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Messages - Revshawn

#1
I tried a few games of Naked Brutality Extreme Randy Random just to test out the infection disease chance changes for small wounds. After fighting minor mobs in rats and squirrels with a club in melee, I got an infection 3 out of 4 fights from minor wounds no more than 5 damage.

Ehh. Just doesn't seem like a fun game mechanic to me right now. I mean I can play around it so I can 'win', but an infection from a minor wound proving to be lethal to a 20 year old just seems strange to me.

Also, feel better soon!
#2
Quote from: Tynan on July 06, 2018, 01:32:46 AM
Some changes are indeed experimental.

I'll probably bring back predator attacks at higher difficulties only.

I'm fine with manhunter attacks! I just don't like the sudden nature of them. What would be good is if a animal was to go manhunter you get a notification for it so that you can prepare accordingly.
#3
Been playing Randy Random intense on butt naked start and completed my first year of the game. I've been playing off and on for a while and I had a few successful runs before this, but I've got this weird thing in my brain where I've got to start a new game every time the game is patched. And since the game is being patched nearly every day now, sometimes twice a day, I've made many restarts along the way. I think I'm in a spot where I can finally make comments on the early-mid game.

First off, I think the game is in a very good spot right now combat-wise. I haven't gotten a chance to get plate armor yet, but I've dealt with flak jackets and pants and the new armor system is a treasure. Submachine guns and other fast reloading weapons are the weakest in this new system by far. Rifles and heavy damage pistols like the revolver with high accuracy rule the day. Snipers as well to a lesser extent because of high skill needed. I think the most important thing as far as combat is concerned is, equipped properly, pawns are far more durable and much less prone to randomly lose important limbs from a single attack. Which in all honesty just isn't fun.

I think the changes to missions were a great change. The trade rewards are in a good state right now. Every once and a while you'll get something silly like a Golden Pet Box or something that there's no way you would take that mission, but I went from doing zero missions in 0.8 to doing two or three in your average year if I have the materials required. However, the missions to rescue colonists are simply too risky to ever take part in. I would still like to see some system where we can see the stats or at least get a general idea of the colonist we need to rescue. You have to use a caravan, putting your own colonists and several days of munitions at risk to rescue a single person, so there's no way you would do that to get a pyromaniac wimp who won't do skilled labor. In the current state, those missions are a non-starter for me. I *might* do the colonist rescue missions depending on who got kidnapped, but again that's because I know their skillset.

As for skills, I feel like crafting is a bit hard to get started from scratch. It's a small change, but it would really help if you buffed the amount of work required to do clubs. That would really help get to the early level 2 crafting where you can craft a shortbow, which could mean life or death in your run at the early stages of the game. Right now, clubs are just too easy to make so when I'm trying to train crafting, I just run out of material. I end up filling entire storehouses worth of clubs, sellable of course, but I'd much rather have constant training so I can get to level 2 and the shortbow.

By the way, Randy Random is a tremendous jerk. I played for about 2 Quantums and I didn't have anything happen to me. And then suddenly, I get 12 raids in a single Quantum, sometimes 12h apart from each other. I've been able to overcome this with a swastika defense ring in the middle of my base, two wooden walls with the middle lined by death-falls. Don't judge me. I didn't realize what I was doing till I already did it and it works so...I'm fine with it! And I've noticed that Raiders are far less willing to chase you down those hallways. Not sure if it's a programming change, but good job on that. Seriously though. 12 raids in a Quantum? I've got no way to get rid of bodies, so they've been piling up on the opposite side of the map. I think I'm at close to 30 bodies now and two prisoners. It's been a trek. Thanks Randy Random. I'm a year into the game, 9k colony wealth, one pawn and every raid is averaging 3-5 raiders with a combination of bows and knives. Easily defendable with some luck, but it's been a rough road.

I think the difficulty to recruit from savage tribes needs to be nerfed ever so slightly. Most starts give you an outlander union, a savage tribe faction, and a pirate faction all hostile to you. But I never encountered a raid from the outlander union due to which I assume is my low colony wealth and the average person I imprison from the Savage tribe is around 75-99% difficulty to recruit and I think that is a little too high. I also find it's pretty hard to find colonists to recruit with high intelligence among tribes, which is essential to progressing in the game. That's been my experience in just this game and I've been looking at the stats of every raider that comes through, but that's just been the occurrence in just the one game I played so feel free to take it with a grain of salt.

