More/better positive events

Started by Locklave, July 31, 2017, 09:22:49 PM

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Locklave

Positive events are too rare and have too little impact.

Where are the
- 24 hours a day sunlight events
- longer growing season events
- mechanites/natural event causing crops and all plants to grow super fast across the map

Tons of effort went into negative events and clearly very little went into positive events. We have multiple negative events wiping out all plant life on the map, if it was like this then the planet would have been a dead toxic/poisonous rock long before we crashed on it.

- Alpha beavers are just cancer, talk about an overused event.
- Toxic fallout, turning your rain forest into a barren wasteland.
- Volcanic eruptions, darkening the skies and preventing all growth.

I haven't been able to enjoy this game in a long time because it's steadily turning into a spanking simulator. How about some good with the bad.

SpaceDorf

Quote from: Locklave on July 31, 2017, 09:22:49 PM
I haven't been able to enjoy this game in a long time because it's steadily turning into a spanking simulator. How about some good with the bad.

Holy Shit I love how you worded that ..

I grant you my paddle in support of this Idea.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

samuk190

Quote from: Locklave on July 31, 2017, 09:22:49 PM
Positive events are too rare and have too little impact.

Where are the
- 24 hours a day sunlight events
- longer growing season events
- mechanites/natural event causing crops and all plants to grow super fast across the map

Tons of effort went into negative events and clearly very little went into positive events. We have multiple negative events wiping out all plant life on the map, if it was like this then the planet would have been a dead toxic/poisonous rock long before we crashed on it.

- Alpha beavers are just cancer, talk about an overused event.
- Toxic fallout, turning your rain forest into a barren wasteland.
- Volcanic eruptions, darkening the skies and preventing all growth.

I haven't been able to enjoy this game in a long time because it's steadily turning into a spanking simulator. How about some good with the bad.

Supported! Thumbs up

elliot9133

I agree! There should definetely be more positive events, maybe some creative ones that don't change the game too much but make you feel a little more lucky sometimes. I would say the current positive events like obtaining a free, random boomrat are pretty unrewarding. And I think more positive events would also help balance the game out a little bit. I think it should be said, however, that too many positive events would unbalance the game and make it a bit too easy, which is what we have base building modes for anyway.

Locklave

#4
Randy Random kinda explains the problem with the current events, in that he can cause chaos/death/destruction or maybe useful space debris...

Randy Random -
He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness.

What event let alone event(s) result in triumph? A event like that would need to be able to save you from the brink of total failure, just like the bad events can outright end your colony. Events you would hope for if you were winning or losing. Right now no positive event comes anywhere close to that.

Quote from: elliot9133 on August 01, 2017, 11:32:04 PM
I agree! There should definetely be more positive events, maybe some creative ones that don't change the game too much but make you feel a little more lucky sometimes. I would say the current positive events like obtaining a free, random boomrat are pretty unrewarding. And I think more positive events would also help balance the game out a little bit. I think it should be said, however, that too many positive events would unbalance the game and make it a bit too easy, which is what we have base building modes for anyway.

I like the idea of luck. Makes me think of events that could fudge numbers a bit that allow more material collected for a short time. Say 10-20% more? Something that'd be nice to get and not useless or a kick in the balls.

I'm not suggesting making the game easier, I'm suggesting the events system needs a rework and that positive events have been neglected. There could be room within game balance to have a few crazy OP positive ones, think super rare. But I'd be happy with a few that were just pleasant/helpful. Maybe something like a tribal story teller shows up and tells your people an uplifting story giving some small happiness buffs or construction speed bonus.

Trust me in that I don't want this to be fluffy kittens and rainbows saving us from our idiotic mistakes. Rimworlds are supposed to be brutal, but that doesn't mean there shouldn't be good and even great days.

They could even unlink good/bad event timers, meaning you would still get hit just as hard.

Draconicrose

The only events that can save a colony are drop pods (with food when you're starving for example) and psychic soothes when the colony is in a death spiral. Meanwhile, both these events can actually be pretty useless in the same situations if they're not the right variety.

We definitely need more well-thought-out positive events.
I have a Rimworld Let's Play for you -> Let's Play Rimworld Playlist

Vlad0mi3r

Like Benevolent Mechanoids that show up and offer support services in exchange for a certain amount of resources.. Mechanoids offer to assist you for 2 seasons in exchange for 75 steel. The Mechs then do the simple stuff like hauling and cleaning at super fast rates. Imagine being able to haul all those shitty chunks into the base at no risk to your colonists.

And yes full support for more double plus good events.  :)
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

NeverPire

There are some other positive events :
- allies come to help you against your opponents
- some animals are become self-tamed
- a wanderer join you
- a friendly team comes in the area
- a trade caravan has reached your colony
- friendly people come to visit your colony
- a trade ship is available
- thrumbos
- most of the world map events

I appreciate your propositions, they are really nice.
I will never do worse than what I do now.
It's what self-improvement means.

Ser Kitteh

I agree with OP.

Rimworld should not be "how do we make this game harder?" It should be "how do we make this game more interesting?"

A little good with the bad wkll give us just a bit more hope, so it can crush us with mechanoid drop pods the day after.

Bakar

Never interrupt your enemy when he is making a mistake.

Tynan

We've actually been working on this. Most of the new events are more "opportunistic" or "quasi-neutral" than actively positive, though.

The thing is, the player is always working to generate positive outcomes. The game just handing out positive outcomes more would have to be balanced by gimping the player's ability to generate those outcomes himself.

So in general the events will tend to be more negative because it provides the pressure against which the player can push.

And, in general, it's easier to destroy than to create.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Locklave

#11
Quote from: Tynan on August 04, 2017, 10:16:28 PM
We've actually been working on this. Most of the new events are more "opportunistic" or "quasi-neutral" than actively positive, though.

