Alpha4f difficulty

Started by Tynan, June 07, 2014, 10:22:52 PM

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In Alpha4f only, how difficult did you find Cassandra Classic? Alpha4f only.

Too hard - I got destroyed, it seemed unfair
24 (29.3%)
Really hard, but beatable
14 (17.1%)
Normal - a challenge, but nothing crazy
27 (32.9%)
Easy - I wasn't really threatened
10 (12.2%)
Too easy - nothing could touch me
7 (8.5%)

Total Members Voted: 82

Plunkett

I've found that everything was possible to manage for a while (mechanoids just sniping and keep moving and they then pose no threat) but after a while the numbers ramp up and you just have to turtle as much as possible, building very narrow tunnels: also keeping an eye on colony strength and keeping it down as low as possible.

Ergo, the problem I've found is that the raiders do not pose too much of a trouble but in fact get a little boring by the sheer number of them (rather than being a challenge): one thing that did get me off-guard was a raid about minute after the last, which was interesting (as still had not finished repairs).

I would like it if field fortresses were made slightly easier to manage from attackers - although have not attempted one recently and that colony strength should slowly increase and difficulty should slowly increase with time, + colony wealth, but not look at colony wealth in such great depth (that I think walls and other objects have an effect on it). Perhaps, if there was more mid-ranged combat - although I need to experiment with the different rifles and such.

Sieges will probably pose a greater challenge; animal psychotic attacks are fine in my opinion and require taking a few out at a time. In addition I think log walls I think should be half height walls - like sandbags but solid so you cannot walk through (and then you can also easily set fire to them if the enemy takeover, although trees appeared to be very sparse in my game but loads of bushes.

Tynan

Okay. Also, keep in mind that you are intended to die eventually. I'd typically aim for player death somewhere between day 60-150. In future alphas this will make more sense since there will be an endgame and an actual way to win :)
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Garen

Quote from: Tynan on June 08, 2014, 11:38:03 AM
Okay. Also, keep in mind that you are intended to die eventually. I'd typically aim for player death somewhere between day 60-150. In future alphas this will make more sense since there will be an endgame and an actual way to win :)
thank you for explaining what the goalposts for this survey. because now everyone knows that range is a decent time to die

question is if we die in that range should we count it as normal, or focus it on our own experience

Untrustedlife

Quote from: Tynan on June 08, 2014, 09:22:16 AM
The animals aren't too hard to handle if you don't let them stack up. I've had success by having my guys run outside into little groups where the squirrels/muffalo approach one by one.

But anyway, losing half your colonists to a doom wave of muffalo doesn't sound like and issue at all... it sounds like FUN!

.... or is it really unbalanced and unbeatable? Inquiring minds want to know.

I think its FUN ;)
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

beeeeber

day 99 so far in classic : I've experienced very few raid; the firsts ones on day 14, 17 and 20: one tribal each.
I've started randomly with two noble guy, maybe that why they starting so low ?
Right now i'm starting to see raid of 7/10 raiders, mainly with pistols, molotov and grenade.
In my side : 8 colonists, no turret, one m24, one enfield, one pump, the rest with pistols.
Far to easy at this stage.

****

In other note :
I started a randy random and... NEVER been raided. On day 7 i've got an errors saying :
Could not find any faction for raid to match parms (points=20.1199 maxSquadCode=50)
Followed by the same message three day later.
I've attached my savegame at the exact moment of the first appartition of this message:
mediafire download
hope that help a bit

linkxsc

On day 45. Its not going so bad so far. I rushed an early large farming area (which also happens to be exactly where my orbital beacon is. Hauling is for chumps =)  so early on I had some money to work with. At 6 colonists now 1 fulltime farmer 1 chef/stonecrafter (mostly chef) 1 miner and 2 hunters. I had a psyotic wave of squirrels but only got attacked by like 10 of them which werent so hard with my hunters high shooting skills(1 r4 and 1 lee enfield)

I wonder. Does wiping the map of most creatures force them to come in a lower number when they attack?

