RimWorld

RimWorld

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What's up with Tynan answering a lot of negative reviews on 21 juli
"Would you consider changing/removing this review. Bad reviews really hurts ... "
24k positive, 599 negative.

I don't see how it would hurt a game (especially if people have valid criticism)

I wonder..

edit: Here some links in case you think I'm lying (and yes it isn't a direct quote - I summed the last paragraphes of Tynans answers up)

https://steamcommunity.com/profiles/76561198138048095/recommended/294100/#developer_response

https://steamcommunity.com/id/Shintsu/recommended/294100/#developer_response

https://steamcommunity.com/id/herrmagusstryx/recommended/294100/#developer_response

https://steamcommunity.com/profiles/76561198056690511/recommended/294100/#developer_response

https://steamcommunity.com/id/serializer/recommended/294100/

If you're still think I'm "lying" well. you won't change peoples and my mind if you keep calling me liar.
I did not try to pull Tynan into bad light. I observered and I wondered, while don't liking how he answered those negatives reviews (stupid positives one are fine!)
Last edited by SuperBritishQuokka; Jul 22, 2018 @ 1:48am
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Showing 286-300 of 388 comments
corisai Jul 24, 2018 @ 5:15am 
Originally posted by SuperSchokoKeks:
@corisai
Why not? We already gotten from "tynans review responses" to "Issues with Rimworld and unstable 1.0" to "give feedback to Tynan" why not derail further <.<

Because steam forums don't allow say something like "shut up this isn't theme of this topic". Real moderators don't like when commoners doing same job :P

So I just tried to say polite to @ignisru that terrorism isn't nice theme to mention it here.

P.S. But you're right too, so I'd deleted my second post. :steamhappy:
Last edited by corisai; Jul 24, 2018 @ 5:17am
Tribu Jul 24, 2018 @ 6:56am 
Originally posted by Tekel1959:
IMO I think it is remarkable that he took the time to do that, he is extraordinarily engaged... IMO is is perfectly within his rights to ask people to reconsider for any reason.

Also, anyone who plays 400 hours and gives a negative review better explain exactly what changed or I will be very dismissive, and I totally understand challenging it.

Imo Good or Bad reviews should be left alone by devs. If it is constructive fine learn from it if its not just ignore it. But asking specificly to change a review dont look good to me everyone is entiteld to hes/her opinion.
Ramsis Jul 24, 2018 @ 7:44am 
Just hope you guys know if you ever want to talk to Tynan directly on matters like this he is always on the Ludeon Forum, he has a direct contact email, whole 9 yards instead of opening a thread and attracting every goofball under the sea ready to start a war. :) I swear he's a nice guy and won't bite your head off.
ignis Jul 24, 2018 @ 7:50am 
Originally posted by Ramsis:
Just hope you guys know if you ever want to talk to Tynan directly on matters like this he is always on the Ludeon Forum, he has a direct contact email, whole 9 yards instead of opening a thread and attracting every goofball under the sea ready to start a war. :) I swear he's a nice guy and won't bite your head off.
I think "rule 2" is against it.
Ramsis Jul 24, 2018 @ 8:02am 
Not going to let that go are we ignis?
ignis Jul 24, 2018 @ 8:11am 
Originally posted by Ramsis:
Not going to let that go are we ignis?
I understand your damage control attempts, but that is a foul move. We both know that threads like this won't be allowed there.
Ramsis Jul 24, 2018 @ 8:23am 
Actually threads like this are welcomed on the forum as long as they don't start off with rude and offputting commentary right off the bat. Please keep in mind that OP's post is perfectly acceptable in the Ludeon Forums, but a lot of your inciteful and angry posts, which you got punished for on the forums in the first place, are not welcomed on the forums as you recently learned.

