt with behave like you're attacking their pet game, and any criticism is akin to saying "fuck you for liking Rimworld". Reddit is toxic in general, and r/Rimworld is no different if your post is simply aimed at identifying a problem and offering solutions.

This is why I'm very surprised with the Ludeon forum. People here don't behave at all like the redditors. It's pretty fascinating. Suggesting balancing changes here is 100% more constructive.
#33
Edited the original post with my experience with a new ship sequence. It was a lot more tolerable this time around.
#34
Quote from: MajorFordson on July 25, 2018, 07:32:05 PM
Hot dog, most of the ideas in OPs post are fanastic.

Thanks! I've spent a lot of time formulating these.

Quote from: MajorFordson
the point about colonists in-fighting shouldn't or should almost never result in serious permanent injury is a good one

I may need to remove that point actually, because I haven't seen social fights cause permanent damage in 1.0. I've seen people biting each other, though... kinda weird for a social fight lol.
#35
This seems a little overkill. I called in help from two of my ally factions, but they hate each other, so they murdered each other, so no help for me. Ouch. -20 goodwill for both factions for nothing.

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#36
Quote from: towhead on July 25, 2018, 02:13:31 PM
New traps feel pretty strong on the forest biome. Randy, naked, survival struggle, end of the first year. I had 5 man raid vs my 6 colonists + a chased refugee. Two of the raiders just walked randomly into some wooden traps I built around corners of my buildings. Another one got shot and the rest fled. The raids feels pretty weak so far, raiders are just whacked by the traps. I got only one hit, one of the raiders missed so badly that he hit my guy four squares away from the target right in the heart, good thing she wore a flak vest.

Here is a screenshot with trap layout:

Ah, a fellow 9x9 builder. Truly a scholar and a gentleman.
#37
I try not to be too sappy, but I think you should give credit where credit is due.

For a long time I had a neutral/negative perception of indie devs after I had a bad experience with a particular bunch who lost their minds after I criticized them. And then I came across Tynan and Ludeon. It seems that the devs here are genuinely interested in feedback, and care quite a lot about their game. They aren't some unapproachable monolith like an ordinary dev studio. I can imagine that being this involved with the community comes with its downsides, like irrate fans and dumb feedback, but its reasonable to assume that the good outweighs the bad. Rimworld is shaping up very nicely, and a 96% approval rating on Steam overwhelmingly supports that.

Overall, Ludeon is up there on my list of favorite indie devs, next to Re-Logic (Terraria). Keep up the good work, Ludeon devs. Also I like your hair, Tynan.

Feel free to add appreciation of your own. Let's butter these boys up.
#38
Yeah I did notice disassembling mechanoids gave far less rewards than before. Not a huge problem but I kinda wish they'd give more plasteel.
#39
I like the "found a cave!" idea. Could easily become a neat combat event where you scout out the cave and fight off insects/troglodytes (I really think Rimworld needs mutant troglodytes) with rare loot farther in. Could ever have prisoner pawns inside. Has a lot of potential.
#40
I know there's a million and a half mods that add new enemies, but I'm referring to the main release.

Raiders, manhunter packs, insects, and mechanoids are all a threat, but after 600 hours, it feels like the roster of baddies is wearing thin. This might be because of my huge amount of playtime, but I think there should be more sentient threats in Rimworld.

Rimworld lore states that there are no aliens, and that every weird "race" found around the universe is just a mutated version of something that already existed. Xenohumans are one of them. I certainly think Rimworld could do with some of these races, and I'm really wondering why they haven't made an appearance yet.

I personally think some new alien-like enemies should make an appearance, similar to Infestation bugs. Another experiment gone wrong, creating a repulsive species of creature that breed like field mice and plague the locals. Animal hybrids could be another idea. An alligator spliced with a rhinoceros, for example. I also think troglodytes would make for a really nasty enemy. Hunch-backed, pale-skinned, blood-sucking fiends with just enough intelligence to coordinate packs to attack a settlement. They could be xenohumans, or even descendants of genetically-modified, vat-grown organ donor clones that escaped underground. And that's just one idea.

