Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Until it's not being revisited every update (signaling to me it's in a good enough place to leave alone) I'm not going to judge it. Since the world map has been a point of large focus for each of the alphas so far after it's release (2 I think?) and A18 hints at more, it's not done.
2.) What would you rather the AI did? That's just a question that came up while reading your post.
To my own opinion on that topic: I don't, and have no interest in playing on anything except Randy. Raids becoming predictably more insane, whether slowly (Phoebe) or at a decent clip (Cass) is meh to me. I like not knowing what's coming, so Randy works. Not as hard as Cass, sure, but as you mentioned, the game isn't a skill test. It is a story generator. I don't know what else the Storytellers could be programmed to do to the colony as far as their behaviors go. A larger variety of incidents for them to choose from would be nice, but that will literally always be true. Like, forever.
3.) Psychology Mod made that section of the game a whole lot more enjoyable for me. You should try it next time you fire up the game.
-------
Distinguishing pawns: I think it varies (kinda like people xD). I've seen some pretty suave looking males, and pretty females. And...then there are the ones where every time I reference them, he/she is chosen at random depending on my mood because the reality of their sex is entirely lost on me.
QoL things missing. Too vague a statement, no idea what I'm meant to agree or disagree with there. Also, for my part, mods have filled in plenty of any QoL problems I felt personally impacted by. "Mods shouldn't be needed for basic stuff!" *shrugs* old, tired argument. If developers allow for mods, as this one has, then mods are just going to be part of the game's culture. If someone with the skills thinks it's as obvious an oversight as other people do, then there will be a mod for it if at all possible. For me, that's enough.
Mechanics unfinished - it's EA. But you know that, you said as much, so nothing else to say there.
Every faction has a leader. Yes, I knew.
Think I covered everything from my perspective.
1) Well, yeah, world map seems to be under heavy development, so we can say it's "just a common EA problem" and forget about it. Maybe it's just missing some balancing or some mechanics to become actually interesting. But I don't know what exactly Tynan is going to do with it, so I'm just saying what's wrong with the current version (they've already spent quite a lot of time on it after all). But reading the forum I can see the world map issues are pretty much obvious for most players, yeah.
2) I used to play with Randy, but then switched to Cass. Honestly can't recall why exactly, but I think I just wanted to see what an actual storyteller (not just the RNG) has to offer in Rimworld. It's one of the top features of the game after all, right?. And... it just fails (explained why). It doesn't offer anything of interest, simple RNG beats it easily.
And btw, Randy also has a raid power cap, which is also based on wealth of your colony. So even with Randy you won't get charge-rifle-pirates in the first year, nor you get wooden-club-pirates on the 10th year, nor you get 50 pirates in one raid even if the wealth of your colony is extremely high.
Though, as I said, infinite raid power is not the way the storyteller should be trying to kill you. It can mix a lot of different events together to create an unlimited number of variants your colonists can suffer, no matter how strong your colony is. But they don't do that. Not even Randy.
And they should be trying hard to keep the story going. No matter how cruel the story is, no matter how happy it is. They have all means to easily devastate any colony in one day (or make it suffer for years), and they have means to ressurrect a nearly dead colony making the same story continue.
They just don't do that...
3 and the rest) I'm of those players who don't like mods. Let me try to explain.
The fact players can make mods is of course great. Gameplay mod is a new game mechanic ready-to-play, so devs can give it a try right now and decide if it actually makes the game better. And then they can just integrate the mod into the core game, adding some tweaks and polishing in the process. Just like Kerbal Space Program devs did a lot.
But if a player just installs a mod, then another one, and then 15 more... The game turns into an unbalanced mess that is not even closely related to the vanilla version. Because modders don't see the whole picture. They just do their part and don't care much about the rest. They're trying to balance their mod against the vanilla game (in a good case), but they just can't balance it against all other mods. And it's not just about the balance. Some game mechanics just don't work with others, some kill the overal game idea etc.
So... Mods are great, but they have to be totally controlled by the devs. Not just like one player tells another to install a mod X that will make the game cooler. Let's say a mod has to be "approved" by the devs. For me at least.
As for QoL mods... Well, I don't mind them generally, just don't want to get used to them as they get broken with every update :) And actually, if the QoL feature is obviously missing, why wouldn't the dev take some time to implement it? Or just integrate the damn mod after all! It shouldn't be that hard, it's already done for you by 90%.
