Unstable build feedback thread

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

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Jibbles

#360
Is tending/infections still being worked on?
Tending quality is all over the place or so it seems. I can get like 40% and 0% tend quality without using meds.  Sometimes I get very low quality tending with herbs around 5% even though there's no health problems with my doctor.

Had a pawn get a dogbite, no other health problems. Treated her very shortly afterwards with herbals and clean room.  Stayed in bed the whole time and tend her with herbs instantly when needed.  Yet she died from infection.  Infection beat immunity around 12%. Something funky going on there.

Also my doctor with passion doesn't get a mood bonus while tending.

PatrykSzczescie

#361
Quote from: TheMeInTeam on June 22, 2018, 01:46:36 PM
Quote from: PatrykSzczescie on June 22, 2018, 01:18:51 PM
Quote from: Mihsan on June 22, 2018, 09:03:59 AM

But what really bothers me is how fast those sappers can mine my walls and how many holes they are ready to make. On one side it was first time when I felt like there is something smart fighting against me in this game and I love that those unfair trap labyrinths will be nerfed (which I dont use anyway). On the other side it feels like sappers have too big of advantage because I wasted countless days to build that giant marble wall around my base and it took them literaly 2 seconds to make a hole in it. And wooden walls they pass almost without stoping. Maybe at least speed of wall mining should be tuned down?


What was the mining level of those sappers? If around 15, I think it's optimal that they break the wall fast.

I don't like the internal inconsistency.  IMO "mining" should not beat out explosives to break a fortification, and it's awkward that AI raiders can do things like "mine walls" and "ignite" while player pawns have no such option.

Even making AI raiders fire into the walls would be a bit more genuine of a representation, if they can manage not to hit each other.

Igniting is an old thing and no one has complained about it, otherwise successful raid attacks would end up with only some buildings being destroyed, which looks lame. There must be a fire. Although you might be right there - raiders shouldn't ignite without Molotov or incendiary launchers.

Mining walls is a new thing. In previous versions, stone walls required more time to be destroyed than natural stone which was mined, unless they used grenades. Now, sappers mine walls instead of carrying frag grenades. It seems that devs thought grenades was too common from loot when they were supposed to be an exotic item which shouldn't be obtained that easily. Also, imagine the destruction they caused with those grenades. Now, it's been nerfed for the cost of walls, which are being "mined".

I've tested a sapper raid. The sapper had mining lvl4 and he mined wood wall within a couple of seconds with 2 hits. A single granite wall took approximately half a minute. But that's the role of a sapper - to get into the colony. Walls have been nerfed, now you gotta fight (but I agree 11vs27 is hilarious for a poor colony). Sapper which got into Mihsan's colony seems to be much more experienced in mining. Getting a sapper with high mining skill is the same bad luck as being engaged into a melee fight by a raider with high melee skill or fighting a skilled shooter who carries an assault rifle.

Serina

Quote from: Jibbles on June 23, 2018, 02:31:10 AM
Is tending/infections still being worked on?
Tending quality is all over the place or so it seems. I can get like 40% and 0% tend quality without using meds.  Sometimes I get very low quality tending with herbs around 5% even though there's no health problems with my doctor.

Had a pawn get a dogbite, no other health problems. Treated her very shortly afterwards with herbals and clean room.  Stayed in bed the whole time and tend her with herbs instantly when needed.  Yet she died from infection.  Infection beat immunity around 12%. Something funky going on there.

Also my doctor with passion doesn't get a mood bonus while tending.

Hmm, you're right. That doesn't sound right. I have a colonist with 4 in medical with one flame. He consistently tends around 16%-25% but I never saw him tend below that. Anyway, I try to use my better doctor for tending unless she's injured. My bf on the other hand has a colonist with 8 in medical and was able to save his polar bear from plague using two herbal meds. The plague started at around 41% and immunity around 29% if I remember correctly. He just tended the polar bear with hands and got a 53% quality.

