Why rimworld gets boring and sucks later on.

Started by neobikes, September 28, 2016, 06:09:59 AM

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RazorHed

If you want colonists to walk on your fancy roads in the jungle , then don't leave them unrestricted.  Make a zone that covers your base and all the roads and if there's something outside the roads then add on to that zone until you collect that thing or mine that thing then delete that part of the zone. Don't include in that zone any freezer that has human corpses or meat until you are in a situation where you have human corpses to chop or store, then delete that freezer from the zone. If you have tiles you don't want pawns to walk , then delete them from that zone. The only problem with this aspect of the game is that you are limited to 5 zones unmodded.



Scalare

Quote from: DuckBoy on September 28, 2016, 08:29:26 PM
I dunno... I had 3 useless people who couldn't haul, were addicted to crack, and were fresh out of crack.  They were also fresh out of turrets and food and freezing to death in a wintry mountainous desert. 

I left them to go grab dinner for an hour, and I came back and they were totally fine.  At triple speed. 

Now granted, totally fine still means they were eating the corpses of the other colonists that were all stuck on their beds since they couldn't haul.  But only one of them died. 

Colonists aren't all that stupid I think.

They are more resilient than you think. That's why I usually don't care if some of them die in raids.

Scalare

Quote from: RazorHed on September 29, 2016, 02:16:05 AM
If you want colonists to walk on your fancy roads in the jungle , then don't leave them unrestricted.  Make a zone that covers your base and all the roads and if there's something outside the roads then add on to that zone until you collect that thing or mine that thing then delete that part of the zone. Don't include in that zone any freezer that has human corpses or meat until you are in a situation where you have human corpses to chop or store, then delete that freezer from the zone. If you have tiles you don't want pawns to walk , then delete them from that zone. The only problem with this aspect of the game is that you are limited to 5 zones unmodded.

If colonists have to be managed that way, that kinda defeats the purpose of having a realistic story writing AI right?


Scalare

Quote from: RazorHed on September 29, 2016, 03:57:12 AM
No
So that's different than dwarf fortress then, which can be played with just a tileset an dwarftherapist and then the dwarves manage themselves a lot.

pacna

To me, the reason RW gets a little old is due to it often being "hard" rather than "challenging."

If I need to do a complex procedure to be prepared for anything the game can throw at me, I can handle that. If I screw it up, I try again. That's what "challenging" means.

Rimworld is often more than challenging. Often, RW is "hard." By this I mean that in a good portion of games, you'll run into an event you just could never have overcome. Toxic fallout for 30 days? Too bad you just started. Just have an epic victory vs raiders? Too bad your cook got her nose shot off and her husband is cheating on her, sending the colony into that all-too-familiar death spiral.

Solar flares are a perfect example. There is simply no counter-play. Those things make me rage quit RW.

Serenity

Things just get a bit same-same as the game goes on. You do the same stuff over and over and only make minor alterations to your colony. But a lot of games are like that.

Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.

avilmask

Quote from: Serenity on September 29, 2016, 10:54:31 AM
Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.
Try to start as a single tribe member. With inability to research for better challenge. Year or two without freezer.

Britnoth

Quote from: pacna on September 29, 2016, 10:44:44 AMBy this I mean that in a good portion of games, you'll run into an event you just could never have overcome.

False. Has been said before, and it is as false now as it was then.

You need to make some preparations for what events the game will throw at you. The game is challenging, but not unfair.

Scalare

Quote from: Serenity on September 29, 2016, 10:54:31 AM
Things just get a bit same-same as the game goes on. You do the same stuff over and over and only make minor alterations to your colony. But a lot of games are like that.

Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.

True. In rimworld it's almost impossible to survive without a freezer, but humanity has survived without them right until 1913.

sadpickle

I'm not sure what is up in my game, I'm about 6 years in and have amassed massive amounts of wealth. But the raids I get on Randy are so laughable. Usually less than a dozen pirate at a time, or 4-5 mechs (no tribals, because I'm trying to avoid building a killbox). My impression from what I heard on the forums from people who had played long games was that the non-tribal raids started reaching mid-game tribal numbers. As it is I haven't seen a single raid with more heads than my colony. Guess it's time to go murder a tribal trading caravan...

The game needs some more end-game content, beyond just waves of raids, manhunter packs and toxic fallouts (3-4 in six years, come on Randy). Maybe a different crashed ship part that spawns mechs until you destroy it? Would encourage tactical engagement instead of just building 8 IEDs and sending a sniper to get the party started. I also like the idea (not mine, was suggested by someone on the forum) of Infestation mobs acting more aggressively and dragging incapped colonists back to their base. Right now they are far too exploitable.

I really don't have a lot of ideas, game design is not something I'm good at. But after about year 5 when you have solid defenses, a pretty big base, lots of resources, and raids that are easily dealt with but still provide an influx of tradeable crap... the wheels fall off for me. I still play at the point because Rimworld is a robust enough sim game that I enjoy managing inter-colony issues. But it's also very predictable. Nothing happens that makes me go "woah" anymore.