P.S.
I will try the Psychology mod though :)
1. world map feels lackluster and is way too big for what you can do on it. Caravans are near useless. Ive only found them usefull for transferring items from a second "mining" colony.
To alleviate this issue, powered vehicles or animal drawn carts needs to become a thing. It would make building a caravan worthwhile.
The missions and trading need a massive overhaul. Its brand new so I'll let an update or 2 come before i condemn it. The potential is there to make it an amazing aspect of the game, at this point, it feels like a placeholder tho. There need to be more defined parameters to the missions, no more 2500 corn request a week into a new game.
2 this fits with the missions and caravans. The game doesnt have an AI, it has an SI (simulated intelligence). It reads the most basic of info from your game and chooses a random event based on a predefined value. Theres no intelligence.
You make valid points about the lack of ai storytelling. Cassandra just gets harder by increasing the raid size then giving you useless items from a random list. Phoebe is simillar, just easier. Randy is the only one that actually has a story potential, and he is handicapped by not being able to effectively combine events to create a more memorable experience.
There needs to be a new way the story tellers look at your colony. Not just wealth. They need to look at growing zones, food storage and potential yield. They need to look at weapons that are equiped as well as weapons in the store rooms. Your colonists health. There are so many factors that need to be viewed to create more unique combos of events.
As for the third point, social mechanics, its such an after thought that the only time i even notice a social event is when They fight. This game needs a few dozen more personality traits and needs to do away with the 3 limit. It needs phobias and fears, likes and dislikes and a few more mental disorders.
This game is still being developed, so these problems i have are sure to be addressed. But they wont be if people like you dont start a discussion, a conversation.
EDIT: after reading that post I don't think you realize what modding is actually for, it's for people to put additional content in games that they want to see that isn't in the game itself, not something that a dev just trawls through to see if it's worthy of being put into the game, though that does happen, from what I am reading you think that every mod gets put into the game for... some reason I don't understand, just because it's put up.
Another EDIT: The title of the post also seems to click bait which is quite annoying, honestly this post is more in line with "what this game could do better" or "things that need improvement" not "this game is bad", though I honestly wouldn't be surprised if you intentionally made it seem that way to get more people to click on it.
100% Agree......well said ! ! !
Any game you knock up over 100 hours on is either an unbelivably GOOD game, ot the player that dose this and says its a bed game......well i better reserve my thoughts on that , but i think its pretty obvious ! ! !
You obviously LOVE the game ! ! ! You speak intelligently and in depth as passionate and devoted fan that cares very much about this game........
Just a sugestion..(heres me trying to build bridges)....why not change the title of the post to something like....."Ways Rimworld could be even better"
This way you would avoid confusing people and the Rimworld community with just a sad atention seaking troll (which by the way, i really do not think you are, hence my motivation to be bothered to type and post to you.
Its really really easy to edit the title of the post which im quite sure you are already aware of.
I for one would have a great deal of respect for you if you are wize enough to take these comments in a positive and constructive light, im also sure that with a more honest and true title you will recive many many more contructive comments about the points you have made, which im sure is the true motivation of your post.
Regards.......(Fellow LOVER of Rimworld)
It should be something like "What's bad/wrong about Rimworld" instead, as of course the game itself is great, which I state in the first line of the post. I'll rename it if you guys like, no problem.
Regarding mods.
I never said you're not allowed to install any and every mod you like, it's a free world after all!
And I don't want devs to filter mods, no way!
But I want them to approve particular mods that they assume fitting with their view of the game, because only devs see the whole picture. And by approving the mods I mean just integrating them into the core game, which shouldn't be a big deal.
Of course some mods even being popular and cool will never be integrated, just because they turn the game into something different from the original idea. That's fine, you can still install it and play if you like. But I don't. What I like is having a well balanced game with lots of content, which is not possible with just mods, it needs a dev to start integrating them properly and balancing against the core game and each other.
Generally, I'm a hater of the this approach: "let's make a good moddding API and let players finish our job". I'll give an example: it feels like (I don't really know) the dev made the base functionality for the world map and decided that the modders will make it actually cool and even playable. If so, this is very very wrong...
But let's not turn this post into a mods discussion thread :) Let's stick to the vanilla game issues. I'm pretty sure there should be something to add.
