RimWorld
Berserking is a bit much to be honest.
I understand that some dudes go insane from hardship, but from a gameplay standpoint I got to say it is highly annoying. Kinda reminds me of Dwarf Fortress spiral tantrums but without the fun.

I just find it ridiculous when you survive against all odds against invaders, just to have one of your dudes go beserk because his room was dirty. It's hard as hell to recover from an attack or another form of disaster when you never get any time to clean up and drag away the bodies.

What do you guys think?
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Εμφάνιση 16-30 από 59 σχόλια
Αναρτήθηκε αρχικά από Phoenix C64:
A colonist never goes berserk from just one thing. You obviously neglected his needs for quite some time and now you paid the price.

Only exception is when his mom, dad, lover and dog die all at same time. But that's just normal, IRL you'd freak out too if that happened.
BS I just had one try to kill everyone because he though his ROOM WAS TO UGLY!!!
The only thing that bothers me about the berserking is that there is no way to subdue people without the chance of them dying. Even using just fists you might accidentally kill a colonist you just want to put in time out. I think the main problem is that with berserk, the colonist doesn't get any sort of catharsis buff to help even them out for a while like they do with dazed wanderings and such.

I also agree that there are some mood debuffs that stack a bit unfairly. Especially with new relation modifiers. You can get someone who is upset when their lover/spouse dies and they'll have like 3-5 modifiers all due to it. Colonist died+spouse died+friend died+whatever else all from a single death. Would think to be fair it would only pick the largest modifier and use that one, not add them all together.
Αναρτήθηκε αρχικά από tomme25:
I understand that some dudes go insane from hardship, but from a gameplay standpoint I got to say it is highly annoying. Kinda reminds me of Dwarf Fortress spiral tantrums but without the fun.

I just find it ridiculous when you survive against all odds against invaders, just to have one of your dudes go beserk because his room was dirty. It's hard as hell to recover from an attack or another form of disaster when you never get any time to clean up and drag away the bodies.

What do you guys think?
I don't mind the event, I just hate that once they go berserk they just keep doing it over and over
Αναρτήθηκε αρχικά από Phoenix C64:
A colonist never goes berserk from just one thing. You obviously neglected his needs for quite some time and now you paid the price.

This. Keep an eye on that needs tab!

TIP 1: Don't interrupt a colonist when he's doing Joy activities...

TIP 2: ...Especially to have them do more work.

Αναρτήθηκε αρχικά από tomme25:
Better drunk than crazy.

Finally, someone who understands me.
Αναρτήθηκε αρχικά από Mztr44:
The only thing that bothers me about the berserking is that there is no way to subdue people without the chance of them dying. Even using just fists you might accidentally kill a colonist you just want to put in time out. I think the main problem is that with berserk, the colonist doesn't get any sort of catharsis buff to help even them out for a while like they do with dazed wanderings and such.

I also agree that there are some mood debuffs that stack a bit unfairly. Especially with new relation modifiers. You can get someone who is upset when their lover/spouse dies and they'll have like 3-5 modifiers all due to it. Colonist died+spouse died+friend died+whatever else all from a single death. Would think to be fair it would only pick the largest modifier and use that one, not add them all together.

I agree with this one, we need a way to subdue them without the chance of killing them in the process and adding the biggest mood modifier when someone dies would be better than having a bunch cuz thats usually when they REALLY go crazy and even if i manage to get them back up after that they still have those modifiers so theyre like riiiighttt on the brink no matter what, its kinda ridiculous.
Αναρτήθηκε αρχικά από Mztr44:
The only thing that bothers me about the berserking is that there is no way to subdue people without the chance of them dying.

There is. Draft everybody (you don't want an undrafted colonist to wander by and start shooting) and order a couple of pawns armed with ranged weapons to melee the pawn you want to subdue. I'm not sure that it's 100% impossible to accidentally kill them, but I can't think of a single time that it's happened to me.
Τελευταία επεξεργασία από grimm77; 20 Ιουλ 2016, 1:41
It's like PTSD... a guy survives a horrible battle, loses a toe, watches his friend get murdered and has to kill some pretty chick attacking him. He comes home, finds himself and his room covered in filth, is hangry from not eating for a day or so... it all builds up. Usually the reaction is based on the personality or final trigger. Some just wander in a daze or hide in their room... some drink.
I believe that we all can agree that berserking mostly happens after a raid/siege goes wrong and something goes bad. And that's understandable.
If you manage your colony so poorly that your colonists have an extremely poor mood even without anyone attacking you - then you deserve all the consequences. I see no problem with that.

