RimWorld
Longevity/Replay value
Hello,
I'm really interested in buying this game, but am running very low on money :/
So I was wondering: How many hours of fun can I expect from it? How is the replay value and amount of endgame content?
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12 yorumdan 1 ile 12 arası gösteriliyor
Depends on your idea of fun. If you like problem solving, pretty much infinite. If you like storytelling, pretty much infinite. If you hate or like micromanaging, there's play styles for both.
I don't know that there is an endgame. The difficulty just seems to ramp up until you die. I suppose you might be able to get ahead of it, but I don't know for sure.

There's a lot of mods already so the replayability seems high. There's even a "zombie apocalypse" mod which makes zombies spawn all the time. You can finally play your "28 days later" scenario. :)
I played a lot of Factorio lately, if you guys happen to know it. I really like the fact that you can always expand more, research and build more things pretty much all the time. How is it in this game?
En son MisterSpock tarafından düzenlendi; 16 Ağu 2016 @ 9:21
İlk olarak Gecko tarafından gönderildi:
I played a lot of Factorio lately, if you guys happen to know it. I really like the fact that you can always expand more, research and build more things pretty much all the time. How is it in this game?
You'll be doing lots of repair work and expansion. I'll just leave it at that
İlk olarak Miradus tarafından gönderildi:
I don't know that there is an endgame

You can win the game if that's what you are after.
I seen people get over a hundred easy. I personaly make a new save almost every day because I am still a newb and learn new things I wish I knew yesterday, or screw so bad I pretty much have to restart lol. Its got a lot of RNG but not just RNG like x-com where 99% chance and you still fail. More like the story teller you pick throws stuff at you on a set system and you may get something nice like some traders as you next event with that supply you really want like medical supplies, compenets, or fancy new medical bed. Or you can get a spider infestation that spawns inside your bas you got fight off and destroy their nest to reclaim that section.

And that is just story teller, then you got battle itself you can lose toes, fingers, limbs, ears, eyes, hell break a spine in a combat. Wich leads you to the wonderfull doc system a good doc with a proper hospital can do amazing things but still rng fail wit hthe best you can get just really tiny chance. You can steal organs out of prisoners for when you colonists age and devolpe problems, like you 50 year cook got asma on its b-day, well grab you a bearly alive raider after next fight and have you doc cut you a fresh healthy lung, they can live with just one, so your not a monster to your colonists unless you take both and kill them. Then roll the dice he/she can not mess up durring the install of it on them. Crack shooter got cataracts and can't aime well any more, well look out for traders they can sell you a cyborg eye that has better then normal vision making them even more accurate.

Also got generic prosthetic legs and arms that do the job alright, then bionic ones that make you better then before. Or if in a pinch you can craft them a peg leg if they lost a foor or whatever and can't walk right. Hell you kill the right enemies you can graphe their balde hand, or get bionic power claw for more melee attack but hurts big time their abilty to do normal tasks, the blade in fact completly removes them able to do anything but fight, if you dual hands, and you don''t they punch and slash with both hands so you get one nasty hit, then one bare knuckle punch.

After that you got mental game going. Its like sims but no potty bar. Your colinist gets a spouse or bonds to a pet you got, then they die it will depress the hell out of them for a long time. Bass is disgusting no one cleans it, more depression. Then add in traits that can make it worse or better and you get mental break downs. Rng dice roll again they may go out into the snow with no pants, and drop their weapon screaming to cool down mentally, just take a stroll and smell the wild flowers, binge eat and drink. OR they can set ♥♥♥♥ on fire, pyromanic is a trait they can get, wich also makes it so they never fight fires, then you got beserk where they snap and start attacking your colonists, and live stalk till you knock them out or kill them.

Basicly every run is bit diffrent because of the RNG and the trait system is all rng as well you can't pick traits at all, minus being picky on what prisoners you want to recruit. At the start you jsut random over and over agai ntill you get one you like, but the perfect one is so damn rare its not funny some times you jsut got accept a little damage for the greater good, and get that pyro doctor, just keep his ass happy lol
En son Zalzany tarafından düzenlendi; 16 Ağu 2016 @ 9:27
I've played nearly 150 hours. There's half a dozen different environments (or biomes) for you to build in, each with their own different challenges (desert, extreme desert, jungle, temperate, boreal forest, tundra, arctic). Every character you start with is unique. Replayability is huge. The game gets progressively harder as your colony develops. The end goal is to research the tech needed to build a ship and get off the planet. However, you have the option of staying and trying to turn your colony into a self-sustaining town if you want. I've seen a few screenshots of colonies with 100+ people.
It is the sort of game you either enjoy or hate.

If you enjoy, you will get 100+ hours easily, probably way more.

Like all games, after a (long) while, you will get bored anyway, until next time you pick it up again (with new stuff added because EA...)

It isnt at all like Factorio (great game too) whiich is moslty a puzzle and optimization game.
The other thing about this title is if the builds continue there's no answer to this question because most builds include a few new people, a few new backgrounds, a few new animals, and most importantly a new system. It doesn't seem like a lot but this usually deepens the game more than the amount of content added due to the increasing complexity of the systems and what not. So we'll see in Alpha 15 if that train keeps rolling, but if the dev goes like 6 more builds whatever the answer is may be double whatever is decided today. W/O mods there is a place where the game gets repetitive at this point, but if you like this sort of game it's not unlikely that you get over 100 hours (not counting gameplay spent away from the game thinking up how you're going to attack the game next.) I'm not into the mods yet but many of those are pretty meaty/add a lot to the game.

But it depends on how much you like this sort of game really.
This game easily offers hundreds of hours of play, and it's still in development. As people have said, every colony is different. You have different colonist personalities, varying threats, multiple biomes, and a lot of content. Learning the colony management and base building aspects can take a few dozen hours, then you'll have to deal with the tower defense issues.

It's a must buy if you like colony management games.
I've got about 500 hours in, I've been playing for two years - well before it came to Steam. I love this game more now than ever, new content is added a few times a year. The developer is great and active in the Ludeon forums as well as /r/rimworld.

I also love Factorio, with maybe 600 hours in that game, been playing that for about the same amount of time. Also love the small developer team there, who are similarly active.

Factorio and Rimworld are similar in that they are amazing early access games done right. Very few bugs. Open ended and challenging game play.

Rimworld is harder than Factorio. Rimworld wants you to lose. Rimworld has an engame that is about equal to Factorio's endgame, in that you can build a spaceship and leave if you want but really the idea is more to keep building and making the best colony you can.

I will say that each individual game of Rimworld is shorter than an individual game of Factorio, for me. Maybe 40 hours in Rimworld, 60-80 in Factorio. However Rimworld has much more variety when it comes to starting maps, starting strategies, and various challenges. Factorio, you can look at the map and know where your challenges are (biter nests, resources) but in Rimworld the challenges appear randomly. Sometimes it's a group of raiders coming in from the side of the map. Sometimes and alien ship drops in on top of you. Sometimes 30 deer go insane and attack your colony. 20 man-eating insects burrow up through a mountain and start multiplying. Volcanic Winter, Toxic Fallout, Heat Waves, Malaria... you never know what Rimworld is going to throw at you. Your pawns WILL die. You WILL lose valuable characters you've spent hours developing. Or you will save scum.

But no matter what, I think you'll have fun.
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Gönderilme Tarihi: 16 Ağu 2016 @ 9:07
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