Original Post — Direct link

So first off: Rimworld is life. I’m over 4000 hours now. If Royalty was released as a button that said, “Ludeon needs 20 bucks” I would have pushed it. I’m zero percent upset about it.

But if it can be improved upon, I want to contribute. And I figured out what I dislike pretty fast, and I’ve seen the same sentiment from a lot of others. And it’s this:

It turns your colonists into assholes.

Any colonist who gets a title starts slowly become an obnoxious piece of sh*t. I don’t want to give titles to that one colonist I already find annoying. I want my favorite colonist(s) to be the leaders. But now I hate them. And I want to like my colony.

I honestly wonder if this can be addressed by simply changing some of the language in the game, and tweaking some of the events. This throne room bullsh*t, ‘undignified’ bedrooms, refusal to work, and royal decrees. I get it that you need to balance the psychic abilities, but there has to be a way to handle that in a way that doesn’t make you hate your own colonists.

I’m not sure what good alternatives are, but I’m sure the community could come up with some, and I’m looking forward to a nicely balanced ‘Colony Royals Aren’t Twats’ mod

/soapbox

Edit: a number of the responses have summarized the issue better than I did: Rimworld is a story generator, and having your survivalist pawns rapidly degenerate into selfish, entitled assholes is bad storytelling. A ton of this is just a narrative problem, not necessarily a mechanics problem.

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

Originally posted by biiingo

The fact that they come way more frequently than advertised is a bug that Tynan is aware of

Not a bug, just unclear. The system cut time up in 18 hour chunks and placed a threat in each chunk randomly, so with bad luck you could have two threats close together. It was designed this way to create some variation but it turns out that the "approximately every 18 hours" reads more as "exactly every 18 hours" so we changed it to match expectation several days ago. I already designed a rework to how these threats are sequenced, but it'll take more time before that is implemented.

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

Originally posted by Ankoku_Shinwa

The best chance for change is going with what u/A_Sham said and call them "douchebag points". It is a catchy name and pretty much sums up the issue.

Real nobles used to descend upon estates. Their length of stay often depended on how much they wanted to financially ruin said estate. They would hunt out all the deer etc.

That would make an interesting aspect to the game, where if you want to trade with nobles and use powers, then you have to deal with them when they arrive and eat you out of house and home.

Decrees and quests can be a constant game of gaining and losing faction relation points depending on accepting/refusing/completing and failing them.

As has been mentioned elsewhere, having a harvest decree at the end of autumn when you haven't even planted said crop is just dumb. You just end up with a -15 debuff for about 2 seasons. Loss of a faction point per day or some such would be better.

I too am at the point where I only give titles to already pretty useless pawns. After you give your first starting pawn a title and ramp it up and realise a great pawn is now useless, you decide to never make that mistake again. Now, I am just checking my pawns to see who already has the most of "Incapable of" traits and just give them the titles.

If you were to allow a noble to hunt, their hunting should be random and they won't haul it back. You just end up with random dead animals on the map you have to haul in if you want the matts.

I like the casting stuff, I like the Empire/rebels aspect. The whole noble title thing and all that comes with it doesn't really seem to fit in well.

Making a monument and then instantly destroying it the moment it says: "Quest Complete" also feels really weird.

As has been mentioned elsewhere, having a harvest decree at the end of autumn when you haven't even planted said crop is just dumb.

FWIW, we fixed this some days ago.

"Making a monument and then instantly destroying it the moment it says: "Quest Complete" also feels really weird. " - Yeah, I agree.

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

I've been collecting a massive amount of feedback from lots of sources (as always) and looking for themes. A lot of things tend to come up over time that aren't really perceptible at smaller-scale testing. But with enough people and time sometimes you see the same theme pop up repeatedly; this seems to be one of those.

Without promising anything since I haven't dug into the design in detail (hard to tell where there might be blocking design issues with changing it), we might do something about this as part of the content add-on.

Anyway, I appreciate the feedback.

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

Originally posted by darkbat069

I just discovered Rimworld and like most on here, I'm addicted. I bought it 5 days ago and logged 85 hrs already (good thing I'm quarantined. My girlfriend hates you by the way, lol. Yes, I wanted more and bought Royalty yesterday. I liked the quests starting out early and the minor help with possibility of adding colonists. I was letting the royal experience happen and picked one of my favorite colonists for the rep and first title. Then I started realizing I was losing some control over them, couldn't draft them into a group and they were trying to command the animals. They have their weapon but it doesn't show on their box and I can't make them use it. They have abilities but don't use them because they won't let me draft them into a fighting squad or even singly. This instantly became a huge annoyance. What is the purpose of designing a game where you are trying to get a group of survivors working together then turn one into a walking conflict that's just going to be a detriment to the moral of the whole community you are trying to build. Yes, I've read many are complaints and agree. Seriously though, to design a game with all this different and fun building blocks where you have to balance you way to and through obstacles and hardships, to only introduce a keystone foundation block that's going crumble on you and topple down everything you worked hard for. I'm ready to just kill my colonist that gained the title of Ensign and work through the loss. f**k it! Death to the royal assholes and f**k their psionics!

Thanks for the props :)

What you're describing isn't part of the game. Sounds like a bug in one of your mods is breaking something, you could go to the RimWorld Discord troubleshooting channel to get help with that.

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

Originally posted by darkbat069

The only mod I run is the Royal DLC. I don't run any of the other mods.

Very strange! Could be a corrupted install too; it may be best just to delete the game files and let Steam re-download them. Steam corrupts files sometimes.

If you went to #troubleshooting in discord.gg/rimworld you could definitely get some help, especially if you could post your log file.

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

Originally posted by darkbat069

I didn't go through Steam, I went through GOG. Also since installing Royal DLC I now get the Debug Log window popping open every time I start the game. I like the DLC okay, enjoy the quests and such, just not the royalty aspect of it and how it divides the colonist. I just play the quests avoiding the royal ranking rewards or ignore them completely if they are going to give a colonist ranking.

Thanks, I appreciate the feedback.