Unstable build feedback thread

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

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XeoNovaDan

On that note Tynan, when I inspected some weapons of caravan guards, I was surprised to see the pump shotgun only having an AP of 5%, which is worse than even a machine pistol. Is this intentional?

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Tynan

Quote from: XeoNovaDan on June 26, 2018, 05:47:39 AM
On that note Tynan, when I inspected some weapons of caravan guards, I was surprised to see the pump shotgun only having an AP of 5%, which is worse than even a machine pistol. Is this intentional?

Yep.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Serina

Yeah, I was pretty lucky. The shaman merchant was actually selling two males and one female. I'm waiting for traders to sell polar bears since I'm trying my best to run my colony without alt + f4. lol. There's no point in playing permadeath if I'm just going to alt f4 through the bad stuff, although it's super tempting at times. It took me 17 days to tame a polar bear on my other save and he went manhunter quite a few times so definitely don't want to risk that on this save.

Ohh yeah so cougars can probably be trained to rescue/haul now too. I hope the new panther hauling isn't a bug either as they are large enough to definitely haul stuff around.

I have nothing to add regarding the new armor system because I honestly have no idea what I'm doing when it comes to combat. I hide behind walls, doors, pets and hope for the best. Would be an interesting discussion to read though, I could certainly learn more.

Scavenger

#618
I think it is more to do with their intelligence and ability to drag things in their mouth,  along with size. Big cats are smart!

I had a few scary run-ins with ostriches, trying to tame them was a nightmare haha. They seem like they would be great at hunting down fleeing enemies and separated hostiles with that speed and damage! But they go Manhunter like crazy.. which I can imagine is pretty realistic haha.

And no point doing permadeath if you are using alt F4:P I'm damn surprised I didn't end up losing anyone before I took a break while I waited for 1.0 to come out.

And that bruising mechanic sounds awesome! Just like using a Kevlar vest in real life. I would maybe even say a few broken ribs if you get hit by something hard enough! I didn't see the full details of that change to damage and armor, but melee could always use a little love also! That sounds like it could potentially give melee a few interesting uses with those mechanics.

It would be great if colonist could hold a melee weapon on their person along with a ranged, that way they could have the option to just switch to melee easily once the enemy gets close enough. Or possibly even a bayonet?
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." - Oscar Wilde

NeverPire

So much translation errors with this update.
The most difficult to fix.

Hopefully, backstories are finally came back !
I will never do worse than what I do now.
It's what self-improvement means.

Tynan

Quote from: NeverPire on June 26, 2018, 06:06:40 AM
So much translation errors with this update.
The most difficult to fix.

Hopefully, backstories are finally came back !

Sorry about that, we changed a lot but it needed to be done. Thank you for the help!
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Madman666

I am really really liking current armor system. Though, i also really miss assault rifles firing quick 3 shot bursts. Can you consider adding old 3 weak shorts long range assault rifles as a separate weapon intended for taking down unarmored targets? Like a better version of machine pistols, with lower armor piercing value and better range.

Either way, good job on armor overhaul. Feels a lot more interesting to see it proc, than it was in alphas.

Scavenger

I did see a bit of a potential to abuse the removal of penalties to Armor and weapon effectiveness at lower durability. Now that there are no penalties, you can let your gear degrade to a very low percentage, to make your net worth far lower than it actually is and therefore make raids much weaker. Especially early game, even the reduced price doesn't matter that much when compared to staying alive. Such as on NB.
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." - Oscar Wilde

Ambaire

Quote from: Scavenger on June 26, 2018, 06:21:04 AM
to make your net worth far lower than it actually is and therefore make raids much weaker.

Wait, raids are based on net worth? Is that current, or reported? As in, how do the raiders magically know my colony is 'worth raiding'?

It should be based on visible net worth. If a trade caravan visits and sees a bunch of fancy stuff, that gets added to the raiding net worth. If visitors come and just see some ramshackle huts and a hole in a mountain, that shouldn't be worth raiding much at all.

Scavenger

#624
Maybe that last recruit of yours that ran into your base being chase by Raiders, was actually a spy!

