RimWorld

RimWorld

Why is my Singularity Killbox not firing into the middle cells?
https://cdn.discordapp.com/attachments/936260218185187408/1227788460350378125/image.png?ex=6629ae1c&is=6617391c&hm=642d9c39fca6d85400e95453a3d264288045c0e5d7dac81ca6eabe5f8b2803f1&

Using 1.5 Unstable.

Killbox videos all show pawns firing deep to the middle of the killbox, but mine only shoots at the front 3 doors.
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Beiträge 3145 von 78
Veylox 16. Apr. 2024 um 6:36 
"1: Any pseudo defense that relies on exploits to be functional."

You're just shifting the definition towards "exploit" and not defining it here. Singularity is an exploit, melee punch is. Using defenses that will take advantage of enemy AI is what ? Exploit or not ? Because if it is, you just defined a tree as a killbox while claiming it wasn't.
Zuletzt bearbeitet von Veylox; 16. Apr. 2024 um 6:37
VoiD 16. Apr. 2024 um 6:38 
Oh, look, evading the point, I gave you the definitions, can we stick to that or are you trying to shift the discussion to what is an exploit? Because that's also an easy one, but it's a different subject, I'm willing to get into it once you ackowledge the definition, so we can keep working with that instead of using freestyle semantics, again, once we nail down the definition of an exploit and why claiming a tree existing is one.
VoiD 16. Apr. 2024 um 6:39 
I mean, you can call it whatever you, want, you'd just be wrong, and being wrong is fine.

But your exploit will never be accepted as legitimate gameplay, no matter how many times you try to compare it with a tree standing out in the open.

I mean, if we want to be absurd and claim anything in the game is legitimate, and exploits don't really exist because we can water down the definition to nothing, then sure, I'll call my "killbox" devmode, I erase enemies, that's legitimate gameplay too, no mods required.
Zuletzt bearbeitet von VoiD; 16. Apr. 2024 um 6:41
Veylox 16. Apr. 2024 um 6:41 
Ursprünglich geschrieben von VoiD:
Oh, look, evading the point, I gave you the definitions, can we stick to that or are you trying to shift the discussion to what is an exploit? Because that's also an easy one, but it's a different subject, I'm willing to get into it once you ackowledge the definition, so we can keep working with that instead of using freestyle semantics, again, once we nail down the definition of an exploit and why claiming a tree existing is one.

That's not how definitions work. If I ask you what a glorp is, don't tell me it's the same thing as a florp. You have to define the term with something that's defined in itself. "exploit" contains even less information than "killbox" in itself.

If you like this definition, keep it, but so far and without telling what "exploit" is you made a tree a killbox with your own words. Either an exploit has to do with a bug/non-intended interaction, or it's just something arbitrarily thrown to describe a strategy you don't like. If it's the former, most killboxes aren't exploits, so by your own definition, most killboxes aren't killboxes. If it's the latter, a tree is a killbox.

And that's not opinion here, it's pure semantics, you're actually just wrong, I don't even care about the killbox discussion, you genuinely didn't define anything.
Zuletzt bearbeitet von Veylox; 16. Apr. 2024 um 6:44
VoiD 16. Apr. 2024 um 6:45 
I'm sorry, I though we knew english words.

Você prefere continuar a discussão em português? Os termos seriam um pouco diferentes, mas talvez faça mais sentido, afinal, explicar o sentido de palavras é o campo de dicionários, se não pudermos concordar em absolutamente nenhuma palavra no idioma, então o idioma em questão claramente não nos serve.

Aliás, como poderíamos começar a discussão se você ainda não definiu o sentido da palavra "You" usada no seu primeiro parágrafo? Sem que você defina isso eu não posso continuar a discussão, pois não faço ideia do que você está falando.

Depois disso por favor defina "'re", depois defina, por favor, "just", eu claramente não sei do que você está falando.

