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and when they will be in your "patching" they can patch raids to not kill your colonists too?
did u realize RW isnt SIMS?
/snark.
Did you even read the thread?
it just happens.. this isnt SIMS dude.. its your mistake, if it confuse u and u think its some SIMS DLC.. this is Rimworld.. and ye, it just happens..
and btw: your example is somehow funny.. do u really think that Duke explode and kill colonists?
isnt it only in your head?
i cant find it in this topic..
(it looks clearly like u didnt read this topic at all)
even he wasnt reward for quest..
u still have no idea its Rimworld.. right? its not SIMS.. here can be "bad" RNG.. this game isnt developed to nurse u.. but actually give u hard times.. thats why ppl buy it and play it.. if u buy it because u wanna SIMS, then will be better when u buy SIMS
The game not being what you want it to be is only a failing of you.
...
Did YOU read the thread?
I get that rimworld has rng.
But rng needs to be coupled with some things that AREN"T RNG to make sense, and that rng sometimes needs to have boundary conditions; getting 4 laborers who SUCK at laboring because they all have bad backs, missing fingers, and are generally a drain on the colony even as they are all technically able to labor? That is right at the edge of what I would expect for rng from such a request, but it is within it.
Getting someone who is not a laborer at all but rather a noble?
That is outside the boundaries of what I would reasonably expect a costly request for laborers to turn up. It's the sort of thing that, if it DOES happen, needs to be coupled with some sort of in-world explanation blurb for WHY it's happening, much like the story accel wrote, rather than something that can happen simply from, I'm guessing, using the pawn generation as-is without so much as applying a "can_labor" check to it.
THAT is a mistake that should IMO be corrected by the dev, not excused as "Oh it's rimworld, expect rng".
Edit: Again, this is after burning a rather valuable resource, one that, from what I've seen, is noticeably more valuable than the 15 rep you spend requesting a trade caravan.
Actually, that gives me a better analogy: Requesting a bulk goods trader only for them to barely have any food from rng is fine, requesting a bulk goods trader and getting a combat specialist is NOT.
Or you could just go with it and accept that not everything in a playthrough is going to go your way. Some of the best stories the game has told me have come from utterly unfair situations that dont even pose a logical narrative but **** with my colony in such a way that things are thrown into chaos and Im forced to restructure or invest in new pawns... or heck, be forced to build a new colony after fleeing the home I had spent hundreds of hours building. Life on the rim happens. It's ok to want to have a little more control over that randomness and its not a statement against your masculinity or your worth as a person to suggest that perhaps playing with saves on and more mods would be more your thing.
And thats ok.
but.. its Rimworld.. it is suppose to be unfair sometime
and bad things happens there.. like food poisoning.. its not fair.. but thats why we play it. i know, its a bit masochists - buy a game because is unfair to you and let that game torture you and enjoy it. but is really weird complain how unfair it is in come cases, when thats the reason why u buy it and play it :-D
if u wish "fix it" then use some sort of mods, savescum, devmode... "bite just that much what u can eat" ;-) u have lot of tools for that.
edit: and let me correct your analogy..
its actually like when u request trader and he have 3/4 food (1/4 less than usually)
aka when u request ppl and only 3/4 are able do requested work
as u say, this is perfectly fine and ur ok with it
That is a lovely straw man of my position you are attacking by implication there, dressed up all pretty though it is, it's still a straw man.
You're missing the fact that I take issue with this event not because it's rng...but because it's rng in a place that doesn't fit the level of randomness rimworld is going for.
Take quest rewards.
You don't have control over which rewards you're OFFERED, but you DO have full control over which of the three you accept.
You don't always get to know everything that'll happen on a mission, but once you complete that mission, you get the exact quest reward you requested.
You don't get luciferium on a quest reward promising healer mech serums.
Similarly, caravan requests. You burn reputation, and in exchange, the game lets you guarantee a specific TYPE of caravan, albeit not the specific contents of that type of caravan. You don't get exotic goods traders when requesting bulk goods traders.
So this, by all reasonable expectaitons, would follow the same pattern: you burn a resource to guarantee laborers, you just don't get to control the quality OF those laborers-
Except it doesn't, because it's possible to get folks who aren't laborers at all.
Now, if you're honestly telling me you'd be perfectly fine with getting luciferium as a reward when you were promised a healer mech serum or vice versa, and fine with getting the wrong type of caravan despite burning reputation to gurantee a carvan, well, then at least you're consistent with your stance.
If you aren't telling me that? Your stance is, by all appearnces, inconsistent.
its exactly like in your analogy, when u call caravan and it have less food than usually..
u call for help with work.. and u get less usefull ppl than usually
if u dont like it, load game, use dev mode, char editor, or w/e
I have issued Noet a 3 day ban for Rule 2: Sustained hostile/aggressive/angry/derisive tone.