Unstable build feedback thread

Started by Tynan, June 16, 2018, 11:10:34 PM

Previous topic - Next topic

Wanderer_joins

Guys, there has always been a ramp up factor. In b18 it didn't scale back very significantly with deaths. I think Tynan has just implemented the graph to fine tune the mechanics and gather more data.

Madman666

Quote from: Boboid on July 12, 2018, 05:03:21 PM
   ...

Its fine if it is how you describe it, but if its just plain threat point increase in case previous bad event didn't manage to down\maim anyone or do damage to your wealth (wreck furniture, steal stuff etc), then its just awful. I really hope this isn't how this system works.

Quote from: Wanderer_joins on July 12, 2018, 05:13:48 PM
Guys, there has always been a ramp up factor. In b18 it didn't scale back very significantly with deaths. I think Tynan has just implemented the graph to fine tune the mechanics and gather more data.

If it wasn't ramp up factor, that multiplied Boboid's infestation hive count by 4, then its just unbalanced threat generation.

Greep

There was a note a while back that infestations were made hardcore in either the last or second to last patch.  Fortunately, still haven't run into them.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Syrchalis

Quote from: Madman666 on July 12, 2018, 05:17:04 PM
If it wasn't ramp up factor, that multiplied Boboid's infestation hive count by 4, then its just unbalanced threat generation.
Not necessarily, it might just be all the balance changes Tynan did.

I faced a psychic ship (Randy Extreme) pretty early, crashed right next to my colony, ramped up to medium drone pretty fast and I had huge problems with it. I actually had to try several times. Unfortunately the ship spawned different enemies each time so eventually I just lucked out and won by RNG which I absolutely hate.

The first two times it was a mix of scythers and lancers with one or two centipedes. And I'm talking like 8 scythers/lancers. Against 5 colonists, without armor, just pump shotguns. It was pretty brutal.

Third time I got lancers and centipedes with I think 2 scythers only, that was WAY easier.

Maybe that's an interesting note for Tynan: The mechanoids supplement each other well. Scythers are too durable IMO, centipedes should be the "tank" unit. My problem is facing a composition in the style of 1:1:2 (centipedes:lancers:scythers) - scythers melee your guys, reducing their DPS a ton, while also slashing them to pieces, they are too numerous and tanky to take them out quicky. Meanwhile lancers might murder someone if RNG is against you and centipedes make sure you can't run away or are CCed by fire.
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

alxddd

Quote from: Boboid on July 12, 2018, 04:27:58 PM

Quote
I get that you're going for game balance, but misandry is asymmetrical to misogyny and I encourage you to consider its removal.
Jesus christ.. talk about things likely to derail a thread and apparently they jump out of the woodwork.
Putting on my brown-trousers for that one.

Yeah I should have probably posted that elsewhere, but it was in my notes. Maybe I should clarify that I think it's best not to respond to this at all in this thread and hopefully everyone can just leave it be.

Madman666

Yep, there was a note about them couple patches ago.

- Infestations are a bit tougher.

Was that "a bit"? 70 bugs? I hope i won't ever see "a lot" then.

5thHorseman

Quote from: Tynan on July 12, 2018, 08:26:58 AM
That's a terrible way to play, btw. The game is designed for loss and recovery, you're totally neutering it.

I'm gonna redesign how permadeath is presented. Maybe on by default.

Everybody else has weighed in on this so let me tell my story.

The very first time I played, I turned permadeath on, thinking I was turning it off. It seemed so obvious to me that this game would have permadeath on by default that I didn't even pay attention to the red x or green check.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

jchavezriva

Quote from: Tynan on June 16, 2018, 11:11:23 PM
-Insects will no longer attack the colony when harmed by raiders

This is not working.
Remember the video i posted hours ago about insects being overpowered and heavily resistant to a doomsday rocket launcher?
Well, their population has triplicated since i cant get rid of them.

As soon as some raiders attacked them they charged toward my base. The ones who did where already at the door btw. They had de-aggroed a few minutes ago.

Boboid

Is eye damage back to always causing permanent scarring or am I going mad/experiencing bad luck?

