TynanSylvester

TynanSylvester



23 Jul

Comment

Originally posted by Irontoes

I completely agree man. There's a bunch of content here that feels like a good idea that was never really fleshed out. I got really excited to play some spiritual forest tribals. From what I've read things change and it'll have more of an impact on the mid and late game but I can't get that far because the entire colony implodes when everyone has massive mood de-buffs from day one because they wont stop cutting down trees no matter how I set up grow zones. I guess I could try playing with no farms at all but that just feels tedious and dumb.

FWIW the grow zone thing will be fixed soon. (It already is on the unstable branch).

Comment

Originally posted by Paralytic713

Im fairly certain Tynan created a lot of these Ideologies to give people a story and wasnt worried about balancing them all to feel equally good. I imagine he was also thinking some of these would be great for peaceful games.

Right. There's no intent to make every ideoligion be equally-challenging to play.

"Typical" games are about testing the player's skill and rewarding it with triumph. RimWorld really isn't - and that's a principle I've been firm on since 2013. RW is about playing with stories - triumphant, dramatic, tragic, comedic. All the emotions we can get.

The idea that every ideoligion should be equally challenging is something you'd import from games that are about skill testing in exchange for triumph emotions. That's a fine approach to game design, but RimWorld's approach is different because its goals are different.

As a simple example, if you want to make a story that is really absurdly tragic or ridiculous, it's hard to do that if every possible belief system is "balanced".

Think about the great stories you love. Most likely the situation in those stories wasn't fair or balanced.

We will be refining 1.3/Ideology. We tested it a ton but there are a ...

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22 Jul

Comment

Barrie, no!

We'll look at this.

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This has been fixed on the current build. Sorry about that - it was not caught in testing.

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Originally posted by Spazgrim

Terrible yield it seems but very interesting, torchlight is enough which would make it viable even for tribal colonies.

Potentially a way to survive toxic fallout?

I'm planning a balance pass on these fwiw.


21 Jul

Comment

We will investigate this!