Edit: Are we done being dishonest?
Zuletzt bearbeitet von VoiD; 16. Apr. 2024 um 6:47
Veylox 16. Apr. 2024 um 6:47 
On peut continuer en français aussi si tu veux y'a pas de souci t'as tort dans toutes les langues


There's nothing dishonest here. "Exploit" isn't well-defined, and the most accurate definition I know of has to do with bugs/glitches, which most killboxes aren't made of.

If you want to stop being dishonest, go ahead
Zuletzt bearbeitet von Veylox; 16. Apr. 2024 um 6:48
VoiD 16. Apr. 2024 um 6:55 
It isn't?
https://en.wikipedia.org/wiki/Video_game_exploit

"... Common types of exploits include:

...

Safe zones
Places where a player can attack with no risk of being attacked back. This is often a form of an exploit in the geometry (terrain) of a game—however, a game may have areas that make players within them safe (especially in PvP games/zones in which the opposing faction(s) may not enter) from attack while not disallowing the safe players to attack.

Game mechanics
Taking advantage of the systems that make up the gameplay. A game mechanics exploit is not a bug: it is a case in which a system is working as designed, but not as intended. An example is the "wavedash" in Super Smash Bros. Melee, in which the momentum gained from using a directional aerial dodge could be retained on landing; with proper timing this allows characters to use a stationary attack while sliding across the ground.

Cheesing
Performing repeated, usually considered cheap, attack moves in such a way that doesn't allow the enemy to respond or fight back. An example would be Street Fighter II in which one can perform repeated moves that keep the enemy being attacked and against the side of the screen, with no way for them to perform a counterattack.

...

Developers may find it difficult to identify and respond to an exploit because players who discover vulnerabilities in a game may be reluctant to inform the game's developers, in order to continue exploiting.[2] However, once developers learn of exploits, the response may include banning players who took advantage of the exploit, changing the game's rules to eliminate it or make it less useful, or even embracing the exploit. Positive opinions of the exploit can lead to the designers embracing it as emergent gameplay, such as when skiing in the Tribes series of games gained developer support. The now-standard practice of rocket jumping originated in a similar way, by exploiting game mechanics in a way not foreseen by the developers. Otherwise, the developers may try to fix the underlying problem, or discourage use of the exploit if the issue cannot be clearly addressed by technical means. In severe cases, players may be banned. Further, the game state of the world may need to be reset to restore game balance. For example, following a serious currency dupe exploit in EverQuest II, the developers removed large amounts of duped money from the game to address the rampant inflation it caused in the game's virtual economy.[10]"

And for the record, yes, savescumming is perhaps the most common type of exploit too, and it was never related to any bugs, just like standing on top of a car where zombies can't reach you in State of Decay, to mow down the entire horde is the exact same type of exploit seen in RW.

But, of course, we can keep pretending we don't know what're talking about, which case I can simply paste a picture of a tree and we can close the OP's thread as his issue was resolved, use the tree, it's clearly what he was asking for.

Like I said:
Ursprünglich geschrieben von VoiD:
1: Any pseudo defense that relies on exploits to be functional.
IE: If you close down every door, would the AI still be lured into suicide?
IE: If the enemy army was controled by a player, would your "defense" still work?
Zuletzt bearbeitet von VoiD; 16. Apr. 2024 um 6:58
Ursprünglich geschrieben von Overeagerdragon:
I think you misunderstand what people are saying here... They are saying that ANY location that provides bad cover to the enemies and good cover to you is a killbox. To reference this with real life... the beaches of normandy were a killbox for the german side... Trench warfare is a killbox for those approaching the trenches...

If you have a set of trees you hide behind and cleared the incoming side of trees; congrats, that's a killbox. The only way you've never used a killbox is if you've NEVER built an outer wall and didn't use the walls in the base itself.

So if you used sandbags... hate to tell you this; but yeah, you've used a killbox (just unaware that was what the community calls it)
Eh, granted that killbox is a very subjective term, but IMO you and those other players are using it a bit too liberally. Utilizing natural, unenhanced environmental protection like stone chunks and trees hardly qualify. It's just sound strategic decisions to hide behind them when and if the opportunity is given.

