[1.0] RimWorld is being sucked dry of its flavour

Started by XeoNovaDan, July 07, 2018, 11:29:48 AM

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Razzoriel

Quote from: Madman666 on July 08, 2018, 05:56:11 PM
Flak armor is unrestrictive indeed. But do try to survive a scyther in it. Those like to drop pod on you and shank you to pieces literally. With how many raids now don't give a crap about your defenses and walls wearing plates or power armor is more or less a must late game. And a colony of 30 people or maybe more - some people like to play big maps with big cities. Now imagine having to micro that.

And even if you're prepared for the that tediousness, you d have to have armor stands all over your base, so that no drop pod raids can cut you off of your armory. And a good measure of luck so that no one pulverizes your pawns, while they are leisurely pull their pants off to stick some armor on for an hour.
That seems like an extremely high-end case on the end game where everyone already has access to an absurd amount of resources that push your wealth to absurdity and, as consequence, raid sizes.

Madman666

Yeah it seems. But its still a perfectly valid stage of the game, that shouldn't turn either into a tedious grind or a death roulette, right?

Razzoriel

You're talking about changes to an extreme case in the game. The whole game should not adapt to this situation, but rather the opposite. Id be in favor of wealth raid size diminishing returns to stop such cases to destroy colonies if theres no chance to survive. But id say that colonies of that size should be prepared for anything. Including drop pods landing in your yard. If you could post a video of such case it could be an interesting study case.

Madman666

#48
I wouldn't call it an extreme case. I regularly ended up with over 30 people on Randy in B18. And you can't really prepare for drop pods much. Its basically just unfair enemy teleport to a random part of your base thats guaranteed to do damage. Thankfully it at least gives you couple seconds to maybe try and evacuate people. But recent changes to both doors hp and closing speed only emphasize this problematic raid type. The only thing you can do is turn it into semi-military style camp with sandbagged defensive points and turrets scattered everywhere and slowly replace all doors with plasteel blast doors to better contain enemies.

In b18 i actually tried setting policies so that people can dress up in armor by themselves. But eventually i gave up on it because armor was inefficient and expensive and whole policy thing is still highly unreliable. In 1.0 I won't even try with gear equipment speed change its rather useless.

Also in 1.0 i still didn't get the chance to have a huge city sadly. Mostly i've focused on researching world map threat generation, to determine if its finally worth it to go out of your map tile for a change.

5thHorseman

Quote from: Razzoriel on July 08, 2018, 05:19:40 PMYou know what, raids are too micro-intensive. Pawns should just equip themselves and shoot and fight automatically, no user input needed.

Tell you what, base building is too micro intensive too. We should just expect pawns to automaticallt build, hunt, cook and craft what we want.

Actually, why cant we just win the game by default? Theres just too much microing in generating input for the game to respond to our commands. We should just command to win and win...

Two can play this game.

You know what? farming is too hands-off. You should have to manually tell your colonists to reap each crop and resow each empty square.

And making a shirt? There should really be a sewing mini-game where you have to perform every stitch. It's like they're giving us free shirts these days.

I heard someone won the game. We need to find out how so we can remove that cheat!
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.

TheMeInTeam

Quote from: Razzoriel on July 08, 2018, 05:19:40 PM
Quote from: TheMeInTeam on July 08, 2018, 02:05:54 PM
The amount of IRL micro time each raid is indeed the main downside to armor impacting work speed.  You need to do some pretty heavy zoning/careful shelf placement to make the in-game time decent, but because of how the game's clothing assignment switching works this still takes a lot of IRL time to do quickly in terms of game-time, and you can't afford to dally.

As for moving in armor, I'm not sure how heavy it's supposed to be in game, but if you haven't tried it you'd be surprised how much difference even 20 pounds of weight makes IRL.  Back when I actually had some athleticism, I could run 2 miles in ~11:20.  First time attempting it with that on, I couldn't even complete 2 miles w/o stopping to walk.  You do acclimate, but not to the point where it's like you're not wearing it (don't think I ever broke 12:00 wearing it).  Wearing enough flak to stop bullets is probably considerably heavier than that.

Maybe this is something that could make power armor more appealing than the flak stuff to a greater extent?  The implication given it's "power" armor is that it offers some assistance for movement that would otherwise not be there.

You know what, raids are too micro-intensive. Pawns should just equip themselves and shoot and fight automatically, no user input needed.

Tell you what, base building is too micro intensive too. We should just expect pawns to automaticallt build, hunt, cook and craft what we want.

Actually, why cant we just win the game by default? Theres just too much microing in generating input for the game to respond to our commands. We should just command to win and win...

