Originally posted by
Avder42
Glowy tree neat.
But there are so many changes, asuming most/all of it makes it into the next stable release, that it feels like it should be 1.2 instead. The Psyfocus changes are DRASTIC to say the least, the manhunter pack nerf is just sort of another slap in the face in the vein of "oh you guys found a way to turn a mechanic into an advantage? STOP HAVING FUN RIGHT NOW!" like the mech assembler and mech disassembly nerfs were. They keep limiting our options.
Now with manhunters, there will be little point but to lock the doors and stay inside for two days because there is literally no payoff for facing them if you have the option to not bother with them.
I know I sure as f**k wont be bothering with the next 75 Megasloth manhunter pack that spawns on my map if I won't get a single unit of meat or heavy fur. They can run around outside. I've got 35 days of food stocked up at all times, two days is nothing.
And then what about a newer base? Manhunter packs at that level can be a huge challenge but also provide a nice relief from needing to hunt for food constantly, letting your small colony focus on building, researching, etc until the meat runs out. Now? Face this challenge for no reward or die because you haven't gotten the walls up yet and are too small to possibly have everything you need for two days inside!
Yeah, thanks, no.
Obviously if the manhunter change makes it in, I assume someone will make a mod immediately that reverts it or makes the disease mechanic more interesting like say, no meat decay, but it's a rare disease your own animals can catch and if the disease gets too far ahead of immunity (25% maybe?) they go manhunter. You know, something that might actually make sense since going nuts would be a virus/bacteria/prion that affects the brain and not the whole damn body.
And I will of course install said mod immediately because manhunter packs are immensely enjoyable and I don't think they detract from ranching or hunting at all. I have tons of cows that I keep for milk production, and my relationship with animals since day one has been GET IN MY BELLY, so yeah. Plus without hunting the only way to train shooting is raids....
And another problem is having tons of animals on the map for ranching slows the game down a lot because the game has more pawn actions to figure out, more paths to calculate, etc.
I just think it would not be a good change, at all.
"Now with manhunters, there will be little point but to lock the doors and stay inside for two days because there is literally no payoff for facing them if you have the option to not bother with them."
In brief, the payoff is that you don't need to stay locked inside for 2 days, and you get some meat. Sometimes it might be worth fighting them if you need to get outside quick or need to save someone. Sometimes it might be worth staying inside. It's a tradeoff and a choice. Instead of always doing the same thing, now you can decide between two paths whose cost/benefit changes depending on context.
"manhunter pack nerf is just sort of another slap in the face in the vein of "oh you guys found a way to turn a mechanic into an advantage? STOP HAVING FUN RIGHT NOW!" like the mech assembler and mech disassembly nerfs were. They keep limiting our options."
Surely you can't actually believe that my goal is for you to stop having fun.
As for 'limiting our options', the goal is the exact opposite. No options were removed by either of the changes you mentioned (or at least nobody has ever mentioned one). Instead, there are now more reasons to exercise more options. For example, deep drilling existed but nobody used it because mechs delivered enough steel/plasteel to make it pointless. Now mech fighting and deep drilling are both real parts of the game with real motivation to participate. Same with manhunters and hunting/ranching. You'll be doing *more* things, interacting with *more* systems, not less.
It's a straightforward case of tuning down one overpowered source of resources to make other sources relevant, which amplifies options. This is game design 101-level stuff. Of course it may still be wrong, but the rationale is here.
Speaking more generally --
Don't confuse "getting what you want" with "having fun". These are not the same thing in games or in life in general. You can dev mode in any resource you like in RimWorld. You got what you 'wanted'. Is it more fun? No, because it trivializes the process of striving, learning, progressing, succeeding which is what humans actually find compelling. The purpose of the game is not to succeed, it is to strive. It's just a cognitive illusion that makes people think that the goal is the source of happiness when it's actually the path to the goal that is compelling and engaging.
In order to understand these design decisions you need to stop looking at it from within your goal-focused motivation while you play the game, and start looking at it from the external point of view of a game designer who is working to create a game system that generates interesting choices, varied strategies, and that same goal-motivation.
Obviously I make mistakes and there are reasons to disagree with my decisions but it's a lot more constructive to do it from the point of view of trying to design the game better, not from the point of view of trying to win the game.