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Breaks that aren't breaks are just bad design.
Why are you punishing me for no reason devs?

Here's some examples of what I mean:
1) Gormand binging. Food binges and drug binges are breaks. But sometimes these colonists will just have those breaks for absolutely no reason! The colonist won't do any work, stick to schedules or rules, etc. Even though their mood might have been high.

2) Pyromaniac setting fire to things that shouldn't be set fire to. I've honestly never had a colonist with this trait because it just sounds so incredibly crap. Make a campfire or something, by all means, just maybe don't set your ♥♥♥♥♥♥♥ house on fire?

3) Social fights for no reason. I've got colonists that have +20 or more relationship, in good moods, just suddenly slugging each other. What the ♥♥♥♥ man? Honestly this is the worst one because it has permanent consequences. It seems like a destroyed nose is pretty common in social fights and you can never fix that. For limbs you can eventually get bionic limbs to repair them but there's nothing like that for the nose.

I'm sure you get the idea now. These are just BS mechanics that screw you over for no reason. It's not "StOry BuILdINg" if it doesn't make any ♥♥♥♥♥♥♥ sense. Best friends suddenly breaking each other's faces forever (which also makes social fights more likely in future because everyone gets a negative for being disfigured) just wouldn't happen! People not being able to break up the social fight also wouldn't happen. Being arrested for social fighting for a few minutes wouldn't cause someone to be upset with -10 mood for a week. It's just stupid and annoying.
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1) Breaks can happen randomly from a debuff or when they are in a break risk. Not without a reason
2) That's a mental break. During a mental break you do not think what to light and what not
3) Someone got insulted and things got too heated and it lead to a social fight, what's weird in that? It happens constantly in real life even to long time friends. Just few wrong words and you have a fight.
Pyromaniac is the one I think is fine of those above, since you are warned about the character and can avoid said character. Rest are bad indeed. One of the worst but also realistic is when they destoy a stack of items (like 70 components or something)
Vilab Feb 23 @ 1:33pm 
1) the OP is right, some traits induces random unavoidable "breaks"
2) that is how it works, enjoy when your pyro set afire your chemfuel storage...

you may use mods, there are quite a lot that "fix" the vanilla breaks, such as "Dubs Break" mod ( only extreme bad mood produce extreme breaks, social fights are no longer crippling... )
1) You've been giving a foodie boiled rice and toasted dog meat for the past 7 months. If they decide "screw it, I'm going to eat all the lavish meals before Jimmy over there eats them- it's not even as though he appreciates my cooking, plus I deserve nice things that I made", so be it.

2) Fire-starting is inconvenient, but can be managed. Especially if you've built accordingly, rather than the entire base being wooden huts with carpets.
Everyone in my base has Firefighting priority #1, so if a pyro arcs up we just Draft all, Undraft all, then let everyone wander over to extinguish the rice field.
The +5 mood from wielding fire weapons helps, even if only a little bit.

3) "I've been yeeting horseshoes at a stick for too long. Pillow fight! Yes, I know we have no pillows - c'mon, let's spar for a bit!"
People get injured even when playing.

As for the nose, https://rimworldwiki.com/wiki/Aesthetic_nose or you could just look for a mod solution. There's a few options out there, and this might work: https://steamcommunity.com/sharedfiles/filedetails/?id=1724608120&searchtext=Nose

But as the loading screen tooltip says:
Some colonists are worse than useless. Bad allies are part of the challenge.
I have to disagree. Destroying a stack of mortar shells and blowing everything up provides character, y'know?
Originally posted by Duskmare:
I'm sure you get the idea now. These are just BS mechanics that screw you over for no reason. It's not "StOry BuILdINg" if it doesn't make any ♥♥♥♥♥♥♥ sense. Best friends suddenly breaking each other's faces forever (which also makes social fights more likely in future because everyone gets a negative for being disfigured) just wouldn't happen! People not being able to break up the social fight also wouldn't happen. Being arrested for social fighting for a few minutes wouldn't cause someone to be upset with -10 mood for a week. It's just stupid and annoying.
Did you ever, as a kid, grab sticks and have sword-fights with friends - but then an adult comes along and says you're not allowed to anymore? Yeah, of course you were peeved that you weren't allowed to have fun.

Your colonists are basically doing some rough-housing amongst themselves - and yeah, injuries happen. But it's not as though they can just go play Xbox or anything, y'know? So when some nerd is like "cUt It OuT gUyS" while they were just playing, they're allowed to be unimpressed with the intruder for a while.

Like, I get that nothing I can say will change your mind on this - and that's okay. But if it is an issue, either don't have pawns with those traits in your colonies, or look for ways to remove those mental breaks.
Astasia Feb 23 @ 2:40pm 
All mental breaks are entirely avoidable and if they happen in your colony it's your fault. Period. Pay attention to the traits of colonists you recruit.