No need for disingenuous stuff.  Provided you have the time, it's always useful to switch into armor - this is often not a meaningful decision and it *COULD* be ordered with a tiny fraction of the player inputs that are presently required.

To illustrate: zoning all of your pawns into a pre-defined region takes < 5 seconds, even if you have 20 pawns.  Giving orders to 20 pawns to switch into available armor could take a similar amount of time in principle, but right now it will take several minutes.

The less time you spend on rote micro, the more time is spent on gameplay where your inputs/choices matter and are not obvious.  If players want the "flavor" of poor UI civ 6 has so much you can literally spend > 1/2 the total time in front of the screen on that.  Rimworld has many features to avoid this and is better for that QoL.

kymlaar

As someone with nearly 700 hours in the game just since it's release on steam, and who played every version since Pre-Alpha Backer 1 extensively, I believe that the 1.0 adjustments are almost purely positive ones.  The melee adjustments are welcome, and I look forward to how they play out.  I also like how different ranged weapons seem to have different melee stats, though I would love to see those laid out, and the possibility of different versions (bayonet anyone?).

I can understand people feeling that some of the flavor is lacking, but I'm not sure that I really agree.  The difficult name changes gave me a moment of, "ooooh... I've been playing on hard and above!"  I can also appreciate the change to the word tea, because  pekoe is a specific type of tea, which I don't believe is represented by the leaves used in this.  That being said, I wouldn't mind some adjustments, factions meeting on your land to fight it out from time to time.  Pawns could even know to stay away, so as to avoid stray shots.  Being able to establish an alliance between settlements could be interesting as well, something more than just "you're their ally now."

As for medicine and bionics crafting, it's a favorite of mine.  I always felt like it was needlessly restrictive that I had to BUY medicine.  Sure, you start as a rag tag bunch, but over the years you end up with a fully functioning colony, or city, with lots of advanced systems.  I don't enjoy feeling like I can't have something just because it's 'advanced' and my colony is somehow not, even though everywhere is wearing power armor and they're crafting high end firearms and using advanced medical equipment.  I'm fine with the Archotech options being restricted to prizes and trade.  That makes it feel like there is a more advanced civ out there, and I'd love to see more of that.  Archotech advanced power armor.  Archotech beam laser emitters.  Archotech shield belts, which allow firing through them.  Archotech portable generators.  It would bring back more of the feel of being small, in a larger world.

And finally, I'd love to be able to repair equipment.  Sure, make it cost material, but I don't like having to remake constantly.

cyka

So far I have played 662 hours of Rimworld over the last 15 month. With 1.0 the game makes a huge improvement imo. Many good mod features went into the main game.

Combat rebalance: Straight OP tactics with litte downside got nerfed hard. I like that approach to balance them out by increasing cost and difficulty. Turrets need ammo and you can not have an endless big zoo of 70 huskys to do kill every threat.

Skill rework: If you use a skill with a flame you get a mood buff. That is an unexpected but welcomed addition. Your grumpy miner complains about mining in a shitty place? Well he is an expert miner, he can handle it now. Cooking became much more impactfull. Food poisoning can end your colony if you only have 1-2 pawns.

combat rework: Ranged weapons can not be used at melee range. That is a HUGE change. Took some time to adapt to it. This makes it important to have both melee and ranged weapons, i like that. Positioning and kiting is more important now. Playing combat smart is now more impactfull. Not sure about the current state of melee weapons. We will see how it changes in the next days. Maybe specialise via the kind of wounds they inflict?

Idea:
Swords cut of limbs, inflicting heavy bleeding. They have a low hit chance though and require higher melee skill to be good.
maces do not cause bleeding often, but can bring down a pawn quickly with broken bones.
Knives work like swords but do less damage, though you hit very often with even low skill.


Events: I like the "go out in the world and rescue bob" quests. Bob is guarded by "terrible stuff". Unsure about tornado. It sounds funny but if you have rly bad luck he could shread your base and there is nothing you can do about it. Also it would encourage you to allways go mountain base to be safe.

Infestations: you have some seconds to prepare now, good change. The kind instant spawn at very bad spots was very nasty.

Log texts: Some people complain about the flavour of cheap log texts. These are generic phrases put together in a context. Do not expect a witty essay here. I like them a lot. They are silly and funny sometimes. Both social and combat texts. In the end, the game itself writes the story, not the log.

All in all version 1.0 is a nice evolution of the beta. I can not understand the angry post about "duh rimworld lost its soul, so terrible". I really tried to understand the points made, but I just do not get it. It feels more like being angry with anything that changes, because you grew accustomed to the old status qou. Adapt and have fun.

Also for many niche demands there will be mods as allways. I was really suprised by the amount of negativity and anger in this thread.