For those TMTDNR people I'll give a short version:
1. World map is pointless and utterly unfinished
2. Storytelling is not even close to being intelligent, even pure random is better
3. Social mechanics don't have any impact on the gameplay and are barely noticeable.
The game is still awesome though, but let's point out the major issues to make it even better.
About the social mechanics, yeah I kinda have to agree with that, I will have to admit that it's kinda forgettable, honestly wouldn't be surprised if Tynan integrated the psychology mod I'm some way or another.
Like you said, the games still in development, and probably will be for many more years, cause Tynan's, from what I've seen, ♥♥♥♥♥♥♥ awesome, a less legitimate dev would probably charge for any new expansions to the game yet he doesn't, even though that would've probably netted him a ♥♥♥♥ ton of money, just one of the many reasons why such a large community has gathered around this game. But I digress, I wouldn't be at all surprised if eventually (since making a game such as this I'm sure takes quite awhile) all of these problems with the game and more will be remedied
-The game already struggles mightily with lag issues, especially in older or very large colonies. The more features added the worse this will get unless the engine is completely re-worked from scratch. I love the idea of having more than 3 traits per colonist, having more nuanced or meaningful interactions, etc., but all of that will require more CPU usage which will unfortunately mean that single core that the game uses will be taxed to an even greater degree than it already is.
We already see examples of this with heavily modded saves. This isn't a straight-up argument against adding anything, though. If it can be done without undue strain on an already strained engine then I'm all for it. The more options and nuance etc. the better. The developer could integrate the functionality of the Runtime mod that cleans up saves into the base game, for instance, which would greatly benefit older/larger/multiple colonies, but then that modest benefit could easily be outweighed by the addition of other new features and the like. One step forward, two steps back. Unless something changes drastically we're going to run into the single-CPU-core problem again and again and again.
It is my biggest gripe with the game. I'm sitting in front of the PC equivalent of a race horse that unfortunately is being used as a pack mule. The game itself, both in terms of design and gameplay, invites... ambitious thinking, let's say. But the game's engine places a severe restriction on making that ambition a reality.
-If you go to a restaurant and order a meal, and the first bite tastes like @#%^, no one in their right mind would try to convince you that you must eat the entire meal before making a judgement call about its quality.
Vice versa, you might order a meal and eat every last speck of food on the plate, but still at the end be unsatisfied with the overall experience or quality, and wouldn't recommend it to friends.
So for my part I don't care if you only played 10 minutes of this game before deciding "it sucks lame dev don't waste your $$$ brah". And I also don't care if you spend 1000 hours playing it only to decide that you don't recommend it for whatever reasons. Playtime has nothing to do with the *validity* of your opinion AS an opinion, no more than how much or how little of a meal you ate before forming an opinion of the quality of that meal or how enjoyable your dining experience was has anything to do with the validity of that opinion.
-The "storytelling" could use quite a few more stories if you ask me. Natural disasters like earthquakes, floods, tornados, sinkholes and hurricanes. "Spy" wandering pawns, who will join your colony but later turn on you in some way; opening up doors for raiders, sabotaging food supplies or your power network, etc. I could go on all day but my point is that after seeing the half-dozen or so scenarios we have repeated for the nth time it gets a bit stale. It's one area of the game I feel is utterly lacking in real variety.
-Now with all that having been said I have to say that overall I'm very satisfied with the modding community, the developer's relationship to it and encouragement of it, as well as the features available in the base game. For the 30 bucks I paid for the game I feel I've gotten my money's worth already, so from this point on anything else I get out of it is just the icing on an already enjoyable cake.
While I'd love to see the vanilla game incorporate a number of mods and their functionality, I don't feel it's *necessary* per se. That's just my opinion, and isn't meant to imply that yours or anyone else's is "wrong". Same goes for everything else I've said above. At the end of the day we wouldn't be here discussing it if we didn't already care about it to some degree or other, and neither myself nor anyone else exists in a vacuum where ours is the only correct viewpoint.
Cheers. :)
Respect to you for changing the title ! ! !
There is no way i have as many hours experience as you in this game so looking at it from a 200 plus hour game play is dificult to be honest, however i would like to share my thoughts from my perspective and see if you agree with any.......
1 3d view....i know prison architect had this, but i feel it still needs some work to transtate the 3d aspect to this game type of view. If it was done well and right i think that could be pretty awsome !
