Thoughts on Alpha 10?

Started by Matthiasagreen, April 15, 2015, 02:31:21 PM

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Dave-In-Texas

I'm watching them play horseshoes!  including little horseshoes flying :) very very nice!

sh0rtshift

Still in early game but A10 seems to be a lot more difficult than previous alphas (Casandra Challenge). All of my colonists spend most of their time meditating, watching clouds, going for a walk, and 'private time.' If I use the time tables to restrict joy/anytime hours it drives them mad. This wouldn't be a problem later on but it's tough trying to get a self sustaining colony running out of the gate when none of them want to do more than one job iteration before doing a joy activity. In my experience early game is a lot more micromanaging and prioritizing tasks to get started.

Havan_IronOak

Build defenses?  The Improvised Steel turrets now seem to require stuff we don't have at the beginning. I'm even baffled as to how to build sandbags. Can someone get me past this Homer Simpson moment?

RemingtonRyder

Getting that fourth colonist seems to be key to getting more work done around the colony, in my opinion.

Also, don't be afraid of consolidating joy time into a block of about four or five hours.

Haulers are often away from base most of the day when there are things far away which need dragging, so they are happiest when you give them a block of joy time before their work starts. Researchers don't tend to leave their work to take a one-hour break.

Also, gaining joy is most efficient when there's more than one kind of joy to experience.

RemingtonRyder

Quote from: Havan_IronOak on April 16, 2015, 02:39:55 PM
Build defenses?  The Improvised Steel turrets now seem to require stuff we don't have at the beginning. I'm even baffled as to how to build sandbags. Can someone get me past this Homer Simpson moment?

You need steel for those.

Tynan

Regarding the door lock switches, you guys are right. It's really "forbidding" the door more than "locking" it. I'll reverse that. Thanks.

As for other issues, I'm going to release a hotfix addressing some of them as well.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

stefanstr

Quote from: Tynan on April 16, 2015, 04:26:43 PM
Regarding the door lock switches, you guys are right. It's really "forbidding" the door more than "locking" it. I'll reverse that. Thanks.

As for other issues, I'm going to release a hotfix addressing some of them as well.

Thank you, thank you, thank you!!!

You just earned 100 reputation points for listening to your players. :)

ardentpause

Tynan, I just want to say how much I appreciate it that you respond with hotfixes. In fact, I was counting on it when I posted. I think you should know that I was as critical as I was only because I knew that you would listen. I love Rimworld, far more than maybe my first post suggests. I just wanted you to know that, and I wanted to say thanks.

Thanks.
-Ardentpause

Tynan

Quote from: ardentpause on April 16, 2015, 05:56:51 PM
Tynan, I just want to say how much I appreciate it that you respond with hotfixes. In fact, I was counting on it when I posted. I think you should know that I was as critical as I was only because I knew that you would listen. I love Rimworld, far more than maybe my first post suggests. I just wanted you to know that, and I wanted to say thanks.

I love getting constructive criticism. In fact I don't think I can do my job without it. So thank you very much for posting.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Havan_IronOak

Quote from: MarvinKosh on April 16, 2015, 02:43:58 PM
Quote from: Havan_IronOak on April 16, 2015, 02:39:55 PM
Build defenses?  The Improvised Steel turrets now seem to require stuff we don't have at the beginning. I'm even baffled as to how to build sandbags. Can someone get me past this Homer Simpson moment?

You need steel for those.

I needed steel in A9 and I have steel. It says that I need sandbags. Are those made now? Perhaps on the smithing table?

nipon621

Thus far, I feel like the new needs system is good. It will take a little time to get used to 80% colonist effiency, but I felt bad for them when they were happily working themselves to death. I do have a couple of notes that I'd like to compare with you guys.
1) I always struggled to put up a good enough defense early game, and now it's even harder to get it done due to the need for joy. Maybe it's just my playstyle.
2) Raiders tend to get PISSED as soon as you capture them because they're in excruciating pain. Had a few break out and ended up having to put them down. I needed those guys as colonists. Balancing caring for their health and the health of my own colonists after a big raid has always been challening, but now it is more challenging.
3) Unsure if it is a bug or a feature, but it no longer rains after sufficient fires are raging. It nearly wiped out my map until I got wise and used devmode to force it to rain. I guess it's realistic, but the rate of forest fires from lightning strikes during "dry thunderstorms" is not. This coupled with the fact that trees cannot be grown can be catastrophic. More testing is needed before I report this as a bug.
4) I like being able to bribe my colonists with fun and games - Get the "Tons o' joy" bonus and it's easier to get away with organ harversting/slave trading. By the way, how come they get so upset when we sell someone into slavery but are indifferent when we buy/free a slave? Shouldn't that elicit an emotion?

wakko151

seems like since 10b patch, some of my colonists never get happy. They do joy activities but it never builds up. So they are always joy deprived. I have them set for 6 hours of Joy, 3 hours before and after work. but always joy deprived.

Tynan

Quote from: wakko151 on April 17, 2015, 12:53:02 AM
seems like since 10b patch, some of my colonists never get happy. They do joy activities but it never builds up. So they are always joy deprived. I have them set for 6 hours of Joy, 3 hours before and after work. but always joy deprived.

What joy activities do they have available?
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Havan_IronOak

Quote from: Havan_IronOak on April 16, 2015, 02:39:55 PM
Build defenses?  The Improvised Steel turrets now seem to require stuff we don't have at the beginning. I'm even baffled as to how to build sandbags. Can someone get me past this Homer Simpson moment?

My Bad! I loaded a mod that I wasn't familiar with. It changed the rules on turrets and sandbag emplacements.

Pathing

#29
I has played alpha 10 for a few games. Here are what I got.
1. Joy -  Increase CPU process significantly (I'm sure because I played alpha 9 too which got optimized)
- joy takes 30-50% of my colonists time. Basically, I have 2 sleeping bars to fill.
- It should be able to command them to play cheese or snooker. I have not seen they have played cheese with each other once. Sometimes, they watch cloud, take a walk or something else instead of using entertainment tools I commanded them to create.
2. Trading - this system currently forces players to have  colonists with fireball artist or fireball crafting to create goods for trading. As far as I can see now this is the only way to make real silver.
3. % Difficulty - The number and strength of attackers are noticeably decreased. They are weaker and take longer time to attack my colony.
4. Vent - I'm not sure what they are really good at. Simply put heaters or coolers for rooms seems to be better than using vents.
Steel is food. Steel is defense. Steel is weapon.
Steel is RimWorld.