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

spatula

i played one game and died from a base-drop raid that caught me off guard around 40~ days.. mainly because the raids were so small and few and far between, and then suddenly ramped right up... on the Classic mode, it should feel more progressive I guess.

i just finished a 150+ day game on classic and really felt it was too easy. I ended up starting dev mode and sending armies after me once tech was done and there was nothing new left to build. I didn't get that many raids and lucked out on most with another faction being a distraction to split the hordes. I only had one colonist die in the entire playthru. But then after about day 115, the raids got huge and a party of raiders just stormed the place and it was over. Seems like the raiders are more accurate at shooting now. Didn't get ANY centipedes.

Animal waves were the toughest in the sense that it happens so quick and usually one colonist is incapped before you can set up the firing squads- most of the time, stray bullets kill your incapped colonists when these occur. Food supplies took a while to get to decent levels due to slow farming. Starvation was a good issue to see crop up and give me something to do.

Would have liked to see more of a rising curve of tension... even the classic feels like random in the way it lends preference to certain events. Would almost rather see a more linear progression in this mode (ie. 1 raider, hahaha, 2 raiders, hahaha, 3 raiders, hahaha) in the early game and then it gets crazy with double raids and eclipse/raids and such.

While I'm here- one thing I'd really like to see would be fog of war implemented, so you can't see details of the map without a radar system, similar to the command and conquer series. Knowing where the raids are coming from kills a bit of the tension- usually I just let my colonists sleep/eat/work until they stage the attack and then wait for them to come... not knowing their position unless I have a scouting/surveillance system would make each raid a bit edgier, methinks.

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Thunder Rahja

For me, it was almost what I'd expect from Cassandra. I still question the sudden leap in raider attack power when they go from using pistols and grenades to heavy weapons just three days later. Playthrough details in another topic, here.

I think that many players spend too much on trying to build a solid defense line instead of a more strategic use of their colonists. Rather than place turrets and build kill boxes, I had my colonists shoot from doorways and around corners. I find it's much better to single out raiders and pick off one or two at a time while stalling the rest by shooting one round then retreating.

I think another problem players may be having is dealing with losses. So you lost half of your colony's population in one raid? That doesn't mean it's over. If you manage to hold out long enough, the raiders will just give up and move on.

During the second mechanoid raid, I sent most of my colonists out to their drop location to start dealing damage, then pulled back to let my colonists eat and rest. Then by the time the centipedes were in range of my colony, they were much easier to finish off, and the rain caused by the fires they stared in my preemptive attack helped keep my colony from burning down.

Utterbob

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 :)

Wow... Then too easy. The animal raids are a bit 'iffy' and I can see why people get caught out by them. I was lucky enough never to get a situation that was as bad as some described but I have 2 colonies at over 300 days O.o

Also, when I answered the equivalent poll for 4e I was at 400+ days on that one!

linkxsc

well my base is at day 115 or116  just barely over 15000 total value. with 8 colonists. now here come the raids. Im getting 1 about every week or 3 days now. usually including about 20 raiders. i have 4 m24s 2 r4s an m16 and a minigun(is this thing really worth it. seems to just miss a lot).

that or im attacked by 2 centepedes at a time. i think ive killed 8 of them so far. the current raids wouldnt be a problem if every 1 of them didnt drop straight into my base and start attacking. no colonist losses yet. basically the only way i can compete is by cheezing with the numerous doorways around my base.

( when they come. everyone runs inside. m24s go to the back out the door and look around the corner. and the 4 close rangers mob up on a door where i can get a shot at only 1 or 2 raiders. wipe them and bring them back inside. rinse and repeat )

JorDash

I find the game fairly difficult. Have yet to have a colony make it past day 60. From around day 10-31 I will get psyco animal then pirate raid, then psyco animal, pirate raid. The amount of time balances out I think 

d_v8

hello,
after a 100 days + I've voted Hard but nothing crazy. I'm at 9 colonists, raids are getting really tough. No turrets, no mg, no M24.

I've had quiet a bad silver situation from start until approx day 60, when my whole food production went A ok.

My main issue are still drop-on-top raids, especially now that waves are getting around 20 raiders.

Got lucky with slave traders and a dropping rescue pod, so I've been able to go without turrets, but I think now is the time to give the new toys a try.
A frag grenade is a always an option.

Untrustedlife

Quote from: Utterbob on June 09, 2014, 12:58:15 AM
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 :)

Wow... Then too easy. The animal raids are a bit 'iffy' and I can see why people get caught out by them. I was lucky enough never to get a situation that was as bad as some described but I have 2 colonies at over 300 days O.o

Also, when I answered the equivalent poll for 4e I was at 400+ days on that one!

I agree
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

insanevizir

I may be too much of a nub to play this kind of game. I just cant seem to be able to survive for more than 30 days without some kind of help from mods, like the non-lethal turrets, or from the developer tool. For instance, at day 30 and something a huge wave of squirrels incapped all of my colonists. Had to use the dev tool to force a miracle heal in one of then, just to keep the colony alive.

Untrustedlife

Quote from: insanevizir on June 09, 2014, 03:26:38 PM
I may be too much of a nub to play this kind of game. I just cant seem to be able to survive for more than 30 days without some kind of help from mods, like the non-lethal turrets, or from the developer tool. For instance, at day 30 and something a huge wave of squirrels incapped all of my colonists. Had to use the dev tool to force a miracle heal in one of then, just to keep the colony alive.

You should have just restarted and tried again ;P death is part of these kinds of games, and rimworld (as tynan stated)
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

Bilxx1

#39
So day 345 and 5 centipedes drop in on top of me catching 5 of my 10 dudes in the open harvesting... 2 dead quick, long firefight resulting in 1 left on his feet and 3 wounded with one of those broke in restraints. The other 3 starved in bed before the fight was done. Recovering now... I'd like to change my vote up one notch. Oh, one burned in bed wounded :(

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Tynan

Quote from: Bilxx1 on June 09, 2014, 04:47:48 PM
So day 345 and 5 centipedes drop in on top of me catching 5 of my 10 dudes in the open harvesting... 2 dead quick, long firefight resulting in 1 left on his feet and 3 wounded with one of those broke in restraints. The other 3 starved in bed before the fight was done. Recovering now... I'd like to change my vote up one notch. Oh, one burned in bed wounded :(

If you're that far in... please fully expect to get your face smashed :P As it stands I'm targeting players to die in the day 70-200 range.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Benny the Icepick

Rather unrelated to the topic, but is anyone else mentally pronouncing "4f" like "Forffff"?

Bilxx1


Tiresais

Psychotic waves are a slap in the face. What are you to do against a wave of 25 boom rats? 20 muffalos? Wildlife attacks are frequent and either a waste of time (slow mode while a colonist punches an agitated squirrel to death) or incredibly frustrating way to just kill your colony unfairly (25 boom rats? screw that, load autosave...).

Get rid of them, they're nothing but completely frustrating - this is a colony builder not a less-fair version of Dark Souls

Same for pirates dropping on your colony - no. Just no. Save that for the harder story tellers, not Chill Calle. Indeed the "Chill" story teller is far from it - seems happy to dick you over in stupid ways early on just as much, if not more so, than Cassandra (could be a few bad experiences on my part)

Xanting

My usual strategy is to get everyone tightly packed into a group and have all the animals funnel down a long straight path and hope i have enough DPS to take them all out. It's not perfect but it works most of the time.