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Messages - sick puppy

#46
Quote from: Bozobub on March 25, 2018, 06:06:30 PM
Quote from: SzaryKaptur on March 25, 2018, 02:36:47 PM
-snip-
-snap-
yes and think of the landlord, his house and land losing value due to a death
horrible stuff
#47
damn. tynan really fucked up. he made all the pawns of your game do exactly the opposite of what they shouldve done. how could he. how heinous.
#48
sounds more and more like mod area :/
#49
Ideas / Re: Some ideas for traits.
March 25, 2018, 12:30:20 PM
i like these a lot in general. some thougts of mine:

1) cowardly is essentially a pyro that specifically triggers in battles. not completely incapable of fighting, so a coward can still hunt for example, but other than that it's a useless modifier for a pawn im the eyes of most players. personally, i still play with pacifist pawns, but i am pretty sure not many others do.

2) vegetarian sounds good to me. but it depends a lot on food ai. if it has a similar way of working like ascetic now does, then everything should be ok. but if it is ignored in ai and your veggie pawn just constantly gets pissed, we better wait with implementing this or players will need to use janky workarounds like all-veggie bases, lotsa farming for milk and eggs or even not accepting veggies at all.

3) bugchaser just generally sounds a bit funny. but maybe that's just me. maybe make the effect say: gets +10 mood from not working. so whenever the pawn has time off, is sleeping (technically. but while asleep, mood doesnt change, so whatever), is laying in a hospital bed, waiting for caravan members and so on, the pawn can "chase bugs" and get thhe mood boost. that way the effect isnt so isolated. granted, you could try and "abuse" this trait by going to the rainforest with lotsa diseases and make just barely survive any disease (while saving medicine) and so on, but that seems like a stupid version of the trait to me. i mean, the pawn could also get mechanites, the sleep sickness and gut worms, those all take a long time, what are we gonna do then? also, technically chronic diseases like cirrhosis and catharr or whatever the ear infection thingie is are even permanent, what then?

4) misanthrope has already been commented on, but in my memory in the game it is called misandrist. isnt there a difference between the two? but then again, even if there was a difference between the two, they just sound too similar. better find a different name, like (extreme) loner. loners like to be alone afterall, dont they?

5) the appetite thing i see differently than in the first reply. i myself eat a whole lot, like as much as people that actually work out and wanna het buff from bodybuilding, am thin like few other people, almost as if i was anorexic (and no i am not bullimic) and at the same time i barely move in my life and never work out. i dont work very hard, dont have any tiring hobbies and live in a warm region, so it's not like i'd use the energy to heat up my body. many members of my family are like this, actually, but i am the only thin and lazy one. everyone else either works hard, works out, or just looks totally average anyway.
what i am trying to say is that there are people out there that JUST eat way more than others (heck my family is well known to eat more than other people. noone ever  wants to invite us, we have to invite others instead because people bate cooking for us xD) and also i have heard of chubby people that eat very little. i don't know if that is just something chubby people say like "i am not fat i just have heavy bones" or "this isnt fat, this is pure muscle i just dont flex for you cuz i aunt gay"

6) the whole sexuality thing is too annoying for me to be honest. gay in the current game essentially means asexual because the probability of you recruiting another well skilled gay pawn of the same sex and right age is almost 0.
i have read articles on how rimworld is super patriarchic because male non-gay pawns are always heterosexual while female non-gay pawns are always bisexual. i guess rimworld needs a general overhaul in this part anyway, but implementing bisexuality should definitely be a thing, especially because in real life i know like 5 times more bi people than gays. i dont know if this is legit or if real statistics would contradict me here, but from a gameplay point of view bisexuality is more interesting than homosexuality or even asexuality as something happening will always trump nothing happening (bi pawns getting into a relationship vs gays and asexuals not doing shit with their lives, no offence)
besides all this, character traits should just not be sexual orientation. maybe that's just me but if you read a lot of books or watch movies, especially with older movies and books but also current ones (just generally lower quality to be honest) you will notice that there are common characters in a group of people in stories. there often is a really book-smart person or a different tricky person/street smart person, there often is a really strong person or just generally fit person that does well at sports, then there are charismatic characters and so on as so forth. and after all these there are always like one of these non-characters: a black (or just generally a minority) character and a gay person. these arent character traits. being gay rarely if ever has an influence on anything going on in the story. being black outside of horror movies doesnt mean shit either. they are just token black people or token gays, while gays are usually in comedies because being gay is supposed to be i herently funny and blacks are in horror movies so that they can get killed off first (but also because they are non-characters.