Killboxes are man-made, consciously engineered designs to give yourself as much advantage and the opponent as little advantage as possible, to the best of the abilities of the engineer. You did give a great example of the D-day defenses at the beaches, having made a very defensible position with a strategic outlook over the very vulnerable position, ocean and sand, their enemies would emerge from.

Another example is a castle gate, which funnels would-be attackers into a relatively small opening. You have the "open" defense of the port cullis, allowing you to stab attackers with spears from inside the relative safety, and the murder-holes from which archers can shoot arrows from the advantageous high-ground, or throw rocks at them with the natural aid of gravity.

Taking cover behind a tree or a stone just doesn't compare, unless you've meticulously designed for them to be where they are. Sandbag defenses don't truly qualify either, unless you've done something more.

So if we're going to be fully honest about what a killbox is, it's when you've:
- Constructed defenses for your own personnel AND
- Consciously funneled enemies into an area where you intend to kill them AND
- Either chosen- or made sure to strip the environment of as much defenses your enemy could use as possible AND
- Taken as much effort as space allows to give your chosen weapons their optimal ranges and hopefully your enemies their least optimal ranges. Most often utilized by making a firing squad equipped only with Assault Rifles, as it outranges most weapons, and any melee raid would perform laughably bad if your firing squad can fire on those enemies from their max range.

Bonus points for having created stationary weaponry:
- Traps
- Turrets (automated turrets aren't really a thing yet in real life, but manned turrets are)

If you haven't taken these steps, you haven't made designs in the hopes of defeating enemies with the least damage taken to yourself. Thus you haven't made killboxes. At most you've just made or used a slightly more defensible position, but with no second thought towards how to most efficiently defeat the enemy.
Veylox 16. Apr. 2024 um 7:00 
1) Killboxes are intended, so they don't fit the definition, which is primarily bug/glitch, secondary "not intended".

2) Killboxes allow enemies to fight back. Most of them actually allows them to fight back more than spamming centurions.


"And for the record, yes, savescumming is perhaps the most common type of exploit too"

It's a killbox then ?
Zuletzt bearbeitet von Veylox; 16. Apr. 2024 um 7:04
VoiD 16. Apr. 2024 um 7:01 
Ursprünglich geschrieben von Modazem:
Ursprünglich geschrieben von Overeagerdragon:
I think you misunderstand what people are saying here... They are saying that ANY location that provides bad cover to the enemies and good cover to you is a killbox. To reference this with real life... the beaches of normandy were a killbox for the german side... Trench warfare is a killbox for those approaching the trenches...

If you have a set of trees you hide behind and cleared the incoming side of trees; congrats, that's a killbox. The only way you've never used a killbox is if you've NEVER built an outer wall and didn't use the walls in the base itself.

So if you used sandbags... hate to tell you this; but yeah, you've used a killbox (just unaware that was what the community calls it)
Eh, granted that killbox is a very subjective term, but IMO you and those other players are using it a bit too liberally. Utilizing natural, unenhanced environmental protection like stone chunks and trees hardly qualify. It's just sound strategic decisions to hide behind them when and if the opportunity is given.

Killboxes are man-made, consciously engineered designs to give yourself as much advantage and the opponent as little advantage as possible, to the best of the abilities of the engineer. You did give a great example of the D-day defenses at the beaches, having made a very defensible position with a strategic outlook over the very vulnerable position, ocean and sand, their enemies would emerge from.

Another example is a castle gate, which funnels would-be attackers into a relatively small opening. You have the "open" defense of the port cullis, allowing you to stab attackers with spears from inside the relative safety, and the murder-holes from which archers can shoot arrows from the advantageous high-ground, or throw rocks at them with the natural aid of gravity.

Taking cover behind a tree or a stone just doesn't compare, unless you've meticulously designed for them to be where they are. Sandbag defenses don't truly qualify either, unless you've done something more.

