Unstable build feedback thread

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

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Oblitus

Quote from: Greep on July 13, 2018, 02:27:12 AM
Also, I have no idea what happened in the third pic.  Dan, my level 17 cook, was crushed to death by falling rocks...

but... there's some obvious support just 4 tiles north.

First death due to a bug  :'(
It looks like there is no connecting roof between north columns and collapsed part.

Greep

Oh I see, that was subtle.  It must have been a pillar further south that collapsed, and I forgot about that fact.  Augh.
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: Oblitus on July 13, 2018, 01:47:49 AM
And this is why covering shooters with melee does not work. It is a friendly fire. Both pawns are in touch range. And it is not a first time.

I had this happen to me as well :( It was a valid tactic before - a row of melees followed by row of shooters, this way holding a choke point could actually level the playing field. Now you can't even do that without risking making someone brain dead vegetable.

zizard

Quote from: Oblitus on July 13, 2018, 01:47:49 AM
And this is why covering shooters with melee does not work. It is a friendly fire. Both pawns are in touch range. And it is not a first time.

Within the no-intercept range, you can still get FF from missing when the wild shot goes into a square that your colonist is in. So use something that doesn't miss so much at touch range.

DubskiDude

#2509
Just to drive home the point about friendly fire. Look at this nonsense.

[attachment deleted due to age]

lanturn171

#2510
Sorry in advance for my heretical save scum. I want to try things more than I want to win right now. Patch 1960. I will try to track major loss events in the future.

Components seem much more plentiful through trade, but still expensive enough to cut into bionic, plasteel, and uranium purchases.

I still don't know what to make of the new turrets. There are times when a melee heavy raid stack up and destroy some, that's probably good. The biggest advantage that I've seen is vs mechs. Most of the time one of either advanced turret can beat 4ish Lancers and/or centipedes. That micro stuff is probably easy to test though. Over all, I still feel like the sniper turret is a bit of an oddball for the resources in and how it excels against high defense targets, but doesn't necessarily spend its time shooting those targets over some pleb with a steel knife. It does give options for play style though. Just my ramble.

Just establishing my kitchen on about day 160 after having one of my colonists make psychoid tea for years from like 6-12 cooking. Had a lucky artistic inspiration somewhere pre-60 days for a legendary 2600 beauty marble grand sculpture and colonists are too busy gawking to care about eating green paste.

Thanks to the makers and testers for all the hard work. The changes, feedback, and adjustments have been impressively rapid.

[attachment deleted due to age]

lanturn171

The home of turret testing save scummers

[attachment deleted due to age]

whitebunny

Quote from: giltirn on July 12, 2018, 11:15:58 PM
300+ hours of joy and I save-scummed all the way. Some see this as an invalid play-style but I personally don't see why someone would invest 10s of hours into building something that can get flushed down the drain on an unlucky diceroll. Of course I also don't understand gamblers, it strikes me as a similar phenomenon. Horses for courses and all that. I see no reason to change how the game is presented after all this time.

I think you're confusing gambling with risk management which is a common mistake people playing RNG heavy games like Rimworld or Xcom fall into.
Mostly it comes down to people taking data from a short-term or very narrow viewpoint where it seems like everything is chaotic and unfair.
On the other hand, managing your tactical and strategic goals based on broadly quantified and informed outcomes leads to better judgements which feed upon themselves creating a snowball effect into more favorable terms for your colony, squad and what have you.
TL;DR: I wouldn't dare to tell you how to play your game but try applying some lateral thinking and a broader perspective when dealing with issues in situations like these and you might find things to be more interesting instead of frustrating.

Going back to actual feedback: I think savescumming is a terrible way to play as well and it detracts from the experience since the game is clearly balanced around loss and struggle and this is what makes the stories stand out and be memorable.
Pushing it towards your vision by making the game permadeath by default with an option to opt out clarifies this message and in my opinion shouldn't even be contentious.

anitram

Hello, new poster here.

Playing the unstable builds for the past 2 weeks, on varying difficulties, never built the ship, here some of my observations:

1. Not sure if this is intended or a bug - I had two pawns with sickly trait, both of them died from plague, pretty fast mind you. The first one was in the beginning of the game, I had no hospital beds and just herbal medicine, but the other was yesterday - when I already had hospital beds and medicine... Is this planned for the sickly?

2. Animal re-spawn - when my colony gets to 13-16 pawns, full time hunting is a must (and the new wildlife tab is great!), but once I hunt down everything, they tend to re-spawn really slow - a hare a day. Is this normal?

3. Animal slaughter - sometimes when raided, both mechanoids and humans attack farm and pack animals first. Is this a new change, I don't remember this from beta? It can be both annoying and helpful, so not sure what to think about this... (I had 2 lancers hunting down my farm animals while the other 2 were attacking my base, so this could also be used as a tactic...)

4. Is the change about 2 caravans from opposite factions not entering the screen at the same time still on? I liked having them fight on my territory... Also, I remember from beta that members of one faction would start fighting between themselves (social fight?), haven't seen this in the unstable - was this also removed? I liked those events, you never knew what would happen...

5. Ancient danger: in 4 recent runs in the unstable I've had only one ancient danger per map, no matter the size (before I would get 2 or 3, depending on the map size). Also, in all of the runs I got only humans in caskets (not a single mechanoid to be seen).

