A17 related suggestions

Started by Boba Fett, May 25, 2017, 12:35:21 PM

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Boba Fett

Love the updates, but there are a few "quality of life" improvements I have been craving in this game.

Allow us to change a non-permadeath save file into a permadeath save file with the click of a button with a warning promt. I don't know how many times I've started a non-permadeath game by accident, only to realize halfway into setting up my colony that I meant to make it a permadeath colony.

I tried to think of my least favorite interaction with the game whenever I start a new colony. This is my honest feedback as to what is the least "fun" within the first 5-10 minutes of gameplay, and it boils down to tinkering around with Stockpile Zones.

Stockpile Zones: Not having pre-saved Stockpile Zone settings at the start of a new game is my #1 gripe. I know there is a copy/paste mechanic, but this doesn't carry over to new games. If Tynan could take this a step further and create options to choose from preset custom Stockpile Zones, like a refrigerator, or materials storage, this would go a long way to streamlining the starting experience for veterans/new players. This way my immersion isn't ruined for every new game, and I don't have to waste time check-marking a bunch of boxes in the stockpile zone settings at the start of each new game, and instead I would have all of my settings saved for a refrigerator, or a stockpile zone I want for wood/materials, or a graveyard for animal/human corpses from battle. 

Here are pre-built Stockpile Zone Options I would like made.

Refrigerator Zone

• Allow Rotten
• Foods
Meals/Raw food
• Manufactured
Medicine/Drugs
• Raw Resources
Plant Matter
• Corpses
Animal Corpses/Human Corpses
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Material Storage Zone

• Manufactured
Textiles
• Items
All
• Weapons
All
• Apparel
All
• Chunks
All


Another small gripe I have is that it would be better to streamline the time it takes to make apparel, or crude weapons/guns early game. As you feel a sense of accomplishment arming/equipping all of your characters with homemade equipment. There is something extremely satisfying about crafting gear during the starting 10-30 minutes of gameplay. Making it easier for players to craft their own crude/starter weapons, and not giving them to us on the ground, might greatly increase the experience of complete RimWorld immersion.

Instead of starting each new game with a rifle/pistol/knife, you allow us to craft our own weapons faster, so that we make them entirely ourselves, and arm our starting colonists on our own.

Thanks for considering my feedback, you're doing a wonderful job!

Final Notes:

Three other things that slightly irritate me: Sunlamps catching fire in the rain, underground power cables catching fire in the rain. Maybe we could get a new waterproof outdoor lamp we can build, or waterproof cables, or a greenhouse for plants? And when the colonists start the game, having an X through all of the new resources/weapons isn't necessary, I believe all resources should be immediately accessible.

The Buy/Sell trading screen needs a bit of an overhaul, simplification can do wonders, I know I still get confused as to what I'm buying/selling, even with the tooltip about negatives/positives, it's just not a user friendly interface.

I also wanted to say that you should incorporate your favorite elements of sandbox MMORPGS into the starting elements of your game, as I'm sure you can conjure up a bunch of fun memories of games you've started/played in the past. The user experience at the start of a game is the most important for attracting new players, as I believe you have a strong mid game, and a so/so endgame content.

minimurgle

While it isn't in the game you can change a non-permadeath into a permadeath pretty easily.

Here's how.
1. Make backups of your saves
2. make sure you have one non-permadeath and one permadeath test saves
3. Open both save files in a text editor.
4. Compare the save files
5. You should notice that the permadeath save has <isPermadeath>true</isPermadeath> and <permadeathName>Whatever the name is</permadeathName>
6. Copy over both lines and change the name
7. Open rimworld and see if it works

If that doesnt work feel free to message me and I can help you.
Don't mind the questions. I'm probably just confused.