concretely what i am saying translated to rimworld is this:
a good starting bunch of pawns looks like this (if you look only at their traits):
- a smart, but nervous wreck-pyromaniac
- a (mentally) cool, but slow worker and walker
- a beautiful psychopath jogger
did you notice? i didnt say anything about their sex or sexual orientation or "race". now add to this the skills and back stories and you have great, well rounded characters.
now to the bad examples:
- the gay tribal guy
- the manhating heterosexual woman
- the asexual spacer woman with long, blonde hair
these arent characters, these are more like descriptions and i am pretty sure if anybody found these non-characters interesting, it's because you would wanna know more of them because you dont know anything of them. the characters from the good example maybe wouldnt make you feel that way because you already know quite a bit of them.

sorry i went on a totally tangential rant. all i want is sexuality defined outside of character traits and the implementation of bisexuality if for nothing else, then just for gameplay reasons. i couldnt care less about asexuality because as said, it is usually the same as homosexuality in the game.

7) your "other" points are completely correct and should be implemented as bug fixes instead of new features. this shouldve happened long ago

sorry for long post, sorry for rant, i just like character creation in and outside the game a lot. it is actually the second thing i check whenever raiders arrive, right after their arms and armor. two good traits to me at least can offset a really badly skilled pawn. not even even talking about three good traits...

ps: when do pawns get 1, when 2 and when 3 traits? i cant seem to find a system that is consistent...

pps: at this point i wanted to express my interest for a guaranteed 3 traits per pawn with option for a 4th in cases of pyromaniac backstories and so on.
#50
Quote from: Call me Arty on March 24, 2018, 04:57:01 AM
Quote from: sick puppy on March 24, 2018, 02:34:10 AM
Quote from: ReZpawner on March 23, 2018, 09:26:08 PM
What on earth are you guys even talking about? He credits the other people frequently, and the other devs are also active on the bugs forum - particularly during experimentals. Tynan is obviously the big dog, as the lead, so he's clearly the one people immediately think of, but it's not as if he's trying to hide the fact that others are working on the game.
wtf, nobody claimed that
wth man

all arty wanted is to get some neat inside stories about development.

heck if it's time and nerves, i'd listen to a short one-of podcast made by tynan and maybe some of his collegues about how things became that they were

Holy hell, I think that's the best thing you've posted yet. I'd love to listen to another podcast, I already burn through them while playing the game.
holy hell, i think that's the first positive thing you've answered me yet.

anyway, are you saying there were other podcasts before that i missed? i really wanna listen to them if they exist. i am sure tynan could do one very easily. like an hour and he can record it on his phone burning through like 30 questions from twitter or something like that what the cool kids on youtube do nowadays
#51
Quote from: ReZpawner on March 23, 2018, 09:26:08 PM
What on earth are you guys even talking about? He credits the other people frequently, and the other devs are also active on the bugs forum - particularly during experimentals. Tynan is obviously the big dog, as the lead, so he's clearly the one people immediately think of, but it's not as if he's trying to hide the fact that others are working on the game.
wtf, nobody claimed that
wth man

all arty wanted is to get some neat inside stories about development.

heck if it's time and nerves, i'd listen to a short one-of podcast made by tynan and maybe some of his collegues about how things became that they were
#52
Ideas / Re: Can get to orbit, can't make a car?
March 24, 2018, 02:28:05 AM
these are some really neat ideas.
i had another: sleds.
they are idk, like 20% faster on ice sheet, sea ice and all other tiles in snowy winters and otherwise are 50% slower.
they only give you a slight advantage in carrying weight and you need multiple animals to pull it. upside is, you can use animals that cant usually carry anything, like dogs or reindeer, but i guess also rhinos, bears, thrumbos and fat rim-rats.
max speed of the sled would depend on the animals pulling it. every pawn has to be carried, otherwise speed buff wont work, obviously

eg. one sled, 10 doggos (i don't know, i guess huskies), a single pawn controlling it who could carry 30 kg on his own, but since he has a sled with him, he can carry 150 kg (as the sled needs to carry at least his fat ass, the stuff he would carry alone anyway, plus all the dog food and THEN you have to make it worth it. like, even pemmican is kinda heavy for this purpose. i once again suggest redoing weight for vanilla rimworld)

edit: we'd also need to consider the weight of (hand-)carts and sleds aswell, since a single dog or a single pawn cant pull a cart that's 300kg by itself
#53
Ideas / Re: Cloth, leather & metal armor
March 24, 2018, 02:16:14 AM
fun fact, there is little to no evidence of the existance of leather and wooden armor

besides, this stuff has been suggested before and wuite honestly i have lost hope that this will ever be a thing in vanilla. mods, definitely, but not vanilla  :'(

the way i look at it is that power armor and to a lesser extent simple and advanced helmets and that metal breast plate thingie are what we got from all this.
i guess you can already make clothing out of cotton but it sucks at everything, so devilstrand is where you should look. leather clothing once again doesnt come close to the power of fallout's leather armor or whatever skyrim had going on.

