Things that could make you quit playing Rimworld

Started by ProFF7, January 16, 2017, 01:07:25 PM

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ProFF7

I wonder, what are the most annoying/nonsense things that could actually make you stop playing this wonderful game?

Myself, since I discovered in in A14, got quite addicted to it for some months.

But after some time, I got really tired of mental breaks, specially psychotic wandering with colonist dropping all their stuff (seems to be fixed in A16) and specially BERSERK which is the most fun breaker for me currently.

I like to play with no saves, which gives the game this survival/roguelike feeling, but when something I consider unfair/unrealistic happens, which cripples my game, I feel I have the right to just crash the game and load a previous save, but this also makes me feel like a cheater and kills the immersion.

I found myself re-loading too much after mass berserk outbreaks which would cripple the colony, kill colonists, amputate people etc, that would happen every 5 min which would make me hate the game. I found it not fun and rather frustrating so in the end, I stopped playing at all.

I came back when I heard A16 would introduce world map and with the hope the mental breaks would have been re-worked, which obviosly has not happened. They would still cripple my colony and if it wasnt because I wanted to see how caravans worked, I would have stopped playing again.

In the end, I modified the game so now I only get 5% as many berserk as in the core game and reduced the duration of these to just a few hours. Now with almost no berserk I feel Im enjoying the game again! Its hard to survive and many dire things happen but at least I dont find Im being raped by some bad designed game mechanic!

Other thing I find unfair and will make me reload the game are doctors with 18 skill failing many surgery in a row, with hospital beds, vitals monitor, glitterworld medicine..................while destroying expensive prosthethics and killing colonist even on ridiculously plain operations like amputating the pinky finger of the foot. And even minor failures will still always destroy the implants which doesnt make sense!

Most other things can be harsh, but avoidable with preparation, and the ones are not avoidable, will at least make sense (Dieing from starvation in nuclear fallout, losing colonist to raid or bug hives etc)
What about you, what features of the game would annoy you to the point of quitting?



GarettZriwin

But you can avoid madness just like any other thing, just grab some small animals that eat little, preferably yorks and your colonists will walk with top-notch mood most of the time if you restrict these animals to inner part of your colony, just remember to delete tiles where colonists will do some kind of action that does not store work such as eating, butchering, cooking etc. and from hospital.

And you get up to 25% working bonus.  ;)

ReZpawner

I did a nomad type playthrough. I was going to go to every single biome, but after only 4, I had lost all interest in playing at all. Hours and hours spent travelling on the world-map, and a somewhat broken form caravan method took its toll.

ProFF7

Its not like I already went VERY out of my way to avoid mental breaks. Build flower gardens in dinner room, placed lots of art even on individual rooms, extensive use of beer (and smokeleaf on A16), cook always fine/lavish meal, tried to solve all things that were causing negative effect on mood...

It doesnt matter, sooner or latter tiny or large things would snowball a crisis of non-stop berserk zombies that would cripple my colony and ruin my experience.

Maybe its not game breaking for you, but for me it was and it is, and so I decided to mostly remove berserk, and Im having fun with the game again.

Grishnerf

#4
only lag and stutter stops me from playing.
most the time around 40-50 colonists + animals and 7-8th ingame year.

but nothing can stop me from starting a new base.
never ending cycle  ;D

Quote from: ProFF7 on January 16, 2017, 01:07:25 PM
Other thing I find unfair and will make me reload the game are doctors with 18 skill failing many surgery in a row, with hospital beds, vitals monitor, glitterworld medicine.


thats just not true.
if everything is maxed out (medical bed,vitals etc) + glittermed a lvl 10 doctor cant fail on a sleeping spot.
so your example is just not true.
only if you used normal medicine. they nerfed normal medicine in a16. so everyone is complaining
about surgeries, but if you use glittermed it cant fail.
Born in Toxic Fallout
Drop-Pod Escape Artist

GarettZriwin

Quote from: ProFF7 on January 16, 2017, 01:39:42 PM
Its not like I already went VERY out of my way to avoid mental breaks. Build flower gardens in dinner room, placed lots of art even on individual rooms, extensive use of beer (and smokeleaf on A16), cook always fine/lavish meal, tried to solve all things that were causing negative effect on mood...

It doesnt matter, sooner or latter tiny or large things would snowball a crisis of non-stop berserk zombies that would cripple my colony and ruin my experience.

Maybe its not game breaking for you, but for me it was and it is, and so I decided to mostly remove berserk, and Im having fun with the game again.
Its your game, mod it all way you wish, but if you had whole colony under hard mental break treshold then you clearly did something wrong. :P

Sola

The only thing that would keep me from playing it is a complete lack of updates.  If he says "Kay, I'm done", I'll probably play it for another month and quit.