Sorry Ignis, I know you're angry at Tynan for punishing you for being rude but dragging it over here isn't the right way to go about it. If you want to handle it properly talk to Tynan in a PM or email, maybe you guys can get this worked out like adults?
Tynan  [developer] Jul 24, 2018 @ 10:08pm 
My adaptation graph: https://i.imgur.com/4tfhjBe.png
After last update, raid size is more than two time smaller. I'm getting 14 raiders when I had 40 before. Or 7 megasloths in a manhunter pack instead of 17.

I will say that's the most exceptional adaptation graph I've ever seen. You went like 5 years with only one colonist downed ever. No other player has ever shown anything like that!

It also looks modded somehow? Doesn't look like vanilla since those lines shouldn't be flat. Or maybe there's a bug or something.

But still, it's interesting. I realize people do this. As it stands there, you're near the 2x points level. If you have 2 pawns downed each year, you wouldn't go much past this level on the old system (and now you can't since it's capped anyway).

Originally posted by ignisru:
Unless body part targeting is changed, I don't think so. It is targeting random body part, and it easily can just cut off ear or finger, wasting damage potential. It always was an issue, making deadfall traps a big gamble, that was as prone to kill in pase as to just scratch. But it felt fine for a thing that has no upkeep and was spammable.

Well, I'm glad to say your assumptions aren't true. Since some bugs were fixed with trap damage (as I mentioned in the patch notes) and the damage splitting was re-coded, it'll hit consistently. Of course, armor can still block it.

I really think it would be a good idea to actually try new game mechanics before hating them.

On the Ludeon forums, Boboid tried out the traps in various gameplay scenarios, here's what he had to say: https://ludeon.com/forums/index.php?topic=41766.msg421793#msg421793

Regarding pawn count/skill mix, this is an old discussion going back to 2013, not anything new to 1.0. There's value in making every pawn usable for everything, but there's also value in making each pawn different. The game is a balance between these.

For ranged mechanics, I don't see anything that allows a mass of tribals in B18 to get to melee range more easily than a mass in 1.0. In fact in 1.0 there will be a lot less tribals. Plus, now there's a stopping power mechanic. Certainly if it's unbalanced I'll change it, so I'll be watching for other reports like this. But so far this is the only one.

Originally posted by corisai:
@making somewhat notable negative PR is only way to be sure to get your feedback noticed.

It's really not. You can just email me. tynan.sylvester@gmail.com

Deliberately spreading negativity just consumes time and energy that could go into making the game better. It takes things away from everyone else who also wants to enjoy the game.

The feedback that has the most impact is the feedback that's
--Based on play experiences, not patch notes, theory, XML reading or code reading
--Collaborative in tone, not hostile, angry, or resentful
--Takes the point of view of all players, instead of just one person

I would love to get more of this since it helps me achieve my goal, which is to make a great game. As always, the door is open.

I understand your damage control attempts, but that is a foul move. We both know that threads like this won't be allowed there.

Anything not against the rules is allowed. The RimWorld community rules are the same in the Ludeon forums and here, you're not banned in either place, and this thread is still up so obviously it's allowed. I believe people should be allowed to speak, even with critical messages.
Last edited by Tynan; Jul 24, 2018 @ 10:11pm
RemingtonRyder Jul 25, 2018 @ 12:54am 
Originally posted by Maxpain:
sorry but when I look at this game the 1st thing that jumps to mind is OMG another pre windows 95 game, how can anyone actually recommend this kind of rubbish. What is it? a 9 bit game as it looks absolute rubbish.

There were some classic games released in the pre Windows 95 era. They weren't rubbish, but they didn't rely on lifelike graphics either. Ever heard of Tempest? That was a classic coin-op arcade game and I'm pretty sure it made a lot of money back then with its wireframe graphics.