On another sidenote. Will we eventually get the ability to sell meat and meals. Kinda annoying that the only reliable form of income is farming. And trade is you only reliable source of weapons.

Tynan

#21
Quote from: beeeeber on June 08, 2014, 01:19:24 PM
day 99 so far in classic : I've experienced very few raid; the firsts ones on day 14, 17 and 20: one tribal each.
I've started randomly with two noble guy, maybe that why they starting so low ?
Right now i'm starting to see raid of 7/10 raiders, mainly with pistols, molotov and grenade.
In my side : 8 colonists, no turret, one m24, one enfield, one pump, the rest with pistols.
Far to easy at this stage.

****

In other note :
I started a randy random and... NEVER been raided. On day 7 i've got an errors saying :
Could not find any faction for raid to match parms (points=20.1199 maxSquadCode=50)
Followed by the same message three day later.
I've attached my savegame at the exact moment of the first appartition of this message:
mediafire download
hope that help a bit

Sorry, seems Randy has a bug there. However, you shouldn't necessarily get raided before day 7 ever anyway. I think the game overall should still work, and if you play with dev mode off these errors will not appear. What happened was that Randy set a random points count and sent it to the EnemyRaid incident code, which then tried to find a faction with a squad that could be bought that cheap. But no faction has a squad of 20 points, so it failed to find anything. Basically a harmless error message for now.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

MaMilaCan

Hello :D

I am not super good at this game so i picked the easiest mode.

I had a good start, than got raided by 5 people wich was ok

The next raid was like 15 people where i had 6 people... instant death in day 40.

Now i restart but would really enjoy a gammemode where no problems occur so i can understand the basics. I still have no idea how to build a good defense. I thought sandbags are great but i learned they just jump over them *derp*

I so much enjoy this game!

Right now iam writing an application to help you coding!

Have a wonderfull day!
Matthias

Caliguliminix

I am on day 92, and it seems like the enemy raiders are starting to outgun the colonists. I am uploading a savegame with a raid just starting and another right after it ended. Although all my colonists survived, the raiders have weapons that have longer range than the turrets, and hence they were able to simply pick off each turret one by one and close in. Also, towards the later half of the game, the trading activity dropped quite significantly.

Are there any plans to add different types of weapons to the game or more security buildings? Maybe add a security upgrade research tree?

I am playing Alpha4f vanilla.
Raid Starting: https://drive.google.com/file/d/0B6_TKT3JWEh4VHRmYW9NUTRueDg/edit?usp=sharing
Raid Ending: https://drive.google.com/file/d/0B6_TKT3JWEh4UFQzSkpuSTh4SWc/edit?usp=sharing

The game is immensely enjoyable, thanks for making it!

Garen

Quote from: MaMilaCan on June 08, 2014, 03:32:58 PM
Hello :D

I am not super good at this game so i picked the easiest mode.

I had a good start, than got raided by 5 people wich was ok

The next raid was like 15 people where i had 6 people... instant death in day 40.

Now i restart but would really enjoy a gammemode where no problems occur so i can understand the basics. I still have no idea how to build a good defense. I thought sandbags are great but i learned they just jump over them *derp*

I so much enjoy this game!

Right now iam writing an application to help you coding!

Have a wonderfull day!
Matthias

the storyteller 'Pheobe Friendly' has no raiders etc, so use that for base practice
sandbags are built more for cover or slowing the enemy down

for base defense - make sure you've got cover for both turrets and colonists.