Jinxi

Quote from: sadpickle on September 29, 2016, 04:14:14 PM
The game needs some more end-game content, beyond just waves of raids, manhunter packs and toxic fallouts (3-4 in six years, come on Randy). Maybe a different crashed ship part that spawns mechs until you destroy it? Would encourage tactical engagement instead of just building 8 IEDs and sending a sniper to get the party started. I also like the idea (not mine, was suggested by someone on the forum) of Infestation mobs acting more aggressively and dragging incapped colonists back to their base. Right now they are far too exploitable.

I really don't have a lot of ideas, game design is not something I'm good at. But after about year 5 when you have solid defenses, a pretty big base, lots of resources, and raids that are easily dealt with but still provide an influx of tradeable crap... the wheels fall off for me. I still play at the point because Rimworld is a robust enough sim game that I enjoy managing inter-colony issues. But it's also very predictable. Nothing happens that makes me go "woah" anymore.

In all colonies i have build, the shit begins to rain over me, when i start to build the spaceship. Pest, raiders, dry thunderstorms, bugs, manhunters, poison-ships.....and all in short succession or simultaneously. My colonists are sick or breack down. All in Cassandra challenge. For me its enough end-game-content to deal with until i manage it to finaly and hopefully start the spaceship.

neobikes

#42
Quote from: RazorHed on September 29, 2016, 02:16:05 AM
If you want colonists to walk on your fancy roads in the jungle , then don't leave them unrestricted.  Make a zone that covers your base and all the roads and if there's something outside the roads then add on to that zone until you collect that thing or mine that thing then delete that part of the zone. Don't include in that zone any freezer that has human corpses or meat until you are in a situation where you have human corpses to chop or store, then delete that freezer from the zone. If you have tiles you don't want pawns to walk , then delete them from that zone. The only problem with this aspect of the game is that you are limited to 5 zones unmodded.

It wont wokr...


lots of things to be done in this gam. i w'ld come back in a year or so.
wonder why such issues arent worked out in this game.
I do like a HUGE coding that was done in this game by devs. I do think its tynans life work and will be. i think game is imba cool and no other have that climate.
but as i said game sucks becacuse of lack of many small things that should be mandatory.

pathfinding - well even with 35 colonists and 100+ herd animals and 100+ wild animals game runs smoothly.
Game start running slowly when u got lots of coolers, and lots if items in stores. or lots of items are being picked up in small amout of time. even on open space when stores are nearby and there is only sand games slows considerebly.
there must be bad coding inside about it.

also try selecting many builded stuff, like coolers or hydro's game freezes.
some coding is neccesary.
not to say framework is bad, but its performance... sucks, puke much
why not make pathfinding an option for slow or fast PC then?

Why make scroll smooth as we al know smoothing scrool is terrible via C# so far here
why not make it an option...
so much could be done.

but francly i feel like testers do not actually play this game, instea i feel they just make a certain situation for a certain problem and test it. i agree with myself that primo are CRASHES and errors. and then devs adding stuff. no one likes to modify already existing puked around shit.

the answer is - no one got so much time. no unlimited resources tynan got to improve game - i understand it fine.

but it will be at some point in game done.

like we saw a mod with icons, and then voula we got icons ingame, but why so cutout instead of full blown EDB icons had.

my post was just an example, so someone at testers will make attention and look at stuff that actually game is missing.

I mean no disrespeact anyone :D except tytat at which i puuuuke hardly :)
mood 5%
ty

Britnoth

Quote from: Scalare on September 29, 2016, 03:03:46 PM
Quote from: Serenity on September 29, 2016, 10:54:31 AM
Things just get a bit same-same as the game goes on. You do the same stuff over and over and only make minor alterations to your colony. But a lot of games are like that.

Some of the best parts of the game happen early on when you aren't set up with everything. It would be interesting to drag that out longer. Setting up a single rooms for everyone, a common area and a freezer is way too fast.

True. In rimworld it's almost impossible to survive without a freezer, but humanity has survived without them right until 1913.

False. Try playing the tribal start for once.

RemingtonRyder

Pawns don't seem to properly take into account:


  • Stone chunks (they'll try to pass over these if the terrain underneath is rough stone or better and they think it's shorter than going around)
  • Snow (unless you clear ALL the snow, they're going to find a path that has them trudging at snail's pace)
  • Marsh and shallow water (going slower seems to be considered better than travelling a slightly longer distance faster)
  • Items lying on the ground

Also, when they're choosing an item to haul job or finding a spot to stargaze or whatever, they seem to use the simple diagonal distance to pick the closest, while the actual walking distance might be much longer. I dunno, maybe I should build more entrances and/or tunnels so they don't have to walk so far around.