Let's say that RimWorld had nice-looking 3D colonists that you could zoom in on and look at. Great, but ultimately pointless, because you're going to have a much easier time playing the game from an overhead view. Only trouble is, from that perspective all you can see is the top of your colonists' heads, so, GG Tynan, you just created Mohawk vs Mullet Simulator. ;)
ASMR gaming Jul 25, 2018 @ 1:58am 
steam forums are traditionally along the lines the bigger the game the more negative reviews tend to pop up, rimworld deserves the 96% positive rating to be honest. 1.0 is a pretty big rebalance, but in the many hours playing it so far things seem to be in the right direction and nothing ground breaking. So tynan keep up the good work and i look forward to the finished 1.0 (and of course post 1.0 update support as well), if you wanted to keep making an income, you may want to consider maybe some storyline dlc, or just keep up some support in the form of future patches etc, keep supporting it and i would think it would keep shifting units
Madman666 Jul 25, 2018 @ 2:59am 
While i surely won't be posting any reviews till 1.0 hits release stage, if current changes make it to final version in their full "glory", review that will definitely follow will be a negative one despite over a 1000 hours i poured in this game over several years.

Cause it will be a massively different game experience than it was in alphas i liked so much and not in a good way. If i was reviewing B18 or any earlier aplhas - it would be a positive review, but not in case of 1.0. Allow me to explain myself why.

1.0 unstable has several vital changes that make it hard to stay on B18, but even more changes are no fun at all. It genuinely feels like 1.0 just lacks any kind of progression. At any given stage of the game you can just get completely hosed on a whim of a storyteller. In earlier versions you eventually survived to a point where your massive resource amount provided you with means to secure a relatively safe base, that could repel any kind of threat with minimal threat to your colonists (the everhated killbox strategy). In 1.0U version killboxes were massively nerfed to be kept in line with other possible strategies. The thing is - killboxes were mainly used to deal with ultra lategame ridiculous raids, that no other means were effective against. Ridiculous raids stay, killboxes - nerfed, no other similarly effective strategies added, result - you play until a certain unavoidable point, where game crushes you and you can't relibly counter it.

And not only killboxes were nerfed, but in most unpleasant way you could imagine - now your defenses ALWAYS massively drain your resources. If earlier you could avoid resource losses with fine play (strategic trap and turret placement) or cheesing it (bs killboxes and no less bs trapped hallways), now you always LOSE stuff. Whether you win cleanly, or with some injuries, with turrets and building destoyed or if they all wasn't touched at all - prepare to pay up. Is it fun? I bet for some players that like to plan damage control and accept inevitable resource payoffs to ward off threats it is. For me - no its not.

Which brings us to the next issue. When I win against a raid i don't feel like I've won. I survive, have to use up crapton of materials to rebuild, refuel and replace and i get several tainted rags and rusty guns i can hardly sell for 20% of their value. You get nothing, you spend a lot, your only reward - you get to suffer for couple more days. Yay. In comparison to quests, that actually reward your efforts properly now it feels like trolling - good example: when you spend nearly a day trying to kill off couple centipedes and get 14 plasteel for them. The only raid-like event that rewards you properly is manhunter waves, cause you eat royal meals for a month after those.

Next. Psychic drones now happily scale with your wealth. An event that you have no control over and next to no counters to now gets more annoying the longer you play. Earlier you could counter it with fine facilities giving mood boosts to your people. Now you can't because i d like to see you counter -34 moodlets without drugging your people to oblivion or getting psychic foil helmets for everyone.

Next. Cocoa trees and tree changes in general. You spend half a day sowing one tree. It grows for months (cause you now can't have those in greenhouses in non-yearround grow maps) and then it gets blighted and you can get a big fat middle finger. And if it does finish growth in case of cocoa tree you get whole 16 chocolate! ONCE, apparently trees are one-time use nowdays like plastic kitchenware.

Next. Organ hp nerfs and human parts coverage by armors. As several players already reported both here and on ludeon forums, including myself - this change led to massive increase in oneshots happening. Lancers tear your meatsacks apart even in tin cans, since charge lances don't really care about armors much. And no apparel in the game still covers neither feet nor fingers\toes. Who needs those right?

