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I always only judge a game based on the vanilla experience the developer provides, and in this case I'm disappointed.
Was it the games fault or your own fault though? I am not saying you are in the wrong in any way but are you playing a difficulty beyond your abilities? Often times I have specific goals I will start on a lower difficulty setting and amp it up as my colony progresses.
You're enjoyment will expand once you do so!
is not the game difficulty, is just sometimes you mistep or something doesn't go exactly as planned.
In this run I've started in naked brutality "strive to survive" with a girl with 20lvls in shooting, obtained the mechlink from the quest (outsmarting with traps the scyther protecting it), installed it, survived through the fall and repelled many raids, food was sorted out for good (massive overproduction stashed in cold room) so now I only had to advance research.
A single raider with a knife comes, as the many before her is supposed to get 1-2 arrows,step on the trap and go down, but this one took the arrow, tanked the trap and was still up! And stabbed me... I always watch their stats beforehand, she wasn't Though or anything, she wasn't supposed to stand through that trap... so I didn't took extra measures.
Sure, I could have been less cheap and use steel traps rather than wood at that point, but that's not the point, if it wasn't that it would be something else, maybe simply me misstepping or something... and the fact the game doesn't allow recover in this loner scenario is "meh", disappointing.
You're trying to play an intentionally difficult scenario, with one person. This isn't DF, where your fort is composed of settlers from a well-established civilization. In these one-man starts you're a person/group who got stranded (sometimes intentionally) on a rock at the edge of galactic civilization, with zero practical contact with anywhere else.
That's exactly the "extra measures" I was talking about in the post above
But that's still not the point, in my opinion. The point is not this one specific instance imo, is the fact that there is no reason to throw away the time you spent carefully designing the base architecture to something random.
It could be passed down to some new explorer (ofc in worse condition, maybe raided once or twice and half burnt) and the tale could continue past the tragedy
That would be good game design (looking at DF).
Rimworld does so many things right that is baffling to see it do this completely wrong, don't you think?
What bothers me is not the losing, but the story abruptly ending when it could continue as a new story while retaining the "lore" of what had happened there before
The game is intended to be "lost" eventually. It is how the stories are meant to end. Another game puts it like this "this is the story how you died". In Rimworld it is the story how your pawns died.
I do agree that it would be nice if you could embark again on the same map, maybe find your settlement in ruins and rebuild in the ruins of the old... a sort of "new game +" and maybe there is a mod that does that. But for now that is not show the game is intended to be played. You are not supposed to have an easier time the 2nd time around.
On the upside atleast they went down fighting instead of having a meteor drop on them heh. Sometimes that's just how it goes though, I have had more then my fair share of bad loses but that's just part of it.
Again not to say you are wrong in how you feel but that is a risk you take starting with only 1 pawn.
You can also just let the game run after you lose. Usually at some point the game will give you a wanderer join events. There is a button when you lose to continue anyway. Press that. And wait. Wait. Wait. Wait. This could take a while. Wait. Wait. Think you get the point! :)