On a side note, what lvl medical does your doctor have? Are you certain that doctor was the only one with Doctor enabled under Work tab at the time that you were treating the pawn with the dog bite? A couple of times I've forgotten to disable doctoring for pawns with low lvl medical (was trying to lvl up their medical on prisoners) and they rushed to treat their injured friends.

Ardshael

Found another quirk

Captured Enemies - If I capture an enemy at an outpost or another encounter, bringing them back to base doesn't let me "capture" them or place them in a jail cell. I think it's because they are loaded with equipment and the colonists are unloading them before placing them in the cell. This means they wander around for a while and eventually try to escape.

I believe they should be either escorted to their cell then unloaded or they are escorted and all the items are immediately dropped on the ground. I'm OK with either scenario. Status quo is frustrating.

P.S. I hope my last message didn't get buried without it being read. I'm surprised no one commented on the caravan arrival notification request.

Jibbles

#364
Quote from: Serina on June 23, 2018, 04:09:08 AM

On a side note, what lvl medical does your doctor have? Are you certain that doctor was the only one with Doctor enabled under Work tab at the time that you were treating the pawn with the dog bite? A couple of times I've forgotten to disable doctoring for pawns with low lvl medical (was trying to lvl up their medical on prisoners) and they rushed to treat their injured friends.

My doctor is lvl 3.  I'm certain it's her who's been tending.  I'd say treating with herbs usually goes around 14% - 35% with her.  It does go below that at times even tho all the conditions are right.  This is the same doctor who will treat wounds around 40-50% sometimes without any meds.  Haven't had anyone die on me yet with diseases, they've been pulling through so far.  I felt the infection rate was too high when I got the notification so I kept an eye on that. Sure enough there wasn't a chance to save that pawn. 

Quote from: Ardshael on June 23, 2018, 04:14:16 AM
Caravans - PLEASE PLEASE PLEASE provide a proper letter notification for a caravan arriving at a location. I can't tell you how many times a caravan arrives and I didn't see the small notification because something else was happening. If you do nothing else, this addition would make me happy.

lol yeah, I remember missing/forgetting those at times. 

Serina

https://rimworldwiki.com/wiki/Infection

Not sure if you've seen this yet, but the section under Prevention and Treatment (scroll to the bottom) is pretty interesting! Might help explain why your pawn succumbed to the infection.

PatrykSzczescie

Please, make downed pawns able to be carried via transport pods.

Wanderer_joins

Quote from: Ardshael on June 23, 2018, 04:14:16 AM
P.S. I hope my last message didn't get buried without it being read. I'm surprised no one commented on the caravan arrival notification request.

The issue is not to be burried under too many notifications. What was really dangerous in previous built is you had no notification if members of caravans had a bad mood, were starving or needed treatment. My take is it's up to the player to pay attention to the caravan arrival besides the top left notification. And if things go wrong you've the permanent warning on the right.

Maybe a specific color to frame caravan pawns when they're moving/ resting or waiting could help, or an icon like inspirations to notify they're standing by.

Divvy

#368
I haven't played the build yet so don't take this as feedback as such, but I'm worried about the new armor system contributing to unlucky one-shots and making armor more inconsistent and less reliable. Currently having a power armor will save a pawn from most shots to really weak and highly fatal spots. However, if after the patch weapons just do their full damage if they penetrate armor, you'll have sniper rifles tearing off limbs from people with legendary power armor with potentially just a single shot. It just seems to throw combat more towards RNG.

I personally think a good system would be a damage threshold stat with a weapon penetration stat that gets compared to the armor's threshold value to determine how much, if any, damage goes through. I think it would be really cool if pistols and such wouldn't be able to penetrate power armor and bulletproof vests, while charge lances, sniper rifles and such would more easily penetrate such armor but still cause reduced damage to ease up on RNG disasters a bit. Any non-penetrating shot should still damage armor, though. I wouldn't want infinitely invulnerable pawns against any type of attack.

While the current system is less RNG, it's not great either, as we can have scenarios where a squirrel or a cat can scratch a pawn in power armor to death relatively quickly. A threshold system would fix this issue as well.