all this said, you have my fullest support for everything more medieval tech, be it gambeson, plate or mail armor. this would DEFINITELY ve a great addition to rimworld
#54
nah, dont worry

i really liked the idea of these levels of society and how it is always a single person that is the ruler of the place. first a chief/chiefette (?), then a king or queen, then a dictator (i think that is both male and female) and for spacer level i dont even know. in history class i have heard of some philosophist talking about a so-called leviathan. although they get elected, they have absolute power over everything, so you cant vote them off or impeach them. the are supposed to do everything for the good of the people.
at least this is what stuck with me from history class. sorry, i used to suck at history and my teachers didnt exactly help in that regard. also, who the hell would teach this to 16 yearolds

anyway, i really liked your text wih one exception. i dont think you should make pawns kings/chiefs/dictators. we are that ourselves. WE ARE the kings/queens, chieftains, dictators and leviathans, or maybe even "great leaders" if you will. no need for that other stuff, it just makes the current addition more complex and therefore less probable to be added
#55
Ideas / Re: Please add achievements
March 23, 2018, 12:43:56 AM
Quote from: BlackSmokeDMax on March 22, 2018, 08:01:16 PM
Quote from: sick puppy on March 22, 2018, 05:08:56 PM
so the two main reasons not to have "cheevs" is ludeon not having enough resources for fluff and people not being interested in it
i guess they are good enough reasons, but at the same time they are also bad ones, as saying ludeon doesnt have enough time or money for this can be said for anything in the suggestions here.

I think the main reason is Tynan had said at one time that he just doesn't feel they are part of the vision of his game. He doesn't want achievement goals influencing how the game is played.

I may be paraphrasing or remembering incorrectly, but believe that was the gist of his statement.
welp, i guess that's it then
i didnt know of that statement of his and as we all know he is kinda stubborn on these things
thanks for paraphrasing
i'm not even mad at him, many indie and sandbox game devs decide against achievements and i guess his time can indeed be used for other things aswell, it's not like he's *not giving* us something but rather giving us something else, like maybe an updated melee combat system and a new way of growig grass
#56
Ideas / Re: Please add achievements
March 22, 2018, 05:08:56 PM
so the two main reasons not to have "cheevs" is ludeon not having enough resources for fluff and people not being interested in it
i guess they are good enough reasons, but at the same time they are also bad ones, as saying ludeon doesnt have enough time or money for this can be said for anything in the suggestions here.
some people not being interested in them can be argumented against just as easily by saying that there are some people that on the contrary are VERY interested in them. i myself would be kinda happy if i had a lil achievement in my steam profile saying i survived sea ice for example. that in and of itself is quite an achievement and i wouldnt mind if many more players would show off that achievement aswell if they got it, since i can confirm, it is hard and something to be proud of if you did it.

some examples i know of that have achievements are minecraft and age of empires 2. minecraft has it in the game itself, it kinda looks like a research tree and serves no purpose except for showing newbies what options you have in the game, what you can discover and stuff. at the same time it doesnt tell you HOW you can do it, so it's pretty useless.
age of empires 2 for the most part has the most boring achievements possible. only kill, raze and win counters. still, it at least tells me what civilization i am really good with and play a lot and which ones i suck at or never use, which is good enough, i guess.
tf2 is similar in that regard, but they do it way better in every regard. the have max kill counters, they measure the time you play with each class and outside of the game, steam has a ton of more or less amusing achievements.
tf2 is an fps, simple as that. no story, nothing. you just shoot people. why would anybody need achievements for that? idk, but there is a ton and seeing them pop up every now and then with a funny title is reason enough for me to like them. reading up on them can also be a bit fun.

look, all i'm saying is that whenever ludeon has some spare time, they COULD add an achievement or two to the game. some people will ignore them, some will give it their best to get them, others will try to cheat, but most importantly they dont disturb anybody.
#57
Ideas / Re: Negotiating with Pirates.
March 22, 2018, 11:51:17 AM
Quote from: Call me Arty on March 20, 2018, 10:19:32 PM
I saw that mod, too, but I realized there's kind of an issue to that. Just grow some smokeleaf or cotton, and you're gol - well, silver. You're rolling in it. You don't really need an extra mouth to feed (especially if they're refusing to play along with the rest of your colonists), so unless they've got some pretty decent skill, execution or release is probably the better option. This way, prisoners could be more of a resource. You can't just sell-off all of your weapons under Normal quality, or all of your leather scraps from animals you don't hunt a lot, etc. You have to decide if sentimentality and what you've invested in your pawn's place in the colony is worth more than keeping your dangerous prisoners intact "just in case", rather than potentially recruiting a new pawn.
i dont quite understand this part, but i dont think it is necessary for my understanding of the topic at hand.

