1.0 changing the game too much?

Started by StoriedStorm, July 22, 2018, 03:56:37 PM

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Oblitus

#135
Quote from: Tynan on July 27, 2018, 01:27:59 AM
Blongo, please review rule 2 in the community rules. This is a friendly warning. I want to hear negative opinions but there's no reason to express yourself that way.

It would also be good if you have some indication of what you're referring to. Is it just this one aspect of managing colonist with large numbers of bionic parts? Or is there any other specific experience you're thinking of?
I'm starting to think that rule 2 warnings are RNG distributed on negative feedback, since I don't see anything like that in his post. Unless that rule means that any show of emotions is a crime.

Colonists are really moody, freaking out on all sorts of random things, easily beginning tantrum spirals. 1.0 added more negative debuffs, barely adding anything positive to offset them. I just can't believe that they are human beings at the moment. And when some arrogant model would rather eat raw meat than try to cook it or supersoldier would better bleed out than try to treat a wound - it is not helping.

P.S.: No more Jensens? Finally.

blongo

#136
Quote from: Tynan on July 27, 2018, 01:27:59 AM
Blongo, please review rule 2 in the community rules. This is a friendly warning. I want to hear negative opinions but there's no reason to express yourself that way.

It would also be good if you have some indication of what you're referring to. Is it just this one aspect of managing colonist with large numbers of bionic parts? Or is there any other specific experience you're thinking of?

My bad, just the actual length of the rages.... Early game, if one of your colonists breaks down, a whole day gets wasted and they ignore their bodily needs. Anyway for me it became a positive feedback loop, of my colonist is unhappy because of starvation, but starvation happened because when she/he broke down and she/he didn't feed her self. So it made working with neurotic traits very very unpleasant. 

If it wasn't for that new colony hope buff, my colonists would of for sure just have been animals, running around punching things and bleeding all over the place.
I think new colony hope is a good buff to have, but is there anyway you could make it so that its an actual buff instead of a buffer?

To me its like all the colonists grew up middle class in suburban homes. I mean the problem with your buff and debuff situation is, there is only 3 slots for verity. Instead of each person having a preference, its each person is the same except for _x, _x, and _x.  Why is it that playing as the rich dude, and playing as the tribes people, all get annoyed by the same things?

If you are going to rely on these buffs and debuffs so much for balancing the game, then maybe give them their own associated decimal value. So perahps colonist x is only 0.5 percent displeased with being naked. And that way personalities aren't being bottle necked by your limitation of 3 trait slots.

Then you could have crazy verity. All the debuffs from dirtiness and food poisoning gets scaled down on some of the tribes people; those people i could see having an inherit problem with bionics. And for the space colonists, those people would rarely have a problem with bionics.

I think that would be kinda cool? if you hid the internal mechanics that define personalities. With the decimal system, it means not all x trait are equal, and it would be kinda cool provided if the numbers gravitated towards the mean, to find out just how much of a neat freak, or chemical interest, or nudists actually is. It would give the colonists more personality.

Edit: i can't believe i left out the whole death debuff mechanic. Why is killing (seeing a dead body) a debuff? Your whole game is centered around the idea that everyone grew up in the 21th century. Death was a very common thing in every century before that. From the roman days of crucifixion, to even WW2 the Japanese unit 731..... To Even Americans in vietnam commiting the My Lai massacre. Only now with a pampered society did people have a problem with death, but in every time before then and also it being culturally dependent, no one really cared unless the person was considered in their scope of justice. So yes if your best friend died, or your girl friend died, Setting fire to your own base is an appropriate response, but cutting out the organs of pirates or executing prisoners should not be any where near as big of a deal as it is in the game.   Perhaps again add a cultural dependent factor, that Nerfs the debuff for all the natives on the planet.

But yeah, i mean Aztecs loved sacrificing people over a game of basketball.... I'm not implying the game should be historically accurate, it just doesn't align with any universe that i know of.

HappyNihilist

 Of all the things I have seen in this thread, I think I really like the idea of a specialized military type colonist the most.

I look at it like this. If Pawn A has trained up and has a 16 shooting. He very rarely will ever miss a shot on a target not in cover. On top of hitting more frequently, he will also have a much higher vital organ hit rate, as this is a combat specialist. He will kill/down pawns quickly if given a good weapon, and has a very low likely hood of being killed himself due to the speed in which he is able to dispatch other pawns. Of course this would be mitigated by a sniper, or another equally skilled pawn on the enemy force, or even say a tribal zerg rush, but , in general, having pawns like this would balance combat in your favor.

