Original Post — Direct link
about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by jevlaapa

Seems like they reverted the change that made implants not add a flat value to pawn value. So bionics/archotech are back to being absolute garbage from a wealth management perspective (rip my colony). Shame, collecting implants and upgrading your pawns was a lot of fun

IIRC that was a bug regression caused by another bugfix; now both are fixed as was always intended.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Renzolol

If they want me to fight head on then they need to stop sending raids that outnumber me 10 to 1. Even the best armour isn't enough to beat RNG.

What about just reducing the difficulty if you want less enemies?

Does the game have a place for a difficulty setting that is truly difficult (meaning not consistently survivable even with significant effort and skill)?

Or should it just range from easy to kinda-difficult, but never have a setting that is truly hard?

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by chickenpastor

"it's always been a goal with RimWorld to support players choosing their own path as much as possible" is he being sarcastic here?

He's contradicted himself.

Didn't he say on the ludeon forum last week that he doesn't want players to use mortars?

Doesn't this alone, in and of itself, contradict his statement?

Or is it like "their own path within boundaries set by Tynan's vision"

Its like that post about how rimworld is like playing with an angry DM who's trying to win at D&D

No, I didn't say that on the Ludeon forums last week.

Perhaps I would have said something like, "The game should present a variety of challenges which require a variety of strategies to defeat, at least at higher difficulties. A game where every challenge can be defeated with one zero-risk low-interaction nearly hands-off tool is unnecessarily boring."

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by RSev

Also someone should be pinning the updates at the top of the subreddit so people can see there’s a new update

Edit: these are just the highlights of patch notes


Summary of patch notes :


Multiple thrones per room

Controllable throne speeches

Category-based melee verb selection. (pawns with swords & knee spikes are now better than pawns with just swords

Pawns can be master of any animal regardless of skill (no more mood debuff because your pawn doesnt have enough animal skill to "handle" a thrumbo)

fix for shuttles landing in unfortunate places

lots of changes to quests (many specific changes, check patch notes )

Extended hive spawning delay the 14 seconds to 28 seconds (I believe this means it doubles the time you get to prepare for an infestation)

Market value of Luciferium reduced 120 -> 70

Joywire consciousness debuff 20% -> 30%

Spike trap cost 35 -> 45

Wood sharp damage reduced .45 -> .4 (wooden weapons do less damage)

Ship landing beacon requirement: microelectronics -> electricity (much more accessible now)

Negative health conditions now affect market value of pawn (ex mind screw)

Armor no longer prevents damage from surgery failures. (surgery just got more dangerous)

"fix: Some shelves have 'Allow fresh' whereas others do not." (This might be a fix to the issue of no fresh or rotten option in stockpiles sometimes)

Wild men/women no longer get "naked" debuff

FYI to anyone reading, this isn't the change log, it's just some random snippets. I recommend reading the original post.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Zaorish9

Is it not true that the word "boring" is very different to different players, and many different players enjoy RimWorld? Some with more automated and some with less automated colonies? Real-time strategy war games also allow players who enjoy more macro management or more micro management to enjoy their games, neither are disfavored or punished.

As an example, in the game "Starcraft" you can be a player who's really good at very precise active tactics, or a player who's really good at overall resource management with automated commands, and both ways can win. That's a good thing!

Fair enough but RW is not about achieving 100% automation, it explicit and consistent design goal is for a colony to remain interactive and transformative and dramatic. For automation I highly recommend the excellent Factorio - but that's a really different game.

In StarCraft, you can't just do the exact same thing in every game, every situation and win.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by chickenpastor

Shouldn't it be up to the player to decide if they find mortars boring or not? The n number of mortar nerfs have removed mortars as a legitimate strategy rather than a "zero-risk" one as well.

Its a single player game. It should be up to the player what he wants to do with his pawns. Does he want them to stay safely inside? Let them.

Has he already had a bad raid and can't really survive the next one? Mortars are a legitimate strategy to protect the base from having to restart the colony.

But that isn't the case anymore. Now, one would lose hi colony to luck. To something he can't control. Players should always have some sort of control over the story

As others have noted, mortars are still extremely useful in a wide variety of situations. Basically 100% of players I see playing the game use them at all difficulties, so they're definitely a legitimate (and probably still excessively useful) tool.

One design path would be to simply just ignore the relationships between challenges and tools, yes. We could give the player a set of tools and present a set of challenges, and simply let one tool defeat every challenge without interaction. Or perhaps let every tool defeat every challenge without interaction or risk. After all it is a single-player game.

The problem here is that you're removing the entire strategic decision-making aspect of the game. This is why RW is still a game and not a toy. People like making strategic choices, evaluating, learning, improving their understanding and skill. "Oh, that wasn't the right approach in that situation because of XYZ, next time I'll try strategy ABC." And so on. If you have a win button against every challenge all that is gone. It would still be fun in a The Sims sort of way but it would be missing a lot.

At moderate difficulties, nobody loses a base to pure 'luck'. There are always many ways to have prevented the loss, (even if they would have required preparing for threats better instead of simply responding differently at the last minute). At the highest difficulty this is probably also true, but even if not, it's the designed goal of the highest difficulty to drive brutal tragic failures even if it's unfair and taking that away would be taking away a legitimate gameplay setting for people who want it.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Zaorish9

RW is still a game and not a toy.

Speaking as a simple-minded consumer, I tend to feel that RW is a toy, in the same glorious way that "Minecraft" was and is. Or perhaps a "game system" instead of a "game". There are so many modifications, and so many different ways to play it, that its goals are really up to the player. You can make a peaceful cute animal farm, or a hardcore sex fetish factory, or a castle of honorable knights, or a planet-sweeping army of death robots, or a cannibal nightmare. All with mods and gameplay settings. It's a toy or game system where you can set goals, challenges, and story elements to be included and excluded.

If you have a win button against every challenge all that is gone.

I feel this is a bit of a reduction to absurdity. Would it be okay if a legendary shooter for example misses 1/2 of mortar shots instead of 9/10 ?

I'd say it's a toy at some difficulty levels, at Merciless it's not a toy though.

Would it be okay if a legendary shooter for example misses 1/2 of mortar shots instead of 9/10 ?

You can rationalize it fictionally in the game world (though real mortars also have low hit rates even when used by the best soldiers in the world). But RW is not designed as a blind simulation of real life; it's important to consider what would happen to the gameplay and strategies.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Zaorish9

Thanks for your kind and thoughtful response. All I can say is that I'm so happy your game is so friendly to mods and to enabling/disabling events, this allows so many people to enjoy the game outside of its intended design goals.

Also, if you're reading this, is there any chance for a table-top Rimworld game, something like the game "Legacy: Life among the Ruins" ?

Thanks :)

I would love to design a board game (or write a book, or...), but I think people really want me to work on video games and I'm cool with that too.