generally i think it would be great to have the option to buy back prisoners or to have prisoner exchanges, the prices dont really matter to me as i am sure tynan will do a great job at balancing it just right.

my only issue is that you shouldnt be able to do this with pirate factions. they laugh at you if you throw money at them. they dont wanna trade and they arent glad if you release prisoners. you will always be at war with them and all other tribal and spacer factions are aswell.

other tribal and spacer factions though should definitely want to trade prisoners with you.
i think spacers especially, but also tribals, but maybe a bit less proactively, dunno.

there was a point in this thread about "an eye for an eye, a tooth for a tooth", as in if you chop your prisoner's legs off, the other party will aswell. i think spacers are too civilized for that. i'd only have tribals do that to your prisoners. spacers will just have a ruined opinion of you and maybe be less willing to trade next time, or just ask for more money in return.

#58
Ideas / Re: Time-bombs.
March 21, 2018, 12:32:57 PM
i never experimented much with ied's, but they dont seem all that strong to me the way you talk about them. i am not sure but i dont think they can tear rock walls down all on their own and making them timed wouldnt suddenly make that possible either. besides, even if the bomb was strong enough to wreck walls, would the current engine of rimworld destroy stuff behind it? i dont think so either. lastly, up until now we have normal ied's, fire ied's and maybe emp ied's if my memory serves me right. in other words, you cant have both a huge explosion AND fire. fire ied's have a tiny ass explosion.

but i do like the idea. i dont really like using mortars and ied's, it just doesnt fit my playstyle or i don't know what it is. a timed or remotely controlled bomb would be nice to have, though.
the remote control could be electricity. as soon as it gets a spark, boom. (or a second later) obviously, it is advisable to use switches for that.
timed would be alright the way you said and how to build it and so on, just the explosion should be the same as always. would be way too weird if it was stronger.
#59
Ideas / Re: Please add achievements
March 20, 2018, 03:03:38 PM
Quote from: Call me Arty on March 20, 2018, 02:24:49 AM
Well sick puppy, you're certainly creative. Some of those seem assinine and specific beyond the realm of plausibility (like the game tracking the specific human leather used from one pawn's previous lover that's being made into clothing, or starting a raid on an enemy base that not only has turrets, but solar-powered turrets, and it just so happens to be under an eclipse), but some of those are actually decent enough to make me eat my anti-achievement words.
I kinda like the humor and challenge in some of them, like "Attacking Russia in the Winter" and "You can only buy these in Multi-packs". Some of them could do with being less specific, though, and they'd still work. "Eye of the tiger" would still work (in my opinion) if you just injured the eye of any animal you were in melee with.
thanks, man.
and you were right, this isnt a list of achievements that i want just like this in the game and i command tynan to do this and blah
no, indeed it was just a list of ideas in what direction achievements should go.
they should be fun, challenging but doable and not overload the game engine ideally. more people should send their ideas for rim-chievements in this thread, we might come up with some good ones
#60
Quote from: Cloud Breaker on March 20, 2018, 12:28:06 AM
I'm guilty of not knowing who else is involved.  But everyone who has contributed to suggestions, mods, art, anything really has my respect and gratitude to the max.  The Rimworld community has been a real pleasure to be involved in (Mostly lurking for myself over the years).  From the posts and the story's to fan art and mods its been amazing.  Thank you everyone really.  A great post bringing much needed respect and praise to everyone who helped make it happen.
indeed. i'm a new player and from what i've heard so many of the basic functions of the current beta came from forum suggestions. i am both thankful to the players and forum users back then and also for the devs for implementing them.

Quote from: Dashthechinchilla on March 19, 2018, 10:20:54 PM
It is a common issue, and probably related to the human minds inability to easily grapple with large numbers or complex data. For example, Eisenhower didn't win the American part of the war in Europe alone. He had a whole staff. The US President dosent write all the executive orders he signs. There are other people involved.
kek, to think that the us won the war in the 40s...you wont like it, but it was the ussr that did. if you want, you can look up some numbers or even people commenting on the numbers. i think the youtube channel "military history visualized" did a great job at that. incredibly detailled but still not overly complicated. he did practically all the research and thinking for us.
and no, it's not a russian channel, the guy's german. i dont think he is biased.
'america' winning ww2 sounds as unrealistic as france claiming they won ww2 with only little help of their allies.