Now to have these "military pawns" we could balance it so they have to train daily. This means other colonists are going to be doing the work to feed them as they will contribute little, outside of maybe hunting, to the colony. This could also allow balancing of enemy raids by not only numbers, but whether they include their own pawns like these. Also, now you can eliminate door cheese, without bringing back kill zones, and still give the player a tactical way to fight back against the numbers that the raids always bring.

This could allow players to go for a strategy that allows them to not just draft everyone when a raid comes, and engage in combat without needing to cheese to keep their pawns in tact. Of course, I am sure this would need some tuning, and there may be consequences I am not thinking of at the moment to implementing this, I think as a rough idea it could be both fun and balanced, along with realistic.

tommunism

I've been playing 1.0 for awhile now and I really don't know what y'all are talking about with the 'its too hard' stuff. I'm playing on the second highest difficulty and on Cassandra and so far my colony is doing really well, I haven't savescummed at all and while yes, I've lost quite a few good people, I've acquired new folks and had to make do with some less talented pawns, what can I say, it's part of the fun of the game.

Quite a few of you seem to be moaning about mental breaks and I seem to be having less of these than before? Because of the greater range of mental breaks they're now easier to deal with, tantrum and corpse obsession are over pretty quickly and don't cause that much fuss. I always make sure my base looks nice and has a lot of fun stuff to do though so my pawns are less likely to revolt, maybe some of y'all are missing that?

To be honest, now that i've got my autocannons up and running raids are an absolute breeze, If anything too easy, I hope there's going to be some form of escalation to make my cannons less effective. Overall it's pretty great so far.

Eterm

tommunism, there was a bug in one or two of the recent builds were raids would suddenly double-up on top of each other, you could end up with 3 raids in 2 days. Many of the "It's too hard!" shouts were during that time.

tommunism

That's fair enough, to be honest I feel like raids are pretty low on the ground but occaisonally I'll get two in a row.

Wanderer_joins

Quote from: tommunism on July 28, 2018, 06:36:42 PM
That's fair enough, to be honest I feel like raids are pretty low on the ground but occaisonally I'll get two in a row.

You'll have roughly the same experience on merciless. Mood is slightly harder to manage, raids slightly larger but with the adaptation system you can easily be in a situation with smaller raids on merciless than survival, depending on wealth mangement and accepting some losses.

For sure 1.0 is "easier" than B18 if you consider the absolute scale of the threats and caravaning, but a/ raiders have different strategies ( sappers have been fixed, split raids, more drop pods raids etc...) and b/ i think it's a conscious effort from Tynan to encourage direct combat and make killbox useless, because you can literally fight without killboxes.

A lot of killboxes were built because players felt overwhelmed by the threats. They still work, but you can and certainly will enjoy the game more without them, it's like learning how to ride a bicycle, at some point you remove the training wheels.

Syrchalis

I see killboxes more as a tactic against particular threats, like cooling/heating an area against infestation and trapping a crashed ship part. It works in those few instances, but it's not a "counters everything" tactic.

And that makes them pretty decent actually. They counter basic raids, but because they don't counter all the other threats there is no point investing all your security into the killbox. Basically this: Is it worth having a kill box? Yes. Is it worth throwing all your defense effort into it? No.
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.

Ukas

Quote from: Eterm on July 28, 2018, 05:44:09 PM
tommunism, there was a bug in one or two of the recent builds were raids would suddenly double-up on top of each other, you could end up with 3 raids in 2 days. Many of the "It's too hard!" shouts were during that time.

And this is new how? While it's unsual, I've still experienced 3 raids in 2 days happening at least once in all my games, since I started to play (A14). In my current game (B18) 3 raids happened as well, and also a toxic ship landed as a bonus, all within 2 days.

Kayrah

#144
hey, i just started playing rimworld on 1.0 and read through some of the pages.

first i want to say, that when the enemy pawns play by the same rules as yours its extremly unfair when they overwhelm you in numbers. especially when you tweak their behaviour to human like and not just kill fodder.
i dont know much about kill boxes and just try to defend naturally, but at the mid?late?game it feels impossible to fight. one centipede just kills my entire team with rockets. when you engage them in brawl, theyre ok, but not when there are 5 of them + the small ones.
or hundreds of insects...
ok im noob at this game, but im just playing on medium and ive to reload all the time.**

also why do i get an insane animal directly after raids everytime?

other things ive noticed.
-electronics brake down way too often. its just annoying, even if you completely ignore autodoors and all that stuff and just run a lowtech base. but why have autodoors then anway?