As for mood micromanagement, it's a little unpleasant, but not a gamebreaker for me.  Doesn't the lower difficulty setting increase mood in general, too?
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

Grishnerf

yes
basebuilder and very easy = +10 permanent mood
easy = +5 permanent mood
.
.
intense = -3 permanent mood
extreme = -8 permanent mood
Born in Toxic Fallout
Drop-Pod Escape Artist

Al-Horesmi

Sappers that get a lucky shot with a rocket launcher and oneshot half of your colony.

eadras

Mood isn't that difficult to manage when things are going well.  When pawns start dying, shit goes downhill fast.  The only mood issues I find annoying are druggies craving a fix, and the buggy "innocent prisoner died" (when the person wasn't a prisoner, but a random passing npc who stopped in the hospital bed and lay there until they starved to death, as no treatment interactions were available, and arresting them would have made their faction hostile).  Super lame.

Surgery and prosthetics do still need an overhaul.  Had some hostile tribals captures early game, and I wanted to release them to make the tribe non hostile.  One was missing a leg, so I tried to install a peg leg so he could walk off the map.  Only had herbal meds, but a 15 skill doc; how hard could it be to strap on a peg leg?  First try, failed in a minor way. Second try, failed in a ridiculous way, with massive trauma.  Third try, butchered the prisoner.  And I just wanted to release the poor fella.

None of these issues would make me stop playing, but they are very annoying and "immersion" breaking.

Shurp

Two things:

(1) This game is in alpha.  Things are unbalanced and are going to break.  Expecting an "immersive" experience is unrealistic.  If you don't like "FUN!" then you need to use save files or try an easier difficulty level.

(2) Any crazed colonist is easily dealt with by boxing him into a room with no doors and plenty of Pemmican.  Wait a season until he gets over his dead mother, then let him out.  If you put a bed in and wait for him to go to sleep you can even sneak in and drop more Pemmican between rages.
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.

cracksys

Quote from: Sola on January 16, 2017, 03:25:39 PM
The only thing that would keep me from playing it is a complete lack of updates.  If he says "Kay, I'm done", I'll probably play it for another month and quit.

As for mood micromanagement, it's a little unpleasant, but not a gamebreaker for me.  Doesn't the lower difficulty setting increase mood in general, too?
Heh, that's what happen to my Darkest Dungeon.

Right when it goes 1.0, I played for like 3 hours and never touch it again after.

I played that game for 60-70 hours before when it is still in EA.

GarettZriwin

Quote from: cracksys on January 16, 2017, 09:23:59 PM
Quote from: Sola on January 16, 2017, 03:25:39 PM
The only thing that would keep me from playing it is a complete lack of updates.  If he says "Kay, I'm done", I'll probably play it for another month and quit.

As for mood micromanagement, it's a little unpleasant, but not a gamebreaker for me.  Doesn't the lower difficulty setting increase mood in general, too?
Heh, that's what happen to my Darkest Dungeon.

Right when it goes 1.0, I played for like 3 hours and never touch it again after.

I played that game for 60-70 hours before when it is still in EA.
Its Beta syndrome, you played game so long while it was unfinished that you don't want to play it anymore when its finished and game is probably at its best.  :P

Andy_Dandy

#13
Only death can make me quit playing Rimworld, but if Heaven is perfect I might be able to play Rimworld from there + get all recent updates.

NB! The reason the OP gets bored is his constant cheating, toning down important aspects of the game or save scumming. To me the game is becoming abit too easy even on hardest difficulties, no cheating, no mods, no turning off features, and on hardest biomes like Ice Sheet. I'm extremely experienced now after playing for more then 2 years (since Alpha 8 it has been my favorite game), and has played on the most extreme difficulty with Cassandra from day 1 (and got used to it as the normal). Anyways, I still have alot of fun for sure. Luckily there is loads of things you can do to increase the challenge now, like starting with just one tribal, and perhaps let him start with absolutely nothing.

Some times I find out I get bored if I constantly play on the fastest speed, and the constant pausing is stressfull. There is something very rewarding about slow progress and slow speed, and its incredibly meditative.

Pushover

For me, it's when I end up with 2/3 colonists with the plague within the first season or two. At that point it's just easier and more interesting to start a new game, especially if you only have 1 pawn with high medicine.

I've also had the 'That's XCOM Rimworld baby!' moments, where my pawn behind a wall gets one hit killed by a shot to the brain by an awful survival rifle.