So if we're going to be fully honest about what a killbox is, it's when you've:
- Constructed defenses for your own personnel AND
- Consciously funneled enemies into an area where you intend to kill them AND
- Either chosen- or made sure to strip the environment of as much defenses your enemy could use as possible AND
- Taken as much effort as space allows to give your chosen weapons their optimal ranges and hopefully your enemies their least optimal ranges. Most often utilized by making a firing squad equipped only with Assault Rifles, as it outranges most weapons, and any melee raid would perform laughably bad if your firing squad can fire on those enemies from their max range.

Bonus points for having created stationary weaponry:
- Traps
- Turrets (automated turrets aren't really a thing yet in real life, but manned turrets are)

If you haven't taken these steps, you haven't made designs in the hopes of defeating enemies with the least damage taken to yourself. Thus you haven't made killboxes. At most you've just made or used a slightly more defensible position, but with no second thought towards how to most efficiently defeat the enemy.
I'll give you that certain murky areas do exist, but it highly depend on the terrain.

For instance, if you dig into a huge mountain you'll naturally have only a single entrance to your base.

In this case it makes sense to create a narrow reception in which the enemy has no choice other than entering through the front door, the design will look exactly like any "killbox" out there, one hall faced with many turrets/traps and covered positions, but this design doesn't -need- any exploits to function, and if a player was controlling the army, he also wouldn't have much of a choice other than going through the front entrance, not unless he wants to starve to death hitting mountain tiles to find our base, so that one looks exactly like a killbox, and it technically is, but it doesn't have any exploitation involved, that's the actual murky area nobody brings up, not a tree or a river.

Of course, we both know that's not what people mean when they ask for killbox designs either, after all, I bet you won't have a warm reception if you walk into someone else's thread asking for tips and telling them to just pack up and move his base somewhere else where the terrain allows them to set up one without any exploits, when they ask for it, we all know what they are refering to.
Zuletzt bearbeitet von VoiD; 16. Apr. 2024 um 7:03
Veylox 16. Apr. 2024 um 7:01 
"- Constructed defenses for your own personnel AND
- Consciously funneled enemies into an area where you intend to kill them AND
- Either chosen- or made sure to strip the environment of as much defenses your enemy could use as possible AND
- Taken as much effort as space allows to give your chosen weapons their optimal ranges and hopefully your enemies their least optimal ranges. Most often utilized by making a firing squad equipped only with Assault Rifles, as it outranges most weapons, and any melee raid would perform laughably bad if your firing squad can fire on those enemies from their max range."

Where's the exploit in that ? Do people in wars use exploits ?
Zuletzt bearbeitet von Veylox; 16. Apr. 2024 um 7:02
Veylox 16. Apr. 2024 um 7:05 
If the enemy was controlled by a player, no defense would reliably work, by the way, making every single defense in the game a killbox by your own definition


You really think a player wouldn't be able to EMP your centurions or straight-up orbital beam your entire base ?
Zuletzt bearbeitet von Veylox; 16. Apr. 2024 um 7:06
VoiD 16. Apr. 2024 um 7:06 
You'll get attention when you start arguing honestly
Veylox 16. Apr. 2024 um 7:08 
I'm dead honest. Do you think a player wouldn't orbital beam your base ? If not, any defense you use is a killbox, because you take advantage of the fact that you're not up against a player.

Your definitions are simply flawed, which loops us back to the start ; if you talk with some people for a minute, you realize they don't have a definition, so anything they say is just arbitrary. They like their own defense system, they dislike someone else's, they call it an exploit, without, by definition, making any distinction between the two.
Zuletzt bearbeitet von Veylox; 16. Apr. 2024 um 7:10
VoiD 16. Apr. 2024 um 7:10 
You've asked for A, I gave you A

You then ignored A and asked for B, I gave you B.

And now you're just skipping through all the times you've been proven wrong, all the definitions used, "definition", the important thing you wanted to settle is something that's not even a part of your recent posts anymore as you no longer care about them, and you're just shooting everywhere trying to see if something sticks, nothing does, so I'm moving on.
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