Social fights are not mental breaks, they are fairly easy to avoid if you want to and usually aren't a big deal if you let them happen. You can fix a destroyed nose with the DLC. The Aesthetic Shaper and Aesthetic Nose boost people's opinion by +40 which significantly reduces social fight chance, on top of normal relations gains and the increased likelyhood of positive social interactions it basically removes social fights from your colony.
Originally posted by Astasia:
Pay attention to the traits of colonists you recruit.
Having what feels like a quarter of the world's population have a "does not like to cooperate with society, and should never be recruited" trait isn't something I'd call good game-design, so I do still agree somewhat with OP (even if OP's wording is... not how I'd word it).
Last edited by FourGreenFields; Feb 23 @ 2:53pm
Originally posted by Duskmare:
Why are you punishing me for no reason devs?
...
These are just BS mechanics that screw you over for no reason. It's not "StOry BuILdINg" if it doesn't make any ♥♥♥♥♥♥♥ sense. Best friends suddenly breaking each other's faces
...
It's just stupid and annoying.
Hum, i understand your mad, but raging won't help. See, your having one of those social fights / mental breaks you said never should happen.

But you know you can fix your "issue" with a couple of mods that make that sort of stuff better. Remain calm and carry on.

Good luck
Astasia Feb 23 @ 3:13pm 
Originally posted by FourGreenFields:
Having what feels like a quarter of the world's population have a "does not like to cooperate with society, and should never be recruited" trait isn't something I'd call good game-design, so I do still agree somewhat with OP (even if OP's wording is... not how I'd word it).

I would disagree with that. For me the vast majority of pawns in the game are not worth recruiting, they exist as a choice, to get more hands right now and suffer the consequences, or wait until the next "perfect" recruit shows up. Having that choice is good game design, if everyone that was downed on your map was always a decent recruit that would be pretty boring. The negative traits that do exist in the game mostly all have something to consider when you recruit them, what are the consequences of recruiting this person, can your colony handle it. If it's a gourmand and you have plenty of food, that might be an easy choice for you. If it's a pyro and your entire base is made of stone, that might be a risk you are willing to take. If they are staggeringly ugly with an annoying voice, at least your other colonists will get a mood buff when they die so maybe you recruit them to do something dangerous. Etc. etc. These traits exist for a reason and create interesting choices for the player, whether that choice is to ignore all of them or not.
Jibbles Feb 23 @ 3:20pm 
You can fix a destroyed nose with the DLC.
wow.. what a joke.
You can intervene in trait breaks and social fights with the high social character with high chances of arrest, most of mine have 100% chance. Then you just recruit them again instantly and everything goes back to normal. This is built into the game.

Yes I understand that getting ideal pawns is tough however there are ways during big raids and having a shock lance totally doable to pause the game and check every attacking pawn to find the one or two you want and just down them with a shock lance. Assuming you dont just use kill boxes an sort things out afterwards, cause if that is the case well you get the left overs if any survive.

Also the machine pistol is pretty good recruitment tool, if shock lance is not available since its a ton of small hits....Can always arm a whole bunch of colonists with them, an go raid a town or do a quest like attack bandit camp dont have to wait for raids.

Close Combat is actually viable on medium difficulty, can always beat pawns down with fists well assuming they dont have good armor either. With royalty DLC you can actually just teleport a desired pawn into direct contact with a brawler pawn for capture....And even just close the door on the rest of the attackers :D

All of that though I learned just by playing the game a lot, and I have had a gourmet cook get his nose broken three times! Yes I replaced his nose with bionic noses a few times some of those quest rewards and the exact same brawler busted it over an over.
Originally posted by Astasia:
Originally posted by FourGreenFields:
Having what feels like a quarter of the world's population have a "does not like to cooperate with society, and should never be recruited" trait isn't something I'd call good game-design, so I do still agree somewhat with OP (even if OP's wording is... not how I'd word it).

I would disagree with that. For me the vast majority of pawns in the game are not worth recruiting, they exist as a choice, to get more hands right now and suffer the consequences, or wait until the next "perfect" recruit shows up. Having that choice is good game design, if everyone that was downed on your map was always a decent recruit that would be pretty boring. The negative traits that do exist in the game mostly all have something to consider when you recruit them, what are the consequences of recruiting this person, can your colony handle it. If it's a gourmand and you have plenty of food, that might be an easy choice for you. If it's a pyro and your entire base is made of stone, that might be a risk you are willing to take. If they are staggeringly ugly with an annoying voice, at least your other colonists will get a mood buff when they die so maybe you recruit them to do something dangerous. Etc. etc. These traits exist for a reason and create interesting choices for the player, whether that choice is to ignore all of them or not.
A good number of downed pawns would be hostiles. You know, people that'd have good reason to stab you in the back if recruited, or to run away at least. If the game was designed as a story-generator they might actually do that too!

And it's not the existence of these traits, it's how common they appear to be.
Last edited by FourGreenFields; Feb 23 @ 3:27pm
Here is a thought about "bad recruits"

Well they might not be ideal long term candidates, but if you have the resources and you are not doing a cheese game with kill boxes.....Those bad recruits become good front line fodder. I kid you not, I do recruit people simply to put out front IF food/rooms are not strictly controlled IE extreme desert or sea ice base. Heck load them up with a painstopper and apply beserk spell and they actually can hold back a decent amount of stuff to get that doomsday shot off.

IF mood is a problem well that is easily fixed with drugs or spells, even just keeping them drunk for a while if needed. Until the moment you need an expendable pawn.....Which yes there are times you need pawns that you can lose.

I mean shot, there are times...I just have to have a pawn do something and its a death sentence...Do I want to make my valued pawns do that or the trash throw away?
Last edited by Gamefever; Feb 23 @ 3:32pm
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