these ive found out to be decent basics

if theyre raiders then you need to make sure there's a small amount of terrible cover that they will use, otherwise they will just run up to and flank you
If they animals you need small corridors where you can chokepoint them, by this i mean there is no cover for them but you can focus all shooting o one target
and if theyre mechanoids (really hard to encounter) get your colonists out of thier base and fight them in the open, (possibly make some small huts near your base for cover)

rimworlds enemies are like xcom's enemies but less smart (sorry Tynan!). they will use every trick and cover they can to kill you, even if that cover is not good at all.
and if there isnt any avaliable they will recognize that and just rush you down

apart from that hope you enjoy rimworld ^.^

TheXIIILightning

Hey, first time posting in the Forums, so let's see if I can do this right. ^^
I started a game on Cassandra Classic and managed to "survive" up to day 131. I say that in quotes, because I got obliterated at around day 100 due to 15+ human enemies falling on my base and then reloaded the Save to try again. Eventually, those humans got replaced by 8 Mechanoids, that once again fell on my base and destroyed everything. I only lost 1 colonist out of 8 to them, but I'm not going to continue playing on that Save file.

Here's a picture of my base, when I got attacked.
http://i.imgur.com/MbGzFJN.jpg

Here's a picture of the area where they fell. Thankfully I got some backup from another faction, or the two remaining Mechanoids would have destroyed the rest.
http://i.imgur.com/OnHqa7m.jpg

I got a few Psychotic Waves as I played, but since I cleaned the area around my base regularly and had that 'funnel' defense near the top, they weren't a problem.

I think the current build is quite fun and fair, but the AI can be strangely overwhelming at times. I had at least 3 Colonists with a shooting skill above 10, and they constantly missed their target, when an enemy with a shooting skill of 4 rarely missed my Colonists. It's probably luck, but it's still rather annoying, haha.

Oh, speaking of luck. The first enemy that came to my base was barely able to do anything besides being a Warden, Builder and a Cook. The same thing with my 5th Colonist, but he was an Assassin, so he was constantly idle around the base unless I gave him something to hunt.
I had a lack of trees near the start, and for some reason, the initial plantation I made of them started to whiter earlier than usual. Some trees  had only 40 or so HP by the time they had grown about 70%

Basically, I think this build is nearly perfect as it is. The only thing I think should be tweaked around, it's the frequency of Slaver ships and number of positive events. Aside from 2 Miracle Recovery's and a few trade ships, everything else was only a minor inconvenience. I had about 5000+ Silver saved up to buy a Colonist or two, but the ships never came. I would have used the money for weapons, but the ships only sold Pistols, Molotovs, and the random 'Middle Tier' weapon.

Thanks a lot for your hard work, Tynan! Can't wait for the next update. ^^

AwesumnisRawr188

Day 168. I believe it's 169 where the raids get gigantic.

I keep getting raided by mercs that day and can't survive. I have 9 or 10 colonists, with Charge Rifles, M16s, LMGs, and other guns, and I funnel the mercs into my base through doors, but they just destroy me every time.

There's at least 20 or 25 of them! Al carrying high tier weapons and rushing my colonists.

Haven't been able to survive once.

Bilxx1

Early game is a little challenging until proper defenses are set up, after that I havn't really been challenged. Even with the Arachnid mod running, once you work out how to deal with them it's free meat. No turrets and I havn't faced more than 25ish opponent human raids. Maybe another difficulty level that the AI adapts and destroys sandbags and/or bust in walls instead of taking the route the player has preplanned. Dunno, I love this game but after a while the challenge is more about getting setup than anything else.

[attachment deleted by admin: too old]

linkxsc

not a difficulty problem but a minor bug. so i went to by an uzi off a combat supplier. and as luck would have it the pod dropped precisely on a pistol that was lying on the ground. the uzi basically doesnt exist and theres just a pistol sitting there

nuschler22

#29
Day 73 and it's so unbalanced it's laughable.  Three straight waves of insane animals (then part of a spaceship lands and the radiation drives them insane as well) and I go from eight healthy colonists to zero. 

Had to reload.  Makes me not want to play the game. 

I have no problems with raiders, but 15 angry squirrels kill my colony.

I'm at the point now where I just want to quit the game instead of look for solutions.  They attack so fast and without warning that it makes it an action game and not a strategy game.