Next - recruits and recruitment system changes. Now you can get refugees with crappy stats more easily, so why don't we nerf raider survival chance and even tie it to difficulty and population to force you to get those useless guys more often, it will be much more of a story. Since you know - its much more interesting to have a 80 year old bloodthirsty pyromaniac join, than that lvl 14 industrious researcher you were ogling so much in that raid. Followed by deprecating "friendly chat" option, that even hardcore players liked and used to train diplomats and establish a friendship with the prisoners as "completely useless feature". And to top it off - new resistance mechanic, so you now spend several days verbally abusing a guy, before you can start rectruiting, that actually also scales with how long you play and how many people you got. Got a huge old colony? Good luck breaking that last raider that did miraculously roll severely decreased down\death dice.

Animal handling and hunting that turned into a total pain in the ass, because of some people using animal zerg mobs to repel raids. It was of debatable use to have animal farms before (i mean chickens and cows) as they ate crapton and didn't produce that much. Now they also get sick in tens draining your meds, they de-tame, so you have to have several guys on constant handling. And to finish it off now most animals speed was increased making hunting just deadly in earlier game stages, where you don't have a pawn with professional shooting and handling skills, due to new "hunting stealth" mechanic. Megasloths described as slow lazy animals darting across the map with 4.8 speeds. Nice.

And all that we get when so much other more meaningful things could be added instead of these needless tweaks... Smarter AI rework, new content, raid strength depending on proximity and quantity of enemy outposts to your city, scaling enemy equipment with special caravanning events (intercepting an enemy supply convoys), more things on world map, like friendly caravans you could intercept to trade or help out ones that got ambushed... I can continue for pages. It could be so much more.

I am in no way saying 1.0 doesn't have good stuff in it.
- Deep drill insect event is fun!
- New armor system while still massively RNG-based is infitenly better than what it was.
- Caravanning was made into something most people will definitely enjoy a lot with balanced threats and quest events (even though diseases are still to frequent imo)
- Melee is no longer complete waste of pawns and has its own fitting role
- Recreation system now feels like something that has a meaning
- Scientist now finally have a use even beyond researching stuff, since they now work the new Long Range Mineral Scanners and bring resources to the colony in the form of World map sites.

But to sum it all up - the no fun changes above outweight the nice and interesting changes I currently see. I might be in the minority, but i feel its a wrong way to choose. I d like a lot more changes the make gameplay variable and fun, instead of another bag of nasty tweaks making it more probably to tell yet another "i died horribly" story.

P.S As i still watch 1.0 feedback thread on Ludeon Forums rather closely, i see how most suggestions that are accepted near immediately come from harcode mazo-audience. And the rest just being given a simple answer - drop the difficulty and enjoy. Considering that difficulty level doesn't have precise sliders, to make some aspects of the game harder and some easier, which would make it A LOT more diverse audience oriented, i don't really take that as a valid answer and i also don't harbor any illusions toward these changes being rolled back. Hardcore players enjoy it, so most probably it will remain. Too bad for me.
Last edited by Madman666; Jul 25, 2018 @ 3:35am
ignis Jul 25, 2018 @ 3:06am 
Originally posted by Tynan:
My adaptation graph: https://i.imgur.com/4tfhjBe.png
After last update, raid size is more than two time smaller. I'm getting 14 raiders when I had 40 before. Or 7 megasloths in a manhunter pack instead of 17.

I will say that's the most exceptional adaptation graph I've ever seen. You went like 5 years with only one colonist downed ever. No other player has ever shown anything like that!

It also looks modded somehow? Doesn't look like vanilla since those lines shouldn't be flat. Or maybe there's a bug or something.