The thing is, the player is always working to generate positive outcomes. The game just handing out positive outcomes more would have to be balanced by gimping the player's ability to generate those outcomes himself.

So in general the events will tend to be more negative because it provides the pressure against which the player can push.

And, in general, it's easier to destroy than to create.

"handing out positive outcomes" is not at all the my intention of this thread or what anyone posting here wants and I apologize if that's how it comes across as that's not what I'd want at all. As I see it positive events need to exist as a break in routine. The game should not be a mix of Terrible/Bad/Neutral events. Negative association with the game, the gods/fates/what ever of Rimworld hate you and want your colony to fail.

I want to say, "oh, that's helpful" once to an event in Rimworld without being annoyed and filled with sarcasm. My memories of this game are slowly turning into memory of me rage quitting because I got 2-3 terrible events in a row preventing me from stabilizing my colony. What was once a mixed story of good and bad times now feels like a story of the terrible events a colony went through before it was destroyed.

Again let me stress I don't want the game easier and don't believe anyone else here wants it easier. Those 2-3 events should still wipe me out unless I learn to play better, but what came before shouldn't all have been negative. That's why I rage quit and walk away for so long, because it was the feeling of being beaten down the entire game. Maybe that should be a specific game mode, some people might enjoy that? But the rest of the game shouldn't feel like it does.

I understand I've made stupid threads in the past where I really didn't explain my concerns well enough, this time is different however. I fully thought out my concerns before posting this thread. It's about how I feel or rather how the game makes me feel when I play. I don't want the game easier, I want there to be breaks in the bad times for the colony with something that's positive or even uplifting. I want to feel relief every once in a while that an event helped lift a burden for a short time, that the universe isn't plotting my colonies destruction... even if it really is.

The scale and nature of these events needn't be space marines or magical fairies dropping from the sky and solving all our problems. That would certainly cheapen the entire experience you intended when you made and continue to make this game.

The 3 events I suggest in my OP are the scale/impact level for good events I think would be reasonable, just nice stuff that could happen. Another example could be if there are fires on the map there could be a random event for flash rain. Just a lucky event, not something you could depend on, just something nice that could happen. Luck could be related to many of these kind of events as other posters have suggested.

These events could have shared timers separate from the normal events, maybe even categories of events. Positive/Neutral/Negative events being 5-10%/30%/60-65% likelihood or something like that. Positive events shouldn't be common but they should be.

Thank you for taking the time to post, glad to know you still jump in the trenches. :)

SpaceDorf

Quote from: Locklave on August 05, 2017, 11:28:43 AM

The scale and nature of these events needn't be space marines or magical fairies dropping from the sky and solving all our problems. That would certainly cheapen the entire experience you intended when you made and continue to make this game.


Sorry .. this image of Fairy Marines derailed my brain ..


best i could find.

FOR THE EMPEROR !!

But I support your notion.
I get the argument, that most events need to be neutral by nature and have the player influence the outcome,
that decision creates involvement and connection, and struggle makes everything worthwhile.

But still I would like some more events that are just geniunly good and have me shout "YES, how cool is that .. "

selftamed squirrels,
droppods full of bricks
or suicidal allies messing up a decent fight when trying to help
do not count.
Those are two-click events ( unforbid all bricks, and set the squirrel to butcher .. )

The ambrosia sprout is the right direction.

Volcanic Winter could be half positive .. volcanic ash is very fertile, after the winter everything should grow faster.

The mod "sometimes raids go wrong" has some really great "positive" events.

a transport pod raid having a bad landing .. ( still your living room is trashed and on fire .. but free loot and prisoners )
a siege having to deal with a horde of manhunters .. ( you only have to deal with the survivors )
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Locklave

Quote from: SpaceDorf on August 05, 2017, 11:49:24 AM
Volcanic Winter could be half positive .. volcanic ash is very fertile, after the winter everything should grow faster.

The mod "sometimes raids go wrong" has some really great "positive" events.

a transport pod raid having a bad landing .. ( still your living room is trashed and on fire .. but free loot and prisoners )
a siege having to deal with a horde of manhunters .. ( you only have to deal with the survivors )
We badly need a increased growth mechanic, event related or otherwise. Rain forests becoming badlands (via Toxic fallout/Volcanic winter) permanently is silly. I like the ash idea.

This is the thing, I don't like mods much as they feel unbalanced. Many of them simply hand you easy wins like the one you listed, ya it's neat but it's too much too easily for at least the drop pod part. Dropping free loot and prisoners right on your lap. "a siege having to deal with a horde of manhunters" This sounds like a great lucky event. You'd still have to fight the winner, so not all win. That'd be super uncommon because it's easy meat/loot with way less risk. I'd bet these events happen fairly often in that mod which is my main issue.

I've been trying to find mods to make the game feel less depressing/infuriating aka less spanking machine, they simply change too much or totally screw up game balance.

Toast

Quote from: SpaceDorf on August 05, 2017, 11:49:24 AM
Volcanic Winter could be half positive .. volcanic ash is very fertile, after the winter everything should grow faster.

The mod "sometimes raids go wrong" has some really great "positive" events.

a transport pod raid having a bad landing .. ( still your living room is trashed and on fire .. but free loot and prisoners )
a siege having to deal with a horde of manhunters .. ( you only have to deal with the survivors )

I like all these ideas. Some of the recurring negative events badly need a "twist" to keep them from getting boring and repetitive by the game's end. That would ideally be something that still leaves them with negative consequences of some sort but also provides you with a benefit.

Also agree that the Ambrosia event is a good example of something that's positive without being a free handout. You still need to protect the sprouts in the wilderness from fire and hungry animals, but if you do, you get good stuff.