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Messages - Koek

#16
I guess it all depends on the kind of changes that are to be implemented and if you are using mods which are or are not updated by that time.
I'd say, don't sweat it. Just play and maybe by the time 1.0 is released you'll have to start over or are already finished.

Also
Quote from: Third_Of_Five on August 28, 2018, 01:46:31 PM
massive block of text

You are like babby, I've seen far worse :)
#17
I hope you get the 64bit version up soon. As tchiseen said, it was a blessing for my pc during the unstable.

Thanks for the awesome work, keep it up.

Cheers :)
#18
Quote from: cactusmeat on August 27, 2018, 12:23:04 PM
I have to agree with squiggle that chickens don't seem appealing, and remembering the last time I used them they clogged my animals tab, stole animal beds from injured or sick animals, dropped eggs in the middle of nowhere, (that were auto forbidden for not being in home zone), ate entire meals when they needed like 2 rice and bred so quick I just killed them all off to stop the beeping. Maybe collapsible menus for animal types in the tab? Either way, I'm still going to slaughter every animal smaller than dog, too much trouble.

Well, put them in a seperate zone, only feed them hay or rice and don't give them animal beds. Use the tools you're given before asking for changes dood.

Cheers :)
#20
Quote from: Namsan on August 24, 2018, 11:56:08 PM
Quote from: DeadByBruise on August 24, 2018, 09:02:50 PM
  • Can we allow colonists to wear two weapons (maybe with a speed penalty)? This way you can use a sniper initially and when the enemy come close, switch weapon.

I like sidearm idea.
I think limiting sidearms to only small weapons like machine pistol or knife can make the game more interesting.
Because these small weapons become obsolete when player got access to bigger weapons like rifles or long sword.

+1 for small sidearms, be it knives or 1 handed guns.
#21
Have you done this or is this theorycrafting? Some pics or a vid would be nice.
#22
Use them on pawns that go outside your walls, like hunters and haulers, to have a safeguard in case a raid starts.
This will increase the chance to get them behind your walls instead of them going down and perhaps bleed out while you deal with the raid.

edit: You can also use them on your medics, to keep them from getting hit more than once during battle. You need them to patch the rest up after the raid. When the smoke pops you just get them behind the walls. This way you can use them to get some shots in but not get wrecked, resulting in having a less functional, or even dead, medic after the raid.
#23
Quote from: Tass237 on August 21, 2018, 03:02:44 PM
... Make balance suggestions if you think a thing should have a lower cost for legitimate gameplay balance reasons ACROSS ALL PLAYSTYLES, but if it just makes your specific scenario worse, please just mod it to your preference and don't complain here.

How rude.
What you are suggesting is exactly what people are doing, which is giving feedback on metagame mechanics which could lead to better balancing and perhaps a less unfair (especially to the unknown player) way of increasing difficulty over time while keeping things fair when you get beaten up.

When people come to this game thinking it is just a basebuilder they'll get destroyed and start to look for answers, resulting in them learning either to accept their losses or game colony wealth.
As it stands now (and if I understand correctly) losses are unavoidable if you want to keep raid strength in check while increasing colony wealth, a thing people want to adress in the feedback they present here, something which can be loaded with frustration or dissapointment in 'gaming the system' at times, but it's feedback nonetheless.

We don't need to keep record of all playstyles in our feedback. It's up to the developers to sift through all the variable feedback players present and decide if and how to implement certain suggestions and balances.
Suggesting people just 'mod it to their preference and don't complain here' adds nothing. Please keep that to yourself.

Cheers :)
#24
Quote from: skyarkhangel on August 19, 2018, 03:38:27 PM

Please take into account the fact that most of all modder community can't work on mods. Changes negatively affect on the work of mods, that simply dont work after the next update. And who has already updated regret about it. Like, recompiling and add changes to mods every week...

