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Author Topic: Your Cheapest Ideas  (Read 688981 times)

Limdood

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Re: Your Cheapest Ideas
« Reply #5850 on: June 17, 2019, 11:41:04 AM »

Pawns with the Bloodlust trait gain Joy/Recreation from killing enemies...

And Those with the Masochist trait gain Joy/Recreation when getting injured...

I don't know if the Bloodlust Trait Gaining Recreation or Joy from killing, exists already.

they already both get mood boost (which i assume is what you mean by joy?) along with a few other perks (notably, bloodlust doesn't get mood penalties from seeing dead bodies or wearing human leather, and masochist doesn't get mood penalties from injuries (they get the boost for the same amount instead)). 

Recreation is currently only gained from sustained activities, and they slowly gain it over the course of doing the activity, depending on tolerances.  Since killing someone is an instant event, it would award nothing...+100 recreation per second for 0 seconds is still 0 recreation.  And since being hurt is an INCREDIBLY long duration (or permanent) condition, it would similarly not make any sense to award joy, as it would either max out their recreation forever, or it would max out their recreation once, and then be stuck at 100% bored tolerance forever, doing nothing.

Both of these two traits seem to do what they need to do already, without trying to make them work with the recreation system, for which the traits or the recreation system would need to have significant adjustments applied to them in order to make work.
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Prologue

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Re: Your Cheapest Ideas
« Reply #5851 on: June 23, 2019, 01:42:24 PM »

I have a realy simple idea that I'd like to see implemented.

Current problem:
When 2 or more events that give an event notice on the side of the screen happen pretty much at the same time (or quite fast after each other) and you don't pause the game you can accedently click away the wrong notification, becouse the new one pushes all the existing ones one space up.

How to fix this:
Instead of the new event being added on the bottom and pushing the old ones up, jut let them stack ontop of each other adding the new event on top so that old event notifications don't change thier place.

I know it's such a small change that it bearly matters, but I'd still like to see this change in the game.
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Limdood

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Re: Your Cheapest Ideas
« Reply #5852 on: June 23, 2019, 08:56:22 PM »

I have a realy simple idea that I'd like to see implemented.

Current problem:
When 2 or more events that give an event notice on the side of the screen happen pretty much at the same time (or quite fast after each other) and you don't pause the game you can accedently click away the wrong notification, becouse the new one pushes all the existing ones one space up.

How to fix this:
Instead of the new event being added on the bottom and pushing the old ones up, jut let them stack ontop of each other adding the new event on top so that old event notifications don't change thier place.

I know it's such a small change that it bearly matters, but I'd still like to see this change in the game.

They already addressed this with the history tab....they added a "messages" tab to the history menu so you can see any messages you may have accidentally or prematurely clicked away.  Admittedly, it doesn't "fix" the problem, just allows you to roll back the mistake, but it is an option for if you click away a message if you didn't know about this already.
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Joshow

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Re: Your Cheapest Ideas
« Reply #5853 on: June 25, 2019, 03:43:16 AM »

I'm not a developer or anything so I don't know what is or isn't cheap - but how about the option of making ships so you can cross oceans?

Or, in the tutorial screen when it suggests where you make your first settlement, it stops letting you do that on a literal island with no other settlements xD
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Tynan

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Re: Your Cheapest Ideas
« Reply #5854 on: June 26, 2019, 05:58:24 PM »

I'm not a developer or anything so I don't know what is or isn't cheap - but how about the option of making ships so you can cross oceans?

Or, in the tutorial screen when it suggests where you make your first settlement, it stops letting you do that on a literal island with no other settlements xD

The ships thing is a viable idea, but not exactly a cheap one!

The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.
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Pangaea

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Re: Your Cheapest Ideas
« Reply #5855 on: June 27, 2019, 04:11:55 PM »

There is probably a mod for this, but as I really like the vanilla game and I would imagine it's "cheap"...

I'd love to see a button for only mass-ordering to cut/harvest fully grown trees, bushes, wild healroot and the like. Particularly in biomes with limited wild growth, this would be great. For some reason it's often hard to tell from their look which trees are fully grown and which are not, so I end up clicking on most of them to find out. Or give up and mark a whole ton for cutting, which will select loads of 60% and such.

A search field for items in the Storage zones would be grand too. I often spend a good deal of time trying to find whatever I'm looking for as it's not always intuitive where items are 'stored', and there are a lot of various types of items.

This may not be "cheap" in the sense wanted, but I would really love a mini-map that can be toggled on and off. Although the maps aren't huge (I play on standard size), I tend to have the game somewhat zoomed in so I can see more details (I love just watching the guys doing their thing). When I'm looking at some animal kill or something away from my base, it's almost absurd how often I happen to scroll in the 'wrong' direction when trying to re-locate my base. So I need to zoom way out -- oh, there you are -- then zoom back in at the base. It could be pretty simplistic, just draw the outlines of the base or something, but merely the ability to click on it and quickly go back to base would be great.
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Limdood

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Re: Your Cheapest Ideas
« Reply #5856 on: June 27, 2019, 08:27:19 PM »

The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.
In the spirit of this thread, and addressing the question...

What about a pop-up alert when you select a colony starting location in a new game that has no other (friendly?) faction bases able to be reached overland? 
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LWM

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Re: Your Cheapest Ideas
« Reply #5857 on: June 27, 2019, 11:32:56 PM »

There is probably a mod for this, but as I really like the vanilla game and I would imagine it's "cheap"...