But still, it's interesting. I realize people do this. As it stands there, you're near the 2x points level. If you have 2 pawns downed each year, you wouldn't go much past this level on the old system (and now you can't since it's capped anyway).
I play highly defensive. Large investment into traps and turrets, solid overhead mountain, focus on hit@run etc. That one downed was in a venture for shield belt quest early on. It was very risky (95% infection), but made most first/second year raids ridiculosly easy. Shielded brawler in flak set just annihilates enemy shooters, and when meet enemy melee just run in circles letting your own shooters pick them. It only started to fail me with mechanoids. One lancer is relatively safe, but two can strip a shield and kill a pawn with few lucky shots. Of course, it only worked until 10+ pirate raids, but I made basic turret setup for the time. Also, they are hellbent on destroying buildings like power plants, and ambushing them when they are busy is like shooting fish in a barrel.

No, I have no mods affecting that system. That would kinda invalidate any feedback I would give. As I've said, new system more than halved raid size for me. In other games I had 60 pirate sized raids at the point, but it was jungle (this one is arid) and I had much more wealth - something like 500 instead of 300. Mostly from elephant and rhino leather.

Anyway, this change was very much needed. Adaptation and wealth were wildcard factors, which were making mid-late game threat generation engine go runaway.

Originally posted by Tynan:
Well, I'm glad to say your assumptions aren't true. Since some bugs were fixed with trap damage (as I mentioned in the patch notes) and the damage splitting was re-coded, it'll hit consistently. Of course, armor can still block it.

I really think it would be a good idea to actually try new game mechanics before hating them.
Yes, it was kind of misleading to see how little damage it does to mechanoids. Less armored targets are hit consistently. Still, it makes them much less efficient once mechanoids and pirates in power armor start appear consistently. I guess it makes sense, since it is early game low tech solution.

What makes you think I hated it? I was pretty sure it was absolutely neutral expression of concern/uncertainty.

Originally posted by Tynan:
Regarding pawn count/skill mix, this is an old discussion going back to 2013, not anything new to 1.0. There's value in making every pawn usable for everything, but there's also value in making each pawn different. The game is a balance between these.
Can't say I'm agree, but there is a lot of mods for this, so whatever.

But there is a thing that I've never seen mentioned, yet is strange for me. When generating pawn passions, skills are generated first, and only then they get passions. Skill level is generated based on age, older pawn is much more skilled. But passions are generated based on skill level. So this means that older pawn has much more passions at average. Is it intentional?

Originally posted by Tynan:
For ranged mechanics, I don't see anything that allows a mass of tribals in B18 to get to melee range more easily than a mass in 1.0. In fact in 1.0 there will be a lot less tribals. Plus, now there's a stopping power mechanic. Certainly if it's unbalanced I'll change it, so I'll be watching for other reports like this. But so far this is the only one.
From my experience, guns are much less effective now, even if target is not armored.

Originally posted by Tynan:
The feedback that has the most impact is the feedback that's
--Based on play experiences, not patch notes, theory, XML reading or code reading
That is concerning. Play experience is good, but highly subjective and has way too much factors that won't be mentioned in feedback.
Last edited by ignis; Jul 25, 2018 @ 4:16am
Altaraiser Jul 25, 2018 @ 4:08am 
git gud
Madman666 Jul 25, 2018 @ 4:18am 
- Game is not fun.
- Git gud.

And whats best - you don't even need to read it to look smart. Genius.
Last edited by Madman666; Jul 25, 2018 @ 4:24am
ignis Jul 25, 2018 @ 4:22am 
Originally posted by Madman666:
- Game is not fun.
- Git gud.

And whats best - you don't even need to read it to look smart. Genuis.
Fun part is - this thread was about how bad this game can be when you _are_ gut. Unless being gut means being deliberately bat enough.

I was seriously thinking about recruinting useless pawns and murdering them as blood sacrifice to RNGesus to reset adaptation multiplier.
Last edited by ignis; Jul 25, 2018 @ 4:24am
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Date Posted: Jul 21, 2018 @ 6:27am
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