Well, to be honest, mods don't have a place in the phase of finetuning the vanilla game. If you cannot play without mods, stick to the latest stable update and don't join a regularly updated beta product. Those who create and use mods for these updates should either accept a larger workload of staying up to date or find some patience and wait for the final release.
A developer should not have to keep mods in mind besides creating a solid base for modders to work with.

Cheers :)
#25
Quote from: Tynan on August 19, 2018, 01:50:49 PM
I don't agree with every piece of feedback but I like to at least understand them.

As long as you don't get too caught up in it to the point of allowing doubt creep in it should be fine I guess.
A game with a popularity of this magnitude can get overwhelming negative feedback sometimes. Just remember that the unsatisfied minority usually is the loudest group of all.
#26
General Discussion / Re: Skill Decay Mod?
August 19, 2018, 01:49:45 PM
Quote from: qurffe on August 19, 2018, 01:43:05 PM
Quote from: Koek on August 19, 2018, 01:19:29 PM
Quote from: Dyesi on August 18, 2018, 11:45:40 PM
Is there any mod to disable skill decay while improving the skill? It seems odd that skills decay as you learn them.

Have you ever practiced doing something for a year and stopped practicing for 5+ years and tried to go on where you left of?
Skill decay is a real thing matey :)

Seems like you misread what is he saying he doesnt have problem with skill decay per say, but has problem with skills decaying as the pawns are doing the activity to "learn" it. e.g. you lose "EXP" when you are researching. Does it really make sense to lose skills at the same time as you are learning said skills?

You are right.
I'd love to see a cooldown on when it kicks in. Perhaps some balancing is in order.

That being said, I have little issue with how it's implemented atm.
#27
General Discussion / Re: Skill Decay Mod?
August 19, 2018, 01:19:29 PM
Quote from: Dyesi on August 18, 2018, 11:45:40 PM
Is there any mod to disable skill decay while improving the skill? It seems odd that skills decay as you learn them.

Have you ever practiced doing something for a year and stopped practicing for 5+ years and tried to go on where you left of?
Skill decay is a real thing matey :)
#28
Quote from: Tynan on August 19, 2018, 12:39:24 PM

Basically it worries me when someone says everything's horrible and I can't understand the reasons at all; I find myself wondering if I'm badly out of touch or there's bugs I'm not aware of or something. Or did you play older builds from a month ago perhaps?

To be honest, I'm surprised to see you reply to this particular post, seeing there is so much positive, perhaps somewhat frustrated sometimes,  feedback to be found on these forums. Changes will always get some people riled up, even if the change is for the better like nerfing some OP and overly abused tactic.

Also, isn't this post the reason you put up the feedback rules in the 1.0/0.19 thread, to be able to verify if said player posts with recent experience in mind?
Sometimes players get frustrated and just need to vent of everything perceived horrible and disastrous while ignoring all that is going alright.

And while I'm replying to you directly, have you thought about implementing a sort of scouting feature, so we can see some raids coming and be able to call in a horde of tribals to our aid :)

Cheers :)
#29
Quote from: Tynan on August 18, 2018, 10:13:12 AM
Also, I'm looking for feedback on the cost of the ship. It's much less than B18, but how is it? Does it feel like it takes too long to build, too short, or okay?

The last game I played and finished I thought it was just fine. Getting resources didn't take absurdly long whilst still maintaining my base.
I layed out the blueprint and piece by piece put it together when I had spare resources while still creating/buying bionic parts to keep my colonists healthy/superior.
I finished around day 450 iirc, never rushed anything and (little off topic) only managed my colony wealth by launching gifts to keep relations up.
I never had a killbox but abused door peeking and having turrets and eventually shield bubble pawn tank most of the damage.

This all was on a tribal start, temperate forest, permanent winter summer, cassandra rough, no mods game in which I only lost 3 pawns and launched 16 into space.

I can't compare with b18 since I never built a ship before the recent unstable branch.

Cheers :)

edit: changed winter to summer