Overall I think Rimworld needs more enemies that push the sci-fi bill a little further, but stays within the limits of the lore. An enemy that makes you think "those things are out there, prowling for human flesh", or "ugh, I'd hate to be the one to clean that up" after you kill it would be dope. Thoughts?
#41
General Discussion / Re: Quarrying
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.
#42
General Discussion / Re: Quarrying
July 22, 2018, 10:50:10 PM
In 1.0, using deep drills on a random spot will get you stone chunks. So that already exists.
#43
Anyone who says Rimworld is "a completely different game" when jumping from B18 to 1.0 should be disregarded flat out. The person has no idea what they're talking about.

The vast majority of changes in 1.0 are positive. Rimworld is going in a great direction. Will it be perfect? No. Will it be excellent? Yes. 96% of recent reviews on Steam are positive, too. That's unheard of.

Stay the course, Tynan.
#44
I've been really thinking on it, and between melee hitting ranged pawns hard after the distance is closed, as well as two of the three turret types having minimum range, and also how enemies seem to drop pod in and bypass defenses entirely, I think Rimworld needs barbed wire fences.

Specifically a trap that takes a lot of resources to lay (maybe 20-40 steel or more) and lowers enemy movement more than sandbags (but of course offers no protection to friend or foe). Something to, say, slow down incoming Zerg-rushes from infestations. Could also deteriorate after a while, requiring a fresh build every few months. I think this would make for more interesting defense builds, though I'm hoping they don't make killboxes more powerful (maybe prevent them from being built next to walls or other structures?)
#45
Quote from: Tynan on July 22, 2018, 08:43:54 AM
I'm interested in how turrets are these days, in terms of effectiveness, accessibility, usefulness, cost/benefit. Note they were made cheaper not long ago. I haven't seen much mass turret use and I'd have expected to see more.

Playing on a jungle map, RR Rough, 325k colony wealth.

Here's a screencap of my base. I've found that tidy square bases are easiest to work with. A double-wide steel wall is necessary to keep out baddies, and the best way to use my shooter pawns is to make a "pillbox" around each entrance to the colony. I guard these entrances with turrets - 23 autocannons, 19 steel mini-turrets, and one sniper turret in total. Designing a successful defense is pretty difficult, but that may be a consequence of my base design.

Anywho, to save space I clump my autocannons together in groups of three so they aren't shooting each other, and I surround them with sandbags for protection. It sucks because if one explodes, they all explode, but spacing them out is too much of a hassle and might risk more friendly fire. I've also been forced to switch up my turret placement because unreasonable amounts of bugs attack my base often (Overhead Mountain + Infestations yaaaaaaaaaaaaay) and I find that bugs and even Scythers tend to just bumrush my turret nest and vandalize the shit out of my autocannons since they can't fire back. The minimum firing distance is REALLY inconvenient. To (slightly) fix this, I place mini turrets just outside of the autocannons' minimum range so that enemies will take time destroying them, but will still be in firing range of both mini turrets and autocannons. I don't use sniper turrets because I feel that autocannons do the job better on average, and they're slightly less expensive.

I just now noticed that the steel cost for autocannons + snipers dropped since the last time I checked. Now during my jungle playthrough I've found that I have so much steel and uranium that it's actually too much for my storage building lol. Kinda wish steel/wood/blocks/etc could stack to 100 per cell... anywho, judging from my experience, if autocannons and sniper turrets had the minimum range removed or reduced, then I think it would be reasonable to up the steel cost for them. The uranium cost for sniper turrets I'm neutral on - not sure if it should go up, down, or stay the same.

Overall my turret nests are weak to triple rocket/doomsday launchers and the occasional event where they're Zerg-rushed by insects who have overwhelmed the mini turret "decoys". But otherwise they dish out a lot of damage and really help with huge raids.

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