Hey guys- Whats your biggest gripe with this game?

Started by mc858, April 17, 2015, 08:28:34 PM

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mc858

I haven't played in a while because of my PS4 but im back! i was wondering what the main issue with the game is right now? Not in terms of bugs- but in terms of : Is the late game boring? Are the invasions really overpowered to the point of not trying? Whats the community's biggest issue with Rimworld right now (a consensus).  I love this game and i know it will be awesome, used to play it all the time while grinding tables in online poker lol

PS- is there any update on the steam release? Its just easier having it on my steam purchase list- not a big deal though

linkxsc

Biggest grips is that its a mouse requiring game, so it kinda sucks to play while on a plane (which i travel a lot for work) but thats why there DF, Nethack, and various others. Always fun showing ASCII DF to others on the plane, and listening to them question how a person can become so accustomed to an ascii interface.

mc858

yea im with you bud- its such an awesome game to kill time - it really helped me when i played in Loooooooooong poker tourneys online

my main gripe back then was there was no chance to fight the invasions. - now i hear they added weather and other stuff- its crazy how much the games evolved since i first played. cant wait to start a new conolony...new update out today btw lol

Kaballah

There isn't really a late game, but I think Tynan had already said the spaceship construction/win condition is kind of a placeholder for now until he builds more things to do.  Otherwise I have very few complaints, this game hits most of the sperg buttons that Dwarf Fortress did for me but with almost none of the clunk.  I guess the thing I dislike the most would be micromanaging wear and tear on equipment, but the new version's outfit settings help a lot there as long as you can maintain a stream of newly constructed gear.

bills6693

Its actually the start for me. I hate the starting system, where you randomise your colonists but don't get to pick them. And they come out pretty awful, 90% of the time, and so you keep randomising them trying to fill your skill gaps with colonists that aren't neurotic depressives or refuse to do manual labour etc. Then when you finally get to a 'passable' starting group, you launch, the map is bad or you get some bad luck early on, and spend ages re-rolling again.

I recently found a mod called 'prepare carefully' which allows you to choose your colonists attributes and starting gear based on points, which was really useful. The points seemed quite balanced, and since once you start the game you have no control over who comes to join your colony/gets captured, you still have to roll with that 'random' nature of the game then. But I hate having some control over your starting colonists but only very little, and trying to roll a passable starting group for ages! I actually think the mod should be considered for inclusion on the base game, with a few changes I expect!

Kegereneku

My only gripes come from the game being a Alpha (even if Tynan work astoundingly fast).
So obviously it lack events to lessen the importance of Raid.
It lack a Tech-tree.
And it lack several Ending depending on factor like how you threaded the colony, choice on the tech-tree or diplomacy with other faction.

But so far, I had a lot of 'joy' with it and I still haven't tested the latest Alpha.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

suicidalkid

The fact that a colonist can't have a ranged weapon and a knife.

Wolfen Waffle

-Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.


^^^^^
And yet my colonist STILL prefer the emergency food rations!

b0rsuk

My biggest gripes:
- too many colonists can't shoot at all, and have no hopes of learning. This forces reliance on turrets. You can't use mortars to defend because they're too inaccurate.
- the strategy for various biomes is too similar, temperature becomes irrelevant once you get some apparel. Desert has about 39^C in June, which is like Mediterranean climate, not desert.

wakko151

The item degradation changed screwed up trading for me. I think they should add the ability to have a building around your beacon. Unless someone else knows another way to run your trade. By the time someone comes along that needs what you got, most of what you got has degraded and disappeared. I probably won't check this particular thread again, BUT... if you know a way around it please message me. Stuck at 5 guys because i can't afford to buy slaves.

Kegereneku

"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Boboid

Quote from: b0rsuk on April 18, 2015, 02:48:26 PM
My biggest gripes:
- too many colonists can't shoot at all, and have no hopes of learning. This forces reliance on turrets. You can't use mortars to defend because they're too inaccurate.

Can't say I agree at all regarding turret reliance. I use maybe 4 turrets maximum in most of my games even playing on 130/160% where my colonies can easily get to 40+ people.
A 0 shooting skill colonist with an LMG or SMG is going to hit *something* when 80 tribals and trying to squeeze themselves through a 1 wide chokepoint :P

Gotta agree on the mortar front though, they're pretty worthless. Can't imagine spending steel to fire them or ever bothering to hoard enough shells to make them useful.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

b0rsuk

When I say "can't shoot at all", I mean colonists with "-" as their shooting skill. Not 0. 0 is a luxury. I suppose you reject or reroll all colonists who can't shoot ?

Which brings me to another point. Too restrictive colonist skills. Too often it feels like I'm getting a pile of restrictions with nothing back. I mean, I just got a Scout>Conceptual Artist colonist. He's listed as (NAME), Artist. But he's incapable of doing art.

I start wishing for a system which balances advantages against disadvantages. For example if a colonist is Lazy,  he will get another positive trait. It can be something very minor and quirky, but at least nominally positive. I'm starting to see colonists as "Cant't do X, Can't do Y, Can't do Z". I know I could become a butcher, hauler or stonecutter if my life depended on it.

TLHeart

Quote from: Wolfen Waffle on April 18, 2015, 02:27:12 PM
-Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.


^^^^^
And yet my colonist STILL prefer the emergency food rations!

the emergency food ration has a higher food value than a simple or fine meal.

Kaballah

Quote from: b0rsuk on April 18, 2015, 06:47:08 PM
When I say "can't shoot at all", I mean colonists with "-" as their shooting skill. Not 0. 0 is a luxury. I suppose you reject or reroll all colonists who can't shoot ?

If you're getting a majority of colonists that are incapable of violent you are super, super unlucky, I practically never get nonviolent colonists.  Maybe 1 out of 20 is nonviolent for me.