Wanderers.....

Started by Wladiana, September 12, 2016, 07:05:35 AM

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Wladiana

Oh why , why cant we see what kind of people they are before we accept them into the colony......

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Spudra

Quote from: Wladiana on September 12, 2016, 07:05:35 AM
Oh why , why cant we see what kind of people they are before we accept them into the colony......

Just when I though i had accepted some dumb people into my colony, you post this..
You sire got one of the most useless colonists i've ever seen xD

Shurp

Oh crap, and she's beautiful too.  So executing her will carry serious mood penalties.

Well, you can always put armor on her and stand out front as target practice for the pirates.  It's not like losing a few limbs will reduce her usefulness!  (Just keep a supply of peg legs handy so she can get back out there)
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.

Franklin

At least they're optimistic!

Seriously, though. We should be able to turn away wanderers, the auto-join thing is ridiculous.

Britnoth

Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.

8roads

Quote from: Britnoth on September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.

now this is an exploit (not that i care)

SpaceDorf

well with these traits, she makes someone a wonderfull wife, and at least she has passion for art.
Make her an art table, set it to forever and you have a money machine.
At least she is getting the ingredients for crafting herself.

Also I can top that uselessness :)

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mcgnarman

A sheriff that can't shoot or warden. Yeesh

Britnoth

Quote from: 8roads on September 12, 2016, 09:49:10 AM
Quote from: Britnoth on September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.

now this is an exploit (not that i care)

How is this a bug exploit?

O Negative


Franklin

#10
Quote from: Britnoth on September 12, 2016, 01:34:17 PM
Quote from: 8roads on September 12, 2016, 09:49:10 AM
Quote from: Britnoth on September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.
now this is an exploit (not that i care)
How is this a bug exploit?

He said it was an exploit, not necessarily that of a bug. It's an exploit in behaviour logic similar to Prison Architect where, if you have a prisoner you absolutely cannot contain, but can't euthanize without penalty, you lock them in a cell that conveniently opens to a field outside the prison where guard towers patrol, allowing nature to take its course when the game logic dictates 'if can escape, escape'. He's exploiting the understanding that the game doesn't factor more nuanced follow-up arguments like 'if escape seems like trap, do not escape' or 'if escapee was lured to attempt escape to be killed, mood penalty'. These are hard to program.

night777

Quote from: Franklin on September 12, 2016, 02:14:03 PM
Quote from: Britnoth on September 12, 2016, 01:34:17 PM
Quote from: 8roads on September 12, 2016, 09:49:10 AM
Quote from: Britnoth on September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.
now this is an exploit (not that i care)
How is this a bug exploit?

He said it was an exploit, not necessarily that of a bug. It's an exploit in behaviour logic similar to Prison Architect where, if you have a prisoner you absolutely cannot contain, but can't euthanize without penalty, you lock them in a cell that conveniently opens to a field outside the prison where guard towers patrol, allowing nature to take its course when the game logic dictates 'if can escape, escape'. He's exploiting the understanding that the game doesn't factor more nuanced follow-up arguments like 'if escape seems like trap, do not escape' or 'if escapee was lured to attempt escape to be killed, mood penalty'. These are hard to program.

This is exploiting the gameworld and is not abusive, its a beautiful instance of systems-based game design creating nuances in the gameplay possibilities. And its realistic, to a degree, what wanderer would stick around at a colony that stuck her into a prison (with no other option) and stripped her possessions? Maybe if Y Hold Door also allowed prisoners to escape it would make more sense of course. (I don't know if Y hold door open permits escape)

8roads

Quote from: Britnoth on September 12, 2016, 01:34:17 PM
Quote from: 8roads on September 12, 2016, 09:49:10 AM
Quote from: Britnoth on September 12, 2016, 09:08:07 AM
Make a prison room.

Arrest the useless colonist.

Strip and haul out their gear.

Then 'accidentally' leave something in the doorway so they 'escape'.

now this is an exploit (not that i care)

How is this a bug exploit?

i don't want to repeat what Franklin said, but
you simply are not supposed to get rid of unwanted colonist without penalty.
that's not your choice to make.
that's against the will of developers.

as to my opinion towards exploit, well, unlike most players, i think of exploiting all the time, i like exploit, i enjoy exploit.
you just need to recognise exploit when you see one, so you will be prepared when it's patched.

Britnoth

Quote from: 8roads on September 12, 2016, 09:45:48 PM
i don't want to repeat what Franklin said, but
you simply are not supposed to get rid of unwanted colonist without penalty.
that's not your choice to make.
that's against the will of developers.

as to my opinion towards exploit, well, unlike most players, i think of exploiting all the time, i like exploit, i enjoy exploit.
you just need to recognise exploit when you see one, so you will be prepared when it's patched.

Quotethat's against the will of developers.

Source please.

I have a penalty: It is 1 less colonist.

I would argue not getting the option to refuse a wanderer joining is the bigger design oversight.

Quotethat's not your choice to make.

Reroll button on starting pawn selection screen tells us otherwise.

CannibarRechter

I think the Wander Joins and the event where the prisoner is being chased by pirates both ought to not include an automatic join. Both should be factored into some other system, by analogy something like Hospitality, but I don't care to speculate on the game mechanics. I.e., deciding to shelter the fleeing prisoner might have a high impact on their decision to stay if offered, but the mechanics of staying should require an offer in both cases. Wanderer would end up being a specific case of visitor, where the visitor is more likely to accept the offer.

As a side note, this thing where a forum denizen begins lecturing other's on the intentions of the developers, this not really very meaningful at best, as the game and its current design, as an alpha, is certainly subject to discussion and change, up to and including adjustments to current intent.
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