Late game is unbearably stagnant.

Started by b0rsuk, July 09, 2016, 05:42:32 PM

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Shurp

"to make it more challenging" -- exactly the point.  Large maps *are* a challenge in the current game.  Some people don't want that extra challenge, but do want the game to have room to advance beyond setting up an initial base.  A larger map with room to grow without additional difficulty due to size is what I am suggesting.  Vehicles to get around that larger map are what I had in mind.

I was thinking of creating a motorcycle "clothing" item, using the shell-legs slot, which would increase movement speed by 10x while dropping work effectiveness by 90% so people aren't scootering around inside the base :)  I don't know if there is any way to impose a penalty on shooting as well to encourage players to get off of them before engaging siegers.  I was thinking cost 300 steel and 10 components, manufacturable at the machine table with armors.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

falcongrey

Hmmm I know there was a mod at one point that had 'carts' that pawns (and hauling pets) could attach to when they went to haul things and once they were done hauling they dropped the carts. Making something based on 'that' might be more of what is needed for vehicles.

When the hauling mod worked (a couple updates ago) it was awesome actually. It 'slowed' the pawn down who was dragging it and also increased carry capacity by I think it was 5x.  Now if something similar that increased speed by say 2x (initially and more advanced ones got up to 10x) but decreased carry capacity I think it would be in business.
It matters not if we win or fail. It's that we stood and faced it.

Shurp

Hmmm, looks like this might be what you're talking about:

https://ludeon.com/forums/index.php?topic=12282.0

I'll have to dig into it and see how it works.  I might be able to build something off of it.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

falcongrey

Quote from: Shurp on July 10, 2016, 03:43:03 PM
Hmmm, looks like this might be what you're talking about:

https://ludeon.com/forums/index.php?topic=12282.0

I'll have to dig into it and see how it works.  I might be able to build something off of it.

Yes! That is exactly the one! Such an awesome mod! (Kind of hope it can get resurrected for Steam Release!) <3
It matters not if we win or fail. It's that we stood and faced it.

Tynan

I hear you - I think I've got a pretty decisive solution to this coming down the pipe. Currently targeting A16 (but not certain).
Tynan Sylvester - @TynanSylvester - Tynan's Blog

falcongrey

Quote from: Tynan on July 10, 2016, 06:45:20 PM
I hear you - I think I've got a pretty decisive solution to this coming down the pipe. Currently targeting A16 (but not certain).

:o  (Speachless....)
It matters not if we win or fail. It's that we stood and faced it.

keylocke

Quote from: b0rsuk on July 10, 2016, 03:53:05 AM
I don't understand players who want multi-year colonies and raising kids. To make multi-year games interesting, rimworld needs either *snip*

for me, having water/hygiene/kids is a matter of time scaling. i agree that since rimworld doesn't have z-levels or other epic events to distract the player, and playing at 3x speed gets boring while waiting for stuff to actually happen.

which is why having 10x speed and adjusting the timescales/movement speed/amount of time per action, to add water/hygiene tasks, makes it less tedious to wait.

at 10x (or more) speed, players shouldn't have enough time to get bored. your colonists should have enough time to raise kids to adulthood, and your colonists could actually die from old age.

meanwhile, water/hygiene would add a new layer of logistics to the game (especially once the length of day and the amount of time to do each tasks is tweaked).

contagion quarantine would also actually be a real thing. (coz some diseases have no cure and can be contracted from animals and infected people)

Quote
That could be copied from DF, but does it really fit a science fiction setting ?? We have thrumbos and centipedes, neither of which is especially interesting or hard to fight.

i don't consider thrumbos/centipedes like "bosses". void gods are part of the lore (though not fully explained) and when a technology is highly advanced, it looks like "magic" (even though it's not)

so i'm talking about void gods that could teleport beside the shooter when shot (quantum teleport), or a void god that can summon minions periodically from a parallel dimension, etc..

i'm just showing what are the possibilities of what a "boss" could possibly do in rimworld.

ChimpX

Quote from: Tynan on July 10, 2016, 06:45:20 PM
I hear you - I think I've got a pretty decisive solution to this coming down the pipe. Currently targeting A16 (but not certain).

Two words: Polar Bear Cavalry

A Friend

Okay, so I'm someone that's kinda against kids and stuff. Just not really that vocal about it. Here's my piece of cheese.

I would prefer Rimworld to be a game that focuses more on your characters and the stories that a playthrough will make. Providing an experience similar to a TV show where you get to tell the story. The number of people you have is just right that it makes you at least a little bit attached to these characters. Sure the core of the game is spent building their home but the spotlight is still on the people living there, their struggles, interaction and inevitable downfall. While along the way, memorable events are made.