-events are always the same. its either raid, siege, drop or ship. than the usual wire explosion, breakdown, blight.. its kinda boring after a while

-i feel there are no ways to outtech those events and get a mapwide hightech base that can start to take over the planet :D it seems at one point you have to build your spaceship or walk to the abandoned one and finish it. im more of a builder type and id like to stay :D

-sometimes i dint understand my own pawns. like why just run into all the enemies, when i forget to draft them and sometimes the undraft themselves

-i miss the option to set pawns on strict diets, so i dont have to micromanage cannibals/non-cannibals

-id also like to have a repair feature for clothes and weapons.

**just like right away. i form a caravan to trade some stuff. then the cascade of events start. volcanic winter+infestation+psychic ship. while i could deal with the winter and the infestation, the ship drove my colony crazy. its just too much. and somehow the caravans are bugged. pawns stop their normal scedule to pack the caravan and then get too exhausted and drive crazy.

zizard

Quote from: Tynan on July 24, 2018, 06:19:45 AM
Quote from: zizard on July 24, 2018, 04:35:59 AM
Just to give an idea, I could probably win a 3v30 pirate raid with nothing but the starting crashlanded weapons and pawns with practically no effort and without the raiders having a chance of making a single attack, and this does not involve some elaborate giant base or 100 traps.

How? Door peeking, or something else?

That tactic is still classified, but here is a way to do it without performing a single attack. It is reliable.

https://www.youtube.com/watch?v=jPhlrovgz08

Studly Spud

well ok then, if you want to play like that.....

zizard

Quote from: zizard on July 31, 2018, 05:32:54 AM
Quote from: Tynan on July 24, 2018, 06:19:45 AM
Quote from: zizard on July 24, 2018, 04:35:59 AM
Just to give an idea, I could probably win a 3v30 pirate raid with nothing but the starting crashlanded weapons and pawns with practically no effort and without the raiders having a chance of making a single attack, and this does not involve some elaborate giant base or 100 traps.

How? Door peeking, or something else?

That tactic is still classified, but here is a way to do it without performing a single attack. It is reliable.

https://www.youtube.com/watch?v=jPhlrovgz08

The tactic has been declassified and documented here: https://www.reddit.com/r/RimWorld/comments/aweiri/gunless_trapless_degenerate_melee_permastun/

Kirby23590

1.0 Did change the game a whole a lot, i mean in the past versions, the raids with mechanoids were uncommon until you get into a point with your wealth but didn't stop human raiders from coming where they start to bring doomsday launchers or triple rocket launchers it was still challenging and can be a bit fair... Especially when fighting them without killboxes and using some new tactics...

What i don't like in 1.0 is that they change how the raids worked like for some reason... Mechanoids become so very common in late gate in raiding you to the point it punishes you for not getting a killbox with autocannons, to the point i just bought EMPs all day and was forced to get charge rifles and ditch the assault rifles and get better melee weapons to the point it's not even fun fighting them Mechanoids when they become super common...

To the point human raiders from pirates, outlander and tribals become rare to point where i start to miss them... I mean despite that, there is something more interesting or fun fighting people with guns and clubs along side some curtain manhunter packs...

Just making Mechanoids to the point where they become a very common enemy to fight is just an odd decision, to me...

And some other points like Making industrial tech factions use transport pods where they can now drop in into your colony in or outside of it just feels odd to me when using some mods that add some factions like U.S Marshals or Outlaws from Westerado just feels odd and out of place for them...

Or the Sappers becoming way too common, where i can easily swat them with my snipers or with brawlers or with using a psychic lance on the sapper to where they can be easily defeated... I mean they could have attacked from the south of my colony where the defenses there are worse and don't have any single turret compared from the northern part of the colony...

So IMHO, the did change a lot of things, some have improved QOL that i liked
but some i don't especially like with the Mechanoids are just common or the part where Human Raids are just rare and Industrial Factions using drop pods like outlanders or modded ones like the ferals from Rim-arsenal or the Lost Platoon from Call of Cthulhu where it feels out of character for them especially for the LP from COC... :(

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