My 2 biggest issues with berserking:

1) They don't seem to have any kind of post-berserking mood buff like Catharsis ( +20). I believe that's wrong. You would definitely re-think your social behaviour after you were downed by your own neighbours, ending in same medbay with some of them. Something like "Punished for good reason" ( + 20)

Having no post- berserk mood buff makes it almost impossible to break that vituous circle of re-berserking - you simply have little time to clear all the mess they made ( or, if berserking was caused by a raid - all the mess after big fight), feed and treat them properly, so once they wake up - they are still miserable from whatever reason they went berserk, they are in messy environment, in pain, probably hungry - and instantly go berserk again.

It wouldn't be half bad if you micromanage your colony carefully and only non-important colonists go nuts. But if your main doctor\ cook\ warden goes berserk - you're in big trouble.

2) Since most of berserking is caused by raid defence that went wrong, I would suggest some mood buff for repelling raiders. Seems only logical to me. Something not too big or too lasting, +10 for like 3 days would suffice ( to clear all that mess).

This way only people who have mental breakdown penalties from their biography would go nuts, which makes sense in all perspectives - realism, roleplaying, etc.

Apart from fixing these 2 issues, I'd like to see a new feature introduced in Rimworld :

*Sedation.

Your skilled doctor should be able to sedate anyone resting in hospital / prisoner bed, using advanced medicine ( longer effect) or herbs ( short effect).
Sedated people just sleep for some time, depending on quality of used meds. Their Joy meter is fixed. They still can be force - fed. Unskilled sedation can both have health and mood penalties ( some kind of drug hangover)

This would allow you to sedate your colonists that are on edge of mental breakdown and use that extra time to either try to fix anything that makes them unhappy, or time to prepare for their inevitable breakdown once they wake up.
Τελευταία επεξεργασία από Captain Butthurt; 20 Ιουλ 2016, 2:26
Someone should make a mod so that the colonists are more prone to get depressed than berserk, at least at first. Being depressed would reduce work speed by 50% and disallow cleaning and hauling.

Maybe some colonists would get anxiety instead, which would decrease skill levels and disable all labor where effective level is below the colonist average for that skill.

Perhaps mental break would cause someone to get obsessed, he'd get a bonus for some task but would refuse to do anything else at all. And he should ignore orders too, so a obsessed hunter would go out there hunting whatever he pleases and an obsessed constructor would start building extra doors into your walls and making new chairs for no good reason whatsoever.

Everyone going berserk all the time is quite boring.
Αναρτήθηκε αρχικά από Captain Butthurt:
I believe that we all can agree that berserking mostly happens after a raid/siege goes wrong and something goes bad. And that's understandable.
If you manage your colony so poorly that your colonists have an extremely poor mood even without anyone attacking you - then you deserve all the consequences. I see no problem with that.

My 2 biggest issues with berserking:

1) They don't seem to have any kind of post-berserking mood buff like Catharsis ( +20). I believe that's wrong. You would definitely re-think your social behaviour after you were downed by your own neighbours, ending in same medbay with some of them. Something like "Punished for good reason" ( + 20)

Having no post- berserk mood buff makes it almost impossible to break that vituous circle of re-berserking - you simply have little time to clear all the mess they made ( or, if berserking was caused by a raid - all the mess after big fight), feed and treat them properly, so once they wake up - they are still miserable from whatever reason they went berserk, they are in messy environment, in pain, probably hungry - and instantly go berserk again.

It wouldn't be half bad if you micromanage your colony carefully and only non-important colonists go nuts. But if your main doctor\ cook\ warden goes berserk - you're in big trouble.

2) Since most of berserking is caused by raid defence that went wrong, I would suggest some mood buff for repelling raiders. Seems only logical to me. Something not too big or too lasting, +10 for like 3 days would suffice ( to clear all that mess).

