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The memes and traits all have differing impacts. You can make it as easy or hard as ya like.
I'm simply trying to give constructive feedback. I understand you may not agree with me but if you believe this expansion is perfect then you can go on and keep thinking that.
The workspeed precept you have misunderstood. The ideology leader has an ability on I believe a 3 day cooldown that adds +50% global workspeed to one colonist for 24 hours. This ability cooldown is shared by several other abilities, like one that boosts combat ability in a radius. The precept for collectivist just buffs that one ability to 300% duration, that's one of the bonuses for that meme.
+1
You can customize your storyteller and difficulty modifiers. The same applies with ideology. Some are easier than others.
its like you were picking phoebe chillax on peaceful and start complaining the game is to easy...
only because there are options to make it easier (i.e. playing with phoebe) doesn't mean you have to pick them unless you want to make it easy on yourself.
you cal also just pick an idiology of an already existing one, or a random one, that forces you to play a playstyle you normaly don'T play, suddenly, it gets way harder on you not easier...
don't pick the hardest preset, go into custom and pull all the sliders to easiest and than complain about it...
This. As a 'for instance', my current Ideology is Loyalist, Collectivist, Tunneler, and Human Primacy. My tribals live in a mountain base (I turned off the bug faction for this game and it does away with infestations and stuff, too) and I grow fungus instead of rice, corn, or barley. For rituals, I've got two once-a-year-events: one is a ritual flag burning to symbolize our solidarity (the Fiesta of Promises) and the other is a Social Festival (the Patriotic Festival). Other than that, I pay no attention to the ideologies of my own people, because there's nothing really to pay attention to. They like living in tunnels, eating fungus, and being happy together.
Problems only crop up when other people get throw in. New arrivals get to meet Shark, Brabaabrei's Preacher (moral guide) who gradually converts them over. Until they give up their non-fungus-eating lifestyle, there's usually a few fistfights. I had one refugee go berserk because he had to eat fungus instead of meat, and when I tried to put him down, all his refugee friends turned on me and I had to chase them through my mountain halls, stabbing them to death.
So, because I picked really low-impact memes, it doesn't really affect *my* colonists. But it does necessitate having to deal with others. And any pawn who shows up with a high Social skill, I kill out of hand - I don't want them converting my people.
Easy there, broski. No need to be so argumentative and confrontational. Try being polite and constructive instead.
Yeah man, I think your feedback is helpful. I think many commenters are also trying to be helpful by giving solutions, even if the "solution" is as unhelpful "suck it up" or "this is how this genre is supposed to work." Then again, some are just ♥♥♥♥♥.
My assumption (assumption because Ludeon likes to shroud their thinking in mystery), is that the lack of balance is 100% intentional. Here's why:
1. Balance is inherently limiting
Trying to figure out an appropriate balance for each precept would limit what can be designed (if you can't make an appropriate balance you can't have the precept), and what the player can do (if the balance to faster research is poor combat, the player can't have both).
2. Balancing is a huge resource-suck
It takes a long, long, long time to actually achieve anything close to acceptable balance, and it's mostly impossible in a game with as open-ended play as Rimworld. Given the trade off between some OP/hard precepts and waiting a year for everything to be slightly better balanced, I think we'd all rather have the DLC.
3. Balance is only for the vanilla-est vanilla
Since Ludeon embraces and expects modding they know that a large part of the community will throw balance to wind by adding mods willy-nilly. There are also a bunch of things you can do to give yourself the advantage in the vanilla game that range from clever strategies to outright exploits.
4. Basic difficulty is the simplest balance
Psycasts and royal permits from Royalty are in no way balanced. The only way to balance them is cranking up the difficulty (and/or difficult maps). That's where custom settings come in. Those are easy for players to fiddle with. I'd assume their thinking is the same with Ideology. Think faster research is too easy? Turn down harvest yields or crank up the threat scale. Think tree connection is too hard? Turn down scaria.
Fascinating. Whatever works for you lot lol. Not worth getting banned over.
If you think a setting makes something "to easy" then don't use it or change it to suit yourself
It's as easy or as hard as you want it to be. If you create an ideology that makes things too easy, crank the difficulty to "Losing is Fun" and start on an ice sheet. That should balance it for you.
Also, for Zomboid reference... You do know that Zomboid has custom settings too, and you can make a start with all positive traits, tons of loot, almost no zombies and a day cycle that lasts real time 24 hours, right?