Maybe I'm misunderstanding mechanics. Why did you remove that penalty Tynan? It also makes the weapons you get from Raiders far more valuable to you now. And you get quite a lot of them! I rather liked that they were situationally a good addition to Your Arsenal, but now, functionally, aren't they all much stronger? Only being weaker based on build quality.
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." - Oscar Wilde

FlameBlood

Quote from: Tynan on June 26, 2018, 05:39:38 AM
Multi-analyzer no longer requires advanced components. Plasteel is enough.

NOOOOOOOO! :(
That was so nice, so well-placed requirement. Many high-end techs depend on the analyzer, so it was a great addition to both challenge and story. Colonists should have actually achieved something, proved that they are ready for the late game.
Yeah, adv.comp. is still needed for a Fabrication, but it does nothing with techs unlocked by the analyzer.

Madman666

#626
Did some testing on how quality stuff works for furniture assembly. A legendary master in Construction skill failed to a produce a single legendary bed in 200 attempts. He did dish out about 10 masterworks, but not a single legendary.

A conclusion i came to:
1) Other than beds and furniture we can forget about having anything masterwork, as resource costs in anything other than wood make it wasteful and pointless - stat difference between regular excellent stuff and masterwork just isn't nearly worth the time and resources. Legendary master builder (lvl 20) only has about 4-5% chance to produce a masterwork.

Stats comparison: masterwork bed vs. excellent
Immunity gain: 110% vs. 110%
Rest effectiveness: 125% vs. 114%
Surgery success chance: 69% vs 61%

2) Inspiration just gives your +2 quality levels once. So first you have to win one lottery and get exactly creativity inspiration, second lottery - get it on exactly your best builder. And third lottery - get at least excellent quality item, so it gets +2 and becomes legendary. And it works only once, so if you failed 3rd lottery - you're back to step one. Considering that first you need to make those whiny aristocratic frontier-hobos ultrahappy - good luck with that. I think player has better chance of pulling off a jack pot at a casino.

Verdict: I guess this idea goes quite well with "memorable storytelling" route RW is going. It makes legendary items truly legendary rare and you probably won't forget obtaining such a thing anytime soon. As you either need to be a god of random, or a master tactician to pull off a tough fight and get it as a quest reward. On one hand, I can't say i am fond of this change, since compared to B18 its a massive nerf to having lvl 20 crafters trained. On the other hand it makes colonists more expendable, since you don't really need to fear losing that god-like builder anymore - a pawn of skill level 10 can produce those excellent items and thats optimal.

I wonder if those quality chances can be tweaked via xml? If they are, i would really like to know where to look.

P.S. Thank god, multi-analyzer no longer needs adv. components, since you have to rely on luck to get those prior to fabrication. Never did dig progression locked by RNG.

XeoNovaDan

Shouldn't the workLeft for smoothing stone walls (and floors if possible) be stored in the Things themselves rather than the JobDrivers? It seems odd that interrupting somebody's smoothing job just magically reverts all of that person's progress on smoothing stone stuff.

NeverPire

Quote from: FlameBlood on June 26, 2018, 06:39:32 AM
That was so nice, so well-placed requirement. Many high-end techs depend on the analyzer, so it was a great addition to both challenge and story. Colonists should have actually achieved something, proved that they are ready for the late game.
Yeah, adv.comp. is still needed for a Fabrication, but it does nothing with techs unlocked by the analyzer.
There were too much RNG needed to get them. An opening of an ancient danger room could be enough to find them (that's the case in my current game) or in the opposite you could just stay stucked due to the lack of advanced components. I prefer the new recipe.
I will never do worse than what I do now.
It's what self-improvement means.

Yoshida Keiji

Quote from: Tynan on June 26, 2018, 02:24:55 AM
Serious question: Should I write on the scenario description "this scenario is unfair"? Because it is, and it must remain so. Especially if you're choosing biomes without healroot.

You need to implement the difficulty unlock system. A new player shall at least finish the tutorial first in other to be able to play the other scenarios. A new player shall start with Peaceful and win it three times in other to get Base Builder. Then again, win three Base Builder difficulty games to unlock Some Challenge and so on... Same with biomes, gradual progression.

Steam only tells a player how many hours someone has played. I wish Steam could also record how many hours a player has dedicated to each difficulty level... then people like me could print screen a screenshot to show to the world how many hours we played on the basic levels...BEFORE jumping to the higher difficulties. Remember that turtle always wins over rabbit. It's a pity there's no way I can show that to everybody else as example myself.

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