Imagine a raider in power armor just getting plinked futilely by your gun turrets. That would be a really interesting challenge!

East

#369
video: https://clips.twitch.tv/UninterestedTrappedSrirachaTwitchRaid

I went through an unreasonable situation when I was doing a 'Incapacitated refugee' quest today.

I thought that the colonist's wife fell down and contacted me and We have enough weapon and armor.

When I almost arrived at the fallen refugees, I was attacked by the mechanoid and thought I should return quickly.

When I entered the fallen refugees, I saw a fallen man and I immediately reconstructed the caravan.

Soon, 90 friendship alliance fell to -75, and friendship fell.

That's right. The object that he saved was an alliance.

And the caravan could not move because the target was hurt.

I had to return quickly under limited food, so I had to forsake her.

colonist were penalized for losing their wives.

The situation that I was going to rescue was worse than the situation I did not go to save.

This event is unreasonable.

When she comes to rescue her, she can not move, so she has to protect her for a period of time that she can move and she has to take care of the risk of getting her.

I went to rescue, but it is also absurd if I am an ally. Why does not she ask her team for help? What kind of benefit do I have to do for this event?

At least the target of the event should not be allied.

--
Add.
I would like a minimum safety device to go from an alliance (+90) to -75. So the warning window must be opened.

Tynan

Quote from: Ardshael on June 23, 2018, 04:14:16 AM
P.S. I hope my last message didn't get buried without it being read. I'm surprised no one commented on the caravan arrival notification request.

Don't worry, every message gets read. Since you're not the first  to bring up the caravan arrival message thing, we're making that change.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Venatos

i thought this was fixed for 1.0?
joy, hunger and rest apparently still have a higher prioritys then saving someone from bleeding out and/or getting your own bleeding wound tended to.
none of those things are even remotely as important as saving a life or preventing an infection!

this is a core issue that has no business in a 1.0 release.
if you get a bleeding scratch from a squirel, do you realy go ahead and leave a trail of blood trough your neighborhood to watch a sunset or do you desinfect it and bandage it up?

Ser Kitteh

Request for Quests being able to be pinned! Perhaps a minimise option like Windows has? I know it's in the History tab, but it's not a very elegant solution.

Thoughts on plate armor: Plate armor is good! I would even go as far to say it's prefarable than armored vests and simple/advance helmets. This is probably more of a mentality thing instead of a numbers thing, but giving everyone plate armor makes feel more "safe" than giving shooters armored vests/helmets. Perhaps a debuff to movement, about -10% or so? Not too much, real plate armor is form fitting. If that medieval helmet is to be added, also give a debuff to sight.

On the Healer serum: Before you can right-click and use it with a click, now it has to be done via operations. This isn't a bad thing, but it does screw over if for whatever reason, your only pawn can't doctor and because of it, can't apply directly. I would also, if able, to administer the serum on a specific part. My one grower had a missing eye and a scar. Guess which one it healed first. If said pawn had prosthesis, give an option saying (remove prosthesis first)?

Tynan

Quote from: Venatos on June 23, 2018, 08:04:36 AM
i thought this was fixed for 1.0?
joy, hunger and rest apparently still have a higher prioritys then saving someone from bleeding out and/or getting your own bleeding wound tended to.
none of those things are even remotely as important as saving a life or preventing an infection!

this is a core issue that has no business in a 1.0 release.
if you get a bleeding scratch from a squirel, do you realy go ahead and leave a trail of blood trough your neighborhood to watch a sunset or do you desinfect it and bandage it up?

We haven't actually been able to find a case that reproduces this. By design doctors will tend instead of eating *if the person would die soon*. They won't forego their own basic needs just because someone is sick with a non-fatal illness. If you've got a broken case in a savegame I hope you'll post it in the Bugs forum.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

East

#374
I do not understand how this is the way to get legendary items.

Can someone explain this?

If a colonist gets any inspiration, is he created with a certain probability when he tries to produce?