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Messages - Rincewind

#1
General Discussion / Re: give some love to melee
June 27, 2018, 09:03:37 PM
Quote from: Adamiks on June 27, 2018, 08:34:11 PM


Imagine if ranged fighters had an option to "Hold Position", in which they would do literally nothing but stand, not shoot, nothing. Would it be harmful to your gameplay in any way? No, it wouldn't. It would be your decision to use it, and if you used it and didn't pay attention so the colonist ended up dying, it would only be your fault and not the feature's.

Another example - In vanilla game you can decide whether pawns should flee, attack or ignore threats. If i tell them to ignore threats and that results in some of them dying, that is *my* fault, it doesn't make the feature itself bad.

This feature *wouldn't* be bad either, it could have negative results if *used incorrectly*
Implementing the feature wouldn't take a lot of effort either but greatly improve lives of some, minorly improve lives of others and not make anyone's live worse

Long story short:
-Easy to implement
-Optional
-In form of a button
-Ai is already there
-Only positives, no negatives

I think i said everything that i have to say, we're just going in circles at this point and nothing constructive is being added to the discussion

heh add here turrets, let's all have full melee experience when you have to manage every step. Ranged must be guided by hand, turrets do nothing without player. Voila. Have fun with 100 pawns raid on extreme, maybe in a week you will handle it ;)
#2
well steam have an offline mode, but you have to be online every 30 days.
so backup rimwolrd folder and go offline if beta will be not available.

#3
General Discussion / Re: give some love to melee
June 25, 2018, 08:09:09 PM
Quote from: Ser Kitteh on June 25, 2018, 07:52:47 PM
Melee has probably been as best as it gets as of 1.0. The armor still needs work, but melee has never been viable as it is.

I honestly don't understand Rincewind's argument for a behavior to attack anything hostile. Melee fighters are mailed fists that gang up on that one dude so the shooters can shoot all the other dudes. Melee fighters exist to serve as meat shields at the gates or said mailed fist.

tell it to them
or you suggest to use elfish bows? disgusting!


[attachment deleted due to age]
#4
General Discussion / Re: give some love to melee
June 25, 2018, 07:40:42 PM
Quote from: ReZpawner on June 25, 2018, 07:07:59 PM
They just introduced plate armour. Surely that's love? Plate armour, shield belts, what else do you want?
proper melee pawn UI :). I can't believe that it's really hard to add one trigger button which reflect 2 states - default behavior when pawn just stand and waiting for incoming forces and second one is AI behavior to attack anything hostile.
Voila, even with this i will be happy. It's cut off about 99% of useless management during battle.

I don't care about plate armor, there few of mods which already have it.
#5
General Discussion / Re: give some love to melee
June 25, 2018, 09:55:52 AM
Quote from: tiagocc0 on June 25, 2018, 09:51:11 AM
Quote from: Rincewind on June 25, 2018, 09:42:18 AMi know about this button and how exactly it will help in siege? do you know what range to trigger this? do you played a melee colony at least once? i think you don't.

I was just informing and if you already know about it then it's ok, I even told you I used it with ranged weapon. No need to be rude.

well i am not tried to be rude at all, this button is not helpful here, that all :)
#6
General Discussion / Re: give some love to melee
June 25, 2018, 09:42:18 AM
Quote from: tiagocc0 on June 25, 2018, 09:24:44 AM
Quote from: Rincewind on June 23, 2018, 04:12:17 AM
At current state playing as melee is super boring, you have to do a ton of micromanagement during battle. Please add at least simple button with 2+ states :
- Hold position
Current game behavior. Melee able only stand to death
- Attack anything hostile on sight
Default raider's behavior, pawns controlled by player currently don't have even this. Even if this behavior will be able to use as player i already will be happy.
- Defend position
Pawn holding position, attack anything hostile on sight in small radios, if nothing hostile left he return to default position

there can be more functions similar to RTS, but even 1 button which switch pawn behavior from hold to attack is already will change gameplay drastically.