For the most part, the items I'm equipped with are the scavenged items of my enemies. And while I haven't had a chance to do it in this game, animal swarms are still pretty strong and a valid strategy especially with the changes to ranged combat ending when you enter into melee range. It works great with boar swarms and the Alpaca army. Animal training XP ramps up a little bit too quickly now that you can repeat training with animals you already have. Especially if you have the flame. You fly up to level 10+ before you know it with a pawn, especially if you have a flame. I think that needs to be nerfed a bit. Not much though!

Those are really all the thoughts I have right now! It's been a fun game so far. I'm not sure if I'll progress much further. RR Intense with butt naked start is difficult. By the time I'm done cleaning up after the last raid, another raid is coming!
#4
Quote from: Rockchecker on June 26, 2018, 10:43:15 PM
I had an escape pod drop containing a person who was faction-aligned. I rescued her and patched her up, and she started leaving as soon as she was able to walk. However, she was still badly hurt, so her movement speed was very low. She ended up going berserk near the edge of the map due to minor starvation kicking in on top of all her pain. She tried to beat a tortoise to death with her bare fists, died, and I lost faction rep.

Suggestion: It would be great if people rescued from escape pods would wait until they are fully healed before trying to leave the map.

Another victim from the mighty tortoise. Clearly one of this game's finest contributions. I love watching colonists try to punch through the armored shell and get a finger bit off. XD! It's hilarious. Please never change this.
#5
I'm really sorry Ty! You simply patch the game so quickly that I don't have time to test every feature in the game! I've got this thing where I'll always do the butt naked start, so it takes me a lot of time to get my colonies off the ground! I really want to give this 3 tiered armor system a try though. I'll post my thoughts in the next day or so if I get a chance to give it a rollthrough tomorrow. Depends on how tired I am after work. ^_^
#6
Great changes! Especially the change with the passive cooler. No more dying to random heat waves because your solo colonist doesn't have high construction!
#7
I think it would be best if the Anemic ((SP?)) trait didn't make you sick when you eat raw meat or raw vegetables and gave you a mood buff! Currently it still gives you a good chance of being sick, which is quite strange to me to be honest.
#8
I brought up this same point in another topic. The problem is that the raw damage the centipede can dish out is too much for melee colonists. You're essentially running them into a grinder if you don't have a shield belt or power armor. And once you get into melee range, the 20 damage blunt attack the centipede dishes out will overwhelm even heavily armored colonists. So there's really not a way to use melee pawns anymore against late stage mobs in the game. It is what it is. Power armor/Shield Belts used to cut it. But it's no longer the case.

What I would have done if you wanted to do a shotgun build, which by the way I wouldn't recommend in the current build of the game, would be to find or build a small room or tunnel for your colonists and trigger the event at range. Force the Scythers with the charge lances to get in close and gun them down with the shotguns.
#9
I'll tell you one thing. Playing this game from Naked Survivor going upwards has given me a deep appreciation for the Greatbow volley. There is something quite special about everyone loosing their arrow at the same time, the enemy being overcome by a hail of death, the grim reaper given physical form.
#10
I got 500 gold and 57 Uranium in return for 17 pairs of pants. You better believe I took up that offer! Hahaha
#11
I'll tell you what. My current run as naked on Randy Random Intense has spawned a quest for 18 pair of pants in return for a bunch of gold and a bunch of uranium. And I've got to say. I'm really tempted to pull this one off.
#12
Oh alright. My mistake. I was confused because I had just right clicked on him to try to get him to haul and then I was surprised when he picked it up on his own. I didn't put any thought into it after that.
#13
General Discussion / Re: The balancing process
June 20, 2018, 03:39:50 AM
The spreadsheet looks pretty nice! I think I would welcome a DR/AP system based on armor/weapons. Just the idea of it sounds pretty fun. My major concern with 1.0 is the late game mobs with high melee damage one shotting a melee pawn just because they had a good roll. You don't feel that as much with ranged pawns because you have the chance for your enemy to miss due to proper cover on top of the deflection given by your armor. Plus ranged weapons are sharp and the 1.0 armor system really protects against that.