6. I see that we now get notified when a predator starts hunting pawns (or tame animals) which is great. I've lost numerous dogs to that event because I'd get notified once the deed was done.

7. "Forbidden" - when a pawn collapses (due to illness, getting shot etc) and needs rescue, he drops everything he has on the floor and those things get marked as forbidden - meaning, pawns won't haul them. This is rather irritating because if you're not 100% sure where this pawn was when he collapsed, you can easily lose f.e. your only assault rifle (especially true on large maps). The other option is pausing the game and manually checking the entire map for the said rifle. Can the pawn belongings be marked as unforbidden?

Also, I've noticed that I tend to get a bit better pawns in random events (visitor, escape pod, refugee chased, even capturing raiders). Not everyone is a pyromaniac who can only do cloudwatching. Some are even very good. Is this just RNG or was it changed? Thankfully, no more colonies where 10/15 are idle most of the time because they cannot do skilled labor, dumb labor, violent and doctoring.

It would be nice to see in the caravan forming screen who has health issues - I've had caravans who had to carry dromedaries because of illness...

And on a funny (stupid?) side, I managed to kill a pawn I was supposed to save, because I right-clicked on him with a drafted pawn, thinking it would make the drafted one come near him...

Madman666

Quote from: zizard on July 13, 2018, 03:14:22 AM
Within the no-intercept range, you can still get FF from missing when the wild shot goes into a square that your colonist is in. So use something that doesn't miss so much at touch range.

This wild shot nonsense just penalizes you for using tight formations for no obvious reason. Enemies still cover fire from behind melees just fine, since they obviously don't care about a destroyed lung or one more corpse for that matter. But for player it seems you either go full melee or if your front row was engaged - you have to cease fire immediately and let your shooters just stay there watching the rape unfold, waiting for occasional targets of opportunity. So the pawn with perfectly viable weapon for close range (pistol, smg, machine pistol) standing right behind fighting melees isn't viable at all, unless you don't care about friendlies get shot by your own shooters.

Oblitus

#2515
Quote from: anitram on July 13, 2018, 03:41:14 AM
3. Animal slaughter - sometimes when raided, both mechanoids and humans attack farm and pack animals first. Is this a new change, I don't remember this from beta? It can be both annoying and helpful, so not sure what to think about this... (I had 2 lancers hunting down my farm animals while the other 2 were attacking my base, so this could also be used as a tactic...)

Also, I've noticed that I tend to get a bit better pawns in random events (visitor, escape pod, refugee chased, even capturing raiders). Not everyone is a pyromaniac who can only do cloudwatching. Some are even very good. Is this just RNG or was it changed? Thankfully, no more colonies where 10/15 are idle most of the time because they cannot do skilled labor, dumb labor, violent and doctoring.
Regarding animals - was always here. Raids are here not to take your stuff but do destroy it, so they are going for whatever they see. Killing animals, burning crops, destroying furniture.

Random pawns are still random. Still getting god-awful ones, and most are scarred.

Quote from: Madman666 on July 13, 2018, 03:53:20 AM
Quote from: zizard on July 13, 2018, 03:14:22 AM
Within the no-intercept range, you can still get FF from missing when the wild shot goes into a square that your colonist is in. So use something that doesn't miss so much at touch range.

This wild shot nonsense just penalizes you for using tight formations for no obvious reason. Enemies still cover fire from behind melees just fine, since they obviously don't care about a destroyed lung or one more corpse for that matter. But for player it seems you either go full melee or if your front row was engaged - you have to cease fire immediately and let your shooters just stay there watching the rape unfold, waiting for occasional targets of opportunity. So the pawn with perfectly viable weapon for close range (pistol, smg, machine pistol) standing right behind fighting melees isn't viable at all, unless you don't care about friendlies get shot by your own shooters.
Enemies not just don't care. They are happy to use AoE weapons in such cases.

Madman666

That really shouldn't be a thing at extremely close ranges (2-3 tiles away from shooter).

zizard

Quote from: Madman666 on July 13, 2018, 03:53:20 AM
Quote from: zizard on July 13, 2018, 03:14:22 AM
Within the no-intercept range, you can still get FF from missing when the wild shot goes into a square that your colonist is in. So use something that doesn't miss so much at touch range.

This wild shot nonsense just penalizes you for using tight formations for no obvious reason. Enemies still cover fire from behind melees just fine, since they obviously don't care about a destroyed lung or one more corpse for that matter. But for player it seems you either go full melee or if your front row was engaged - you have to cease fire immediately and let your shooters just stay there watching the rape unfold, waiting for occasional targets of opportunity. So the pawn with perfectly viable weapon for close range (pistol, smg, machine pistol) standing right behind fighting melees isn't viable at all, unless you don't care about friendlies get shot by your own shooters.

The touch accuracy of close range weapons is usually around 90%, and they tend to have lower damage and AP, so the risk is lower. An alternative is manually firing at enemies further away.

Madman666

Seems a LOT more than 10% chance, to shoot you melee pal in the crock pot. I dunno about you, but for me in the game that can and will kill and cripple pawns with just one unlucky shot, using formations, that can ruin you as effectuvely as enemy is a luxury i can't afford. And it seems the game steadily runs towards making every your tactical decision no matter how brilliant have a solid chance to screw you over still.

Greep

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