Creating things like these:
https://ludeon.com/forums/index.php?topic=13561.0
https://ludeon.com/forums/index.php?topic=18222.0

Now the problem I would personally have with kids and time accelerators, is it shifts the focus off of the characters and into the base building itself. It would create high populations and characters become expendable to the point of just being sacrificial chess pieces with name tags. Deaths would just be "Welp, that sucks. Meh" events and relations would just be purely to see who'll create babies. Who gives a crap if John's best friend Bob, who fought with him back to back against tribal hordes since they first landed here dies from a failed thrumbo hunt? We can just replace him in a few years no biggie. It'll just be pics of how large and impressive the colony looked like and the story of how it ended with less of what happened in between.

I don't have a problem with base building games. Heck, I love Dwarf Fortress. Rimworld would have no problems if it focused on being a basebuilder. But it won't really have anything to stand out from many other games out there. It would mostly just rely on it's nifty tactical combat system but even then raids become so massive that it just becomes a tower defense.

All of this is my opinion though and I don't really represent anyone. The first paragraph is how I felt when I first played this game on A7 and it produced one of the most memorable event I had in any game I played. And it hooked me immediately. Making me play again and again all in the hopes of getting something even more memorable. While the game kinda fails on recreating that, I'm not giving up hope of the game being able to give out a unique experience with each play. I have my hope set on one of the many potentials of Rimworld and you are hoping for another on an opposite spectrum. At the end of the day, it's up to the developer to decide which route we'll take.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

isistoy

#24
Mission-oriented story telling events is something that comes to mind, for me.

That is, having some mission-type scenarios triggered by story and RNG, that would propose you to (for instance):

- Attack another faction's base, or ambush them in their surroundings, with a set of colonists and items of your choice, and come back with loot, or establish the complete colony there (if you take the base).
- Establish another camp/base to scout for hostile faction's raids or plan an attack on them...
- Protect a friendly faction's base or trade camp from raiders
- Move to another colony, after a "permanent" cataclysmic event is cast upon you (volcanic winter or toxic fallout or anything else).

Of course, this is unrealistic as of right now but that idea would enrich other stages of the game as well, imo.
<Stay on the scene like a State machine>

keylocke

#25
Quote from: A Friend on July 11, 2016, 07:16:29 AM
Okay, so I'm someone that's kinda against kids and stuff. Just not really that vocal about it. Here's my piece of cheese.

I would prefer Rimworld to be a game that focuses more on your characters and the stories that a playthrough will make. Providing an experience similar to a TV show where you get to tell the story. The number of people you have is just right that it makes you at least a little bit attached to these characters. Sure the core of the game is spent building their home but the spotlight is still on the people living there, their struggles, interaction and inevitable downfall. While along the way, memorable events are made.

Creating things like these:
https://ludeon.com/forums/index.php?topic=13561.0
https://ludeon.com/forums/index.php?topic=18222.0

Now the problem I would personally have with kids and time accelerators, is it shifts the focus off of the characters and into the base building itself. It would create high populations and characters become expendable to the point of just being sacrificial chess pieces with name tags. Deaths would just be "Welp, that sucks. Meh" events and relations would just be purely to see who'll create babies. Who gives a crap if John's best friend Bob, who fought with him back to back against tribal hordes since they first landed here dies from a failed thrumbo hunt? We can just replace him in a few years no biggie. It'll just be pics of how large and impressive the colony looked like and the story of how it ended with less of what happened in between.

I don't have a problem with base building games. Heck, I love Dwarf Fortress. Rimworld would have no problems if it focused on being a basebuilder. But it won't really have anything to stand out from many other games out there. It would mostly just rely on it's nifty tactical combat system but even then raids become so massive that it just becomes a tower defense.

All of this is my opinion though and I don't really represent anyone. The first paragraph is how I felt when I first played this game on A7 and it produced one of the most memorable event I had in any game I played. And it hooked me immediately. Making me play again and again all in the hopes of getting something even more memorable. While the game kinda fails on recreating that, I'm not giving up hope of the game being able to give out a unique experience with each play. I have my hope set on one of the many potentials of Rimworld and you are hoping for another on an opposite spectrum. At the end of the day, it's up to the developer to decide which route we'll take.

that's fine for you and people like you. but what about people like me who actually plays rimworld like a basebuilder? does the opinion of people like me become a moot point just coz other people think otherwise?

heck, the only reason why i keep going back to play rimworld was coz of the RTS battle system. and yea, i DO play it as a basebuilder, and all the drama that the pawns have are just icing on the cake. coz i like building my colony based on logistical efficiency and strategic defenses.

i treat my colonists like soldiers or workers. yes i enjoy watching the drama of their day to day life as much as i enjoy sending them to glorious battles.