2 Multi layer maps as in digging up into mountains and down into the map like Gnomoria and Dwarf fortrace.
3 Not a be all and end all i know the animation is one of the things that makes this game and prison architect so endeering. The smooth scrolling of charictors and there free movement i belive was probably one of the biggest leaps forward by prison architect and also adopted by Rimworld that we have seen for many years. But i do think....in time this can and will get even better. I see in maybe two or three years full 3d animation of charictors with the frree movement of them. Having said that i would not want to loose any other detail in the game at this expence....so maybe five or so years away when the next gen of pcs come out maybe.
4 My next points i have been battered for in the commests previously.....but its how i feel and im more than happy to have these features saeperate from the base game so as not to annoy or upset any other players that disagree with me.....I LOVE the detail (realistic detail not the star wars stuff) Fresh water dinking sources, toiulets, baths, showers, sinks, sewage desposal as seen in Skylines......errrrr well you get the idea.........
None of these observations is a critisum on the game in any way (see my uterly drooling and glowing Review if in any doubt)
I dont know if these type of "sugestions" are what you were looking for....im big on the sandbox
god mode style of play. I lean 80/20 towards the sand box unlike yourself, i think your the other way round with more interest in the actual A.I. and long term game play......
Hopefuly there was something in my coments that you enjoyed though.
All the best....
"Alpha 18 is coming along! Working on new world quests, new mortar shells, spreading crop blights, new incidents/weather, river visuals, etc"
So that should help a little with the storytellers. One of the problems with the storytellers isn't so much that Cass or pheobe are a little predictable, it's that the quests are often repeated thus giving the impression of being predictable.
As an addition to the storytelling side of the game, I think there should be a little more lead up to some of the more serious events in the game.
I think adding in some kind of scouting mechanic, or watchtowers of nearby provinces would help the player deal with a couple of the events, things like having a telescope tell you when the next eclipse could happen.
Or having checkups with the doctor to give you an early warning system to deal with diseases like malaria and such.
Even just being able to sometimes see an enemy raid on the world map when they reach tile X, or see some of them thanks to allied communication would be really handy.
Things like that, where the player isn't restricted into building military camp style defences but rather uses their environment to prepare for a number of scenarios that can occur.
Turrets.
Also part of the problem of killboxes is the turrets themselves, being automated means they come with little downside outside of the odd fire or power outage. It's mostly pure upside to building them, I think having some more turret designs like being able to man them for higher Rate of fire/accuracy would be good, and/or adding in an event where your turrets are disabled from automatic fire but you can still man them if needed.
LMG gun handling and minigun handling also seem odd, firing from the hip shouldn't really be a thing except for really good gunners. But having a tripod setup would be nice with a boost to accuracy when deployed.
Infestation event wants looked at too, there should be some tech the player can make like a sonar scanner which can make beeping noises when an infestation is imminent. That would also put the fear of god into the person who uses them. :P
Social aspects.
I think everyone is in agreement that the social aspect of the game does need a fair amount of work, in terms of realistic portrayals of reactions to events to even minor social debuffs like "slaughtered a colony animal -5".
There's some leeway with some of the buffs and maluses that occur but it still feels a little arbitrary and frustrating with pawns who "refuse to do X" even when another colonist could die because of it.
Just having a strong negative mood modifier like the brawler with ranged weapons would be good enough, so that in emergency scenarios the colonist can if needed fight an animal or they can decide to actually clean a room like a hospital. Or perhaps the colonists who can't fight have a chance to simply run away and hide like the lonely wander mental break, because you know they're scared.
Give the player the choice to use their colonists when the situation calls for it.
Also yes, I would like a few more "noticeable" differences between male and female pawns. Even just having a Male/female box on the manual priorities list would be handy.
As for caravans, yeah a few more reasons to go out and explore the world would be nice. Faction diplomacy and negotiation and so on, yep they should be more developed. And yep the factions should be limited to their geographical range and not sprawl the whole globe.
Even adding in things like, insect and mechanoid hives on the world map would be sweet. Could come with bonus tech that helps the player against mech attacks and insect infestations or something like that.
Like, I'm pretty sure Tynan knows all this. Discussing the cons of Rimworld is vital obviously, but please give Ludeon some time to polish and expand on the game.
And it's in beta now. All those things mentioned are most likely staying the way they are. I like how almost every early access game is getting away with this.