8 eye injuries in a row have scarred instantly which has me nervous. It's nice to be able to replace eyes in the long term but until you're able to manufacture bionics it's a pretty devastating injury.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

rdshen

#2469
Just finish an infestation and everyone's talking about bugs. It was absolutely absurd for my colony power. We're talking about three dozen megaspiders that all aggro instantly if you tag a hive or any of the bugs as wel as the little guys that eat shots and attention. I had 8 people present, 12 total.
I had three >10 good shooters, two >5 bad shooters with incin and minigun, and three power armor >10 melee fighters, three mini turrets, one sniper turret. I got wrecked repeatedly. I almost never reload but this was colony ending for five attempts. I tried scattering IEDs, I tried kiting like old manhunter packs, I tried the deathball.

In the end I was only able to beat them because they dug to the outside allowing me to split the swarm, and because a lucky trader came in to tank half of the split. There is absolutely zero chance I could have solved that with combat without cheese. It would have been very narrowly manageable if aggro wasn't so instant and absolute with the bugs. It also would have been manageable with less bugs

Also I have so much uranium. Sniper turrets reloading with uranium is a relief for me.

Quote from: Boboid on July 12, 2018, 06:26:23 PM
Is eye damage back to always causing permanent scarring or am I going mad/experiencing bad luck?

8 eye injuries in a row have scarred instantly which has me nervous. It's nice to be able to replace eyes in the long term but until you're able to manufacture bionics it's a pretty devastating injury.

As far as I know cuts always cause injury but bruises shouldn't

zizard

I have a pawn with the slothful trait but I found it doesn't really impact the story much, I barely notice that hes doing things a bit slower. I think it would be more flavourful if it were possible for them to have a "loafing around" mental break, symbolised by a loaf of bread above their head.

Oblitus

Quote from: Tynan on July 12, 2018, 08:26:58 AM
That's a terrible way to play, btw. The game is designed for loss and recovery, you're totally neutering it.

I'm gonna redesign how permadeath is presented. Maybe on by default.
Savescumming is cheesy, but here it feels entirely appropriate. The game is filled by cheesy ways to enforce unrecoverable losses. Abyssmally nerfed ranged weapons, enforced close combat, infinite and hugely (you'vew got a raid with 10 pawns for each of yours? you've got off easily) overwhelming enemy forces who don't hesitate to use kamikaze tactics and don't care about losses and friendly fire (hinder you with melee and throw grenades sacrificing five their pawns to kill one yours? sure! they can always spawn more!), enemies designed to bypass any strategical ways to defend (you build defences? we'll spawn a horde of enemies behind them!), and everpresent malevolent RNGesus. The game is not playing fair with us, why would we play fair with it? There are games where losing is part of the fun, and Rimworld is not one of them.


Greep

#2472
Yeesh, stop using a doomsday rocket when a pocket hammer will do for balance xD  Just did a refugee raid after the patch which buffed them.  Previous raids were a few centipedes and I think 15 tribals.  Got this:

But don't worry, these friendlies will help  ::) ::) ::)

[attachment deleted due to age]
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Madman666

Quote from: rdshen on July 12, 2018, 06:29:25 PM
I had three >10 good shooters, two >5 bad shooters with incin and minigun, and three power armor >10 melee fighters, three mini turrets, one sniper turret. I got wrecked repeatedly. I almost never reload but this was colony ending for five attempts. I tried scattering IEDs, I tried kiting like old manhunter packs, I tried the deathball.

Thats it. I am sticking wooden wall into every single nook and cranny where those horrors can spawn. Screw space and architecture aesthetics. Safety is more important.

Quote from: Greep on July 12, 2018, 06:59:58 PM
Yeesh, stop using a doomsday rocket when a pocket hammer will do for balance xD  Just did a refugee raid after the patch which buffed them.  Previous raids were a few centipedes and I think 15 tribals.  Got this:

Wtf?! What kind of difficulty are you playing? Suicidal?

ashaffee

The ramp up factor actually makes perfect sense for game design to me. It is probably a mechanic that the game maker is better off keeping secret since people are upset to know the secrets.  In b18 I usually quit the game when I hit a certain wealth threshold because I knew I was basically unstoppable.

In 1.0 although I've never played a game that had as many days as the b18 playthroughs. My runs have always ended from death besides the 1 questline finish. I hate that there is only one way to win but I bet that is such a massive project it is DLC worthy.  As it is designed now you are guaranteed to have it become more challenging as you play incentivizing you to ditch your base and all its wealth to go and complete the quests to end the story before you ramp up too much.

Alternative is you can always keep lowering the difficulty as you play to get that infinite game.