This way only people who have mental breakdown penalties from their biography would go nuts, which makes sense in all perspectives - realism, roleplaying, etc.

Apart from fixing these 2 issues, I'd like to see a new feature introduced in Rimworld :

*Sedation.

Your skilled doctor should be able to sedate anyone resting in hospital / prisoner bed, using advanced medicine ( longer effect) or herbs ( short effect).
Sedated people just sleep for some time, depending on quality of used meds. Their Joy meter is fixed. They still can be force - fed. Unskilled sedation can both have health and mood penalties ( some kind of drug hangover)

This would allow you to sedate your colonists that are on edge of mental breakdown and use that extra time to either try to fix anything that makes them unhappy, or time to prepare for their inevitable breakdown once they wake up.

Thank you a lot, sir. Great ideas! Now we've got to make Tynan read this, which he'll probably do anyways, since he's pretty involved when it comes to his community. Great guy.
Αναρτήθηκε αρχικά από cg9977:
I had a man go into a daze because of his pain and he decided to strip down and sit in the freezer. The idiot started getting hypothermia and i had to try arresting him so he wouldn't freeze to death. Instead of allowing himself to be gently herded to the sick bay he went berserk. I ended up having to shoot him with a shotgun to down him to prevent him from killing someone.
This is a wonderful story.
how much joy time do you allow your colonists or do you just work them to death?
Mine get 2hr in the morning and 2hrs at night and never had anything worse than one bout of sadness when his dod died
IRL, I got a co-worker who was really off because she has to do 1/2 hour extra unpaid, for the very first time. She offered herself to chop up some chicken and pork (as we have been preparing these for offerings), with extreme vigour (and failing to hold the cleaver properly). She immediately quit the job afterwards.

I mean, people can berserk for the very minor reasons.
The "I refuse to do dumb labour" Attitude gets to me,you are dropped on some planet and have to survive,then your pall says,"I aint hauling ♥♥♥♥"..that would be an instant bullet between the eyes in my world..Just kidding.....No seriously,i know its just done for gameplay reasons,but idle hands and all that,
hauling should be for everyone.
Αναρτήθηκε αρχικά από Captain Butthurt:
I believe that we all can agree that berserking mostly happens after a raid/siege goes wrong and something goes bad. And that's understandable.
If you manage your colony so poorly that your colonists have an extremely poor mood even without anyone attacking you - then you deserve all the consequences. I see no problem with that.

My 2 biggest issues with berserking:

1) They don't seem to have any kind of post-berserking mood buff like Catharsis ( +20). I believe that's wrong. You would definitely re-think your social behaviour after you were downed by your own neighbours, ending in same medbay with some of them. Something like "Punished for good reason" ( + 20)

Having no post- berserk mood buff makes it almost impossible to break that vituous circle of re-berserking - you simply have little time to clear all the mess they made ( or, if berserking was caused by a raid - all the mess after big fight), feed and treat them properly, so once they wake up - they are still miserable from whatever reason they went berserk, they are in messy environment, in pain, probably hungry - and instantly go berserk again.

It wouldn't be half bad if you micromanage your colony carefully and only non-important colonists go nuts. But if your main doctor\ cook\ warden goes berserk - you're in big trouble.

2) Since most of berserking is caused by raid defence that went wrong, I would suggest some mood buff for repelling raiders. Seems only logical to me. Something not too big or too lasting, +10 for like 3 days would suffice ( to clear all that mess).

This way only people who have mental breakdown penalties from their biography would go nuts, which makes sense in all perspectives - realism, roleplaying, etc.

Apart from fixing these 2 issues, I'd like to see a new feature introduced in Rimworld :

*Sedation.

Your skilled doctor should be able to sedate anyone resting in hospital / prisoner bed, using advanced medicine ( longer effect) or herbs ( short effect).
Sedated people just sleep for some time, depending on quality of used meds. Their Joy meter is fixed. They still can be force - fed. Unskilled sedation can both have health and mood penalties ( some kind of drug hangover)

This would allow you to sedate your colonists that are on edge of mental breakdown and use that extra time to either try to fix anything that makes them unhappy, or time to prepare for their inevitable breakdown once they wake up.

All of this . A+
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