i like long games but i hate waiting for hours just to have something interesting to happen in the late game, coz unlike early game where you're pretty much preoccupied by basebuilding, late game is a deadzone.

some people would say : build a ship and start a new game. <---- but i don't want that.
coz i didn't wanna feel like i just spent hours building a base just so i would start again from scratch.

nope. what i want is to continue with my game, with my colonists leaving behind their LEGACY.
having kids let's me continue with the story of my characters, so even if those characters eventually die, their kids would continue with their story.

it's like game of thrones. minimal plot armor.

so unlike what you initially surmised, kids doesn't diminish the story. for me they actually are the goal of the story as well as the continuation of the story. WHY? coz for players like me who don't actually like to launch the spaceship and yet wants to play a very long game, kids would be one of the many alternate goals instead of launching the spaceship.

people would have kids, die of old age, kids grow up, have their own kids, die of old age (or get killed or whatever).

it's like endless mode, sans the immortality. a never ending story.

--------------

edit :

this is one of those issues that are preference-based rather than a technical impossibility..

no matter how much i try to convince you, and vice versa, we'll never see eye-to-eye coz what you want seems to be the polar opposite of what i want.

NemesisN

amp up the difficulty....you can always change the difficulty level

I don't find that there is nothing to do late game because I get raids so huge I struggle to survive it each time....they damage my colony so heavy that I need to rebuild everything to be able to defend myself against next raid....giving me a lot to do in game

the only problem late game I have is the lagg....lagg is the reason I end up deleting my colony and starting a new one
Join the RimWorld fan community group on Facebook: https://www.facebook.com/groups/1404635226524821/

b0rsuk

Building a base in Rimworld reminds me of developing a character in Dungeon Crawl Stone Soup (a roguelike I used to play a lot). Early on, you're vulnerable and everything you come across is very important. That wand of flame may be saved for an ogre, orc wizard (unsung hero of player killers) or a centaur. Your decisions at this stage are very important and most monsters are threatening. You may get something to kill a dangerous monster, a scroll of teleport to run away, or you may escape by running into unknown (typically downstairs without fully exploring the level). You can't kill everything, you have few resources you treasure and hold onto. You consider carefully which branch to explore next....

... sometime later, you've leveled up, you've found most resistances, your're running out of skill points and you're going to continue the way you've been doing up to this point (bumping into monsters or evocation spells, these are the 2 main choices). You've covered weaknesses in your character (colony), have plenty of everything and can respond to anything.

isistoy

#28
Quoteamp up the difficulty....you can always change the difficulty level

I don't find that there is nothing to do late game because I get raids so huge I struggle to survive it each time....they damage my colony so heavy that I need to rebuild everything to be able to defend myself against next raid....giving me a lot to do in game

the only problem late game I have is the lagg....lagg is the reason I end up deleting my colony and starting a new one

Sry for the obvious statement, but there is a difference between lag, as a technical issue, and late game, through design choices...
Lag will be (partially) processed in any case, as a result of technical refinements that will surely come to the game's structure itself.
Late game ideas are a different thing and there we would have debate over ideas.
Apparently, Ty has got sthg in his mind able to address immersion when in late game already, which rejoice me to say the least.
<Stay on the scene like a State machine>

keylocke

#29
Quote from: NemesisN on July 11, 2016, 02:18:27 PM
amp up the difficulty....you can always change the difficulty level

I don't find that there is nothing to do late game because I get raids so huge I struggle to survive it each time....they damage my colony so heavy that I need to rebuild everything to be able to defend myself against next raid....giving me a lot to do in game

the only problem late game I have is the lagg....lagg is the reason I end up deleting my colony and starting a new one

i don't have problems with raids, but i can relate with the lag. haha. it's also the reason why i quit (usually lag and boredom).  i make some test colonies to see what's new, but most of the time i try to stick to a single colony for the entire alpha playthrough.

however, i think that raids are only artificially difficult since their difficulty is primarily based on quantity slowly increasing over a length of time. though AI is getting better every new alpha, it's still net yet as awesome as it could be. (even then, rimworld battle AI is leagues better than the most colony sim AIs)

that's not the kind of "challenge" i'm looking forward to though.

rather what i'm looking for is more about "story progression". like in DF where civilizations rise and fall. not only should the story of each person progress, the story of all the factions and the world should progress as well.. (wars, alliances, the casualties of war, and the people left behind to build from the ashes, etc..)

coz i don't wanna be stuck with the same people i started with. haha. i wanna see how their story start, how their story ends, and how their story gets continued by the people they leave behind.

it's like ned stark gets beheaded, yea? but that's not the end of the story, it's only the beginning.