Currently it's superboring to play as melee only colony. You have to click targets for each pawn. And Even more boredom since only one melee able to attack target, so if you are misclicked - ....


sorry for crap english


There is a button that you can choose what to do when attacked, the default is flee and there is attack and another I don't remember.

I set everyone to attack and gave them weapons. Once when I was hunting a warg when I started firing it became hostile and come towards my pawn and another pawn that was near and hauling immediately started shooting the warg as well.

i know about this button and how exactly it will help in siege? do you know what range to trigger this? do you played a melee colony at least once? i think you don't.

at current state it's impossible to play medieval mods as melee, same for LOTR dwarfs. It's crazy amount of micro-control vs standing and shooting everything on sight as ranged.

well no answer from devs, so i guess no hope here anyway. For me 1.0 is look useless except one thing - ability to add/remove items during caravan forming.
#7
General Discussion / give some love to melee
June 23, 2018, 04:12:17 AM
At current state playing as melee is super boring, you have to do a ton of micromanagement during battle. Please add at least simple button with 2+ states :
- Hold position
Current game behavior. Melee able only stand to death
- Attack anything hostile on sight
Default raider's behavior, pawns controlled by player currently don't have even this. Even if this behavior will be able to use as player i already will be happy.
- Defend position
Pawn holding position, attack anything hostile on sight in small radios, if nothing hostile left he return to default position

there can be more functions similar to RTS, but even 1 button which switch pawn behavior from hold to attack is already will change gameplay drastically.

Currently it's superboring to play as melee only colony. You have to click targets for each pawn. And Even more boredom since only one melee able to attack target, so if you are misclicked - ....


sorry for crap english
#8
General Discussion / Re: The balancing process
June 19, 2018, 02:49:48 PM
Quote from: Whiskiz on June 19, 2018, 12:50:06 PM
Awesome.

Thank you, for actually balancing the game instead of leaving it a broken casual mess because of the pushback you would inevitably receive from the broken casual majority population.

I never liked the idea of newer or more casual people in any hobby, that try to reduce the depth, complexity and/or general challenge of the hobby to suit their personal level, which is generally pretty low. People cater to this in the gaming industry alot because it obviously leads to more $$$ for reaching more of the broken casual majority market. Thank you for not being one of these sellouts.

I understand it psychologically, it's even a recognized thing in Retail - that it sucks to have something taken away rather than added to, like when weighing meat at the deli counter etc. It sucks to have OP toys taken away, but is necessary for the health and longevity of a game.

As soon as i found out about just making "killboxes" to completely negate any semblance of challenge whatsoever, i stopped playing the game. It was a huge letdown. People say "Just dont do/use X or Y" but it just doesn't make sense logically - having a player restrict themselves from certain parts of game design, instead of fixing said game design and restricting yourself like that arbitrarily is not an easy thing to do.

It's great to see these things are being not only addressed, but with more thought than beyond simply as you said for example just "nerfing turrets" which then has other unintended downsides like making using just a few not very useful.

Taming and Turrets definitely needed some balance, but so do traps. Any intention of trying to fix the trap corridor that purposely exploits enemy AI and makes it so you get all the strengths of traps without the weaknesses? (your own pawns potentially triggering them, etc.) Especially when just 2 or 3 traps can kill an enemy and you don't need many in turn to send entire raiding parties away. Most overpowered early game.

Don't mind the afore mentioned broken casual (even if-) majority player base - they are only wanting to have the game revolve around their very basic level and in turn don't care about the potential, health and longevity of the game, so let them be upset all they want.

For as almost as many of them as there are - there are others like me who really appreciate your direction and thought process behind the decisions as well as decisions themselves, even if we aren't as loud about it :P

Thanks again.

sorry for disturbing your majesty, Mr Hardcore Player, but IRL by game design your able to rape, rob or kill people, even eat them. But somehow (i hope) you didn't do this. So your argument about not using "exploits" in game is invalid.
#9
Unfinished / Re: [A17/A18] [WIP] Warhammer 40k Corruption
February 23, 2018, 07:08:34 PM
Awesome mod.
I have only question about healing ability. Is it WIP or should work? How it's works, what prevent  spam of this ability? What resource is using?