I'd love to see a button for only mass-ordering to cut/harvest fully grown trees, bushes, wild healroot and the like.

More Harvest Designators!

It's v lightweight, and this one is a relatively simple one.  I THINK it gets all of those?  I use it for fully-grown trees.

Quote
A search field for items in the Storage zones would be grand too. I often spend a good deal of time trying to find whatever I'm looking for as it's not always intuitive where items are 'stored', and there are a lot of various types of items.

Rimworld Search Agency

This is a heftier mod that also includes Hauling Hysteresis, which I find *quite* useful, but that's me :)

I don't use minimaps, but I know there are multiple options out there...

Which is all to say, yes, quite right, mods out there!

--LWM

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Pangaea

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Re: Your Cheapest Ideas
« Reply #5858 on: June 28, 2019, 07:06:15 PM »

Thanks for the mod suggestions. I've downloaded them. Would still love to see this in the vanilla game, though :)

Another cheap idea: I'd like to see more stats for the colony as a whole. There is a TON on each person or animal, but very little for the colony. Some things I'd like on that page: amount of people kidnapped ( :-X ), and amount of enemies (and mechs, animals?) killed. These numbers would also include whatever killed, kidnapped or otherwise missing pawns have done. So not just a sum of the relevant stats for present pawns.

Hardly groundbreaking stuff, but it's small things that would make the game even more enjoyable for me -- especially when you manage to survive for a few years, with changing staff.
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Pangaea

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Re: Your Cheapest Ideas
« Reply #5859 on: June 30, 2019, 02:20:42 AM »

Another tiny thing, since I've started using the collapsed item categories on the left part of the screen: Could you make the game remember the state of each category? That way we won't have to expand the same wanted categories each time (medicine and such), while battling with the auto-scrolling with the mouse on the left side of the screen :P
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delraith

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Re: Your Cheapest Ideas
« Reply #5860 on: July 08, 2019, 04:41:29 PM »

Hmm, I'm cross posting this from reddit as I didn't want to make a whole new thread, but I suspect this idea is not that cheap.

Reduced gear variables
In the current system of item tiers (poor, normal, good, etc), item % health, and item material type we have three redundant effects. The downsides of this are poor inventory/stack management issues as every garment occupies a singe cell(!), and when interacting with traders the large amount of clicking required to sell off 20-30 different parkas that are of slightly different material, tier, and %.

Proposal: Make gear stats rely on fewer variables. Percentage and quality could easily be rolled into one without disrupting flavor and game flow.
- When rolling for item quality upon creation, all items that would be legendary would be 150% instead. I.e: 150% (Legendary), 140% (Masterwork), 130% (Excellent), 120% (Superior), 110% (Good), 100% (Normal), 90% (Poor), 80% (Shoddy), 70% (Awful).

The benefits of this change would:
  • Make the value of high quality gear more desirable in not only its protective value but its longevity, and would make staving off the negative though of worn-out apparel much more difficult with crap wares.
  • Instead of relying on mechanics like "Tainted" damage imparted to gear during combat would make gear much less valuable, turning raiders into swiss cheese will leave very little of use behind. Yet if a masterful headshot takes a raider's head clean off of a pristine set of marine armor, that's great news for you.
  • The amount of possible item instances is DRASTICALLY reduced. Instead of having 900 possibilities of a single cloth tuque (1-100% in 9 tiers = 900 possibilities) we instead have 150 possible cloth tuques. This also nudges us closer to better stockpile management/trader interaction/QoL.
  • Fix some pawn behaviors where they refuse to wear clearly superior armor, or when they refuse to remove worn-out shield belts.

Additional options for further reducing variables:
  • Certain materials could be simplified and compiled even further (I'll make another post about that). And/or materials only impart +/- effects to an item upon crafting. Lightleather would grant apparel -20% whereas Thurmbofur gives +20%. Wood and stone are poor choices for sharp weapons (-20%), but decent for clubs and maces. Plasteel makes everything better (+20%). Something like that.
  • Simplify gear percentile status. Compress the devaluation of gear into fewer stages, as appose to having 1-100% with a tick on every single interval, make gear devalue in 5% stages and change the devaluation & damage rates to compensate
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Pangaea

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Re: Your Cheapest Ideas
« Reply #5861 on: July 09, 2019, 04:03:53 PM »

^^ Just a minor nitpick: some of those categories don't exist any more (shoddy, superior iirc).
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ManHuntingSquirrel

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Re: Your Cheapest Ideas
« Reply #5862 on: July 12, 2019, 08:12:32 PM »




The ships thing is a viable idea, but not exactly a cheap one!

The island thing - Are players confused by this? My general sense is to not baby players too much. Maybe having some warning would be good though.

I'm not a developer neither, but what if drop pods could travel faster while flying over the sea?
« Last Edit: July 15, 2019, 10:22:07 PM by ManHuntingSquirrel »
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vadim_normal

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Re: Your Cheapest Ideas
« Reply #5863 on: July 14, 2019, 12:10:19 PM »

Button for turning not ended walls/doors into plan and button for turning plan into building.
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LWM

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Re: Your Cheapest Ideas
« Reply #5864 on: July 14, 2019, 06:46:33 PM »

"not ended walls/doors"?
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