I especially like the part about the partial conversion of sharp damage to blunt damage as well and the damage to armor.
#14
I believe I have discovered a bug. Due to the new hauling AI mechanics where the pawn will haul a object somewhere as long as it is on the way to another objective, pawns will on occasion ignore the fact that they are incapable of dumb labor and start hauling something anyway. Screenshot provided.

https://imgur.com/a/vHOF1rZ
#15
General Discussion / Re: The balancing process
June 19, 2018, 06:25:51 PM
Thanks for the post T! Not a lot of game developers, especially from AAA companies obsessed with lootboxes and making several editions of the same game, even take the time to explain their changes to their game let alone address feedback given by the community. A lot of people are very passionate about the game and that passion fuels their posts, even if it does come off as negative, and I think that's a very good thing. I appreciate you for making the post and I think you for your efforts.

There's a lot of things I loved about this patch and I like the vast majority of it. Forcing the player to have a few dedicated beastmasters, as you stated, is a great change simply for the fact that it provides a constant flow of experience for a pawn that dedicates themselves specifically to that craft. I think that you should reward a delegation of certain skillsets towards different individuals and this change allows a constant flow of XP to combat the XP decay you're going to get from having a high animal skill. So any changes towards that front is welcomed. And the adding of a maintenance cost to turrets in order to curb excessive usage on that front is another welcome change, as it is simply a way to avoid risks in battle and automate raidfighting and as a player I can't understand how that makes the game any more fun. At least now they have to maintain such a strategy! And that in itself is a good thing, nudging the player to use turrets as a supplementary tactic with the other defensive measures in the game instead of a whole solution.

I've spent a little bit of time in the new Beta and I'm on my new colony, 3rd attempt in the bare naked start. I've run into some issues along the way and I feel that combat still needs a little more balancing if we are going to go ahead with this new system. And the biggest issue I feel is that a lot of attacks by the wildlife and by most major can now simply one-shot your colonists despite efforts you try to counter it. Think about it. The neck has 10hp. And that's a very low total that many enemy mobs in the game surpass with a single attack. So at any point in the game you could have a colonist out there, roaming around in full power armor and a chain shotgun, and a bear is liable to just run up on him and rip his head off in one shot because the bear was hungry and he got a lucky roll.

I've always been against things that you cannot counter as a player and this is one of those things in mind. There's no counter to a bear coming up to you and ripping your head off. You can take steps to make it less likely. You can give him a full plate armor that will make the roll where he rips your head off less likely to happen. Power armor. Anything. But if he rolls that roll and he targets your neck, your head is coming off. There's nothing after that you can do to curb the damage. Your pawn is dead.

It was the same way used in this example prior to 1.0 of course, but I feel as if 1.0 did a much better job in balancing the game. Especially when you put the changes side by side.

Prior to 1.0


  • Each point of armor from 1 - 50% reduces damage by 1%.
  • Each point of armor between 51 - 100% provides a 1% chance to not take damage.
  • Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.
  • Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor).

Post 1.0


  • Each point of armor gives a chance to negate damage completely.

I'll just be honest. I prefer Pre-1.0 far more than I did 1.0 as far as calculating damage is concerned. I haven't tried this yet and my testing of 1.0 is still pretty early in its stages, but this new system would likely take strategies such as equipping a few strong melee colonists with power armor and shield belts and rushing centipedes, thumbos, and great sloths off the board because whether your colonist lives or dies is based purely on luck. The magic percentages. A degree of chance. And I wouldn't risk a melee colonist I've put several hours of training improving his stats on such an ordeal when a single or a couple bad rolls could break any one of his limbs or kill him completely without any means to counterplay. Against Raiders? Probably. They don't do enough damage to break vital limbs. But against the toughest mobs of the game? Their standard attacks do far too much damage for me to risk it. 20 damage for centipedes for a blunt attack? 22 damage for Thrumbo/Megasloth? A thousand nopes. Not gonna risk it. Not when a single bad roll unleashes all of that damage all at once upon a single body part. It's far better to take your changes from range. You can just kite the melee enemies after you do enough damage with the first hail of bullets and slow their movement speed enough so that your pawns can outrun and shoot.

It doesn't break the game by any regard, but I did enjoy playing the game in that fashion by overriding the fact that I was effectively applying medieval knight tactics to modern warfare through extensive preparation. And when you have that kind of mindset, that of an autistic barbarian that rushes any foe before him wearing a full suit of power armor, it's tough to turn off that switch.

I fear that if a new system isn't designed soon...

...innocent pawns will die.


In all seriousness though, this is but a small criticism upon a vast swath of new additions in 1.0 that I really enjoyed. Hopefully my small criticism will not outweigh the sentiment of my vast enjoyment of this patch. Thanks again!