Earlier quoted context omitted.
Tech layoffs be feeling it
I laid myself off recently so that I can play Satisfactory full time.
RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
111–120 of 139 posts
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#112Earlier quoted context omitted.
Usually I do Pheobe Chillax, but sometimes I will switch it up with the default storyteller if Phoebe isn't throwing anything interesting my way. But, with her, when it rains it pours, and the story arc of "coming back from the brink of annihilation" gets tiresome.
I usually go Randy Random. Mechanoids on day 0!? Sure. 5 solar eclipses in a row? Why not. Solar is overrated anyway. Can also rain gold, so...
Literally the only good way to play the game.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#113I got this on steam, started with the tutorial, and after a few minutes couldn't imagine getting any enjoyment out of playing this. What am I missing? The level of micro-management seems so high, and simple actions seem to require clicking through like 4 sub menus.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#114Earlier quoted context omitted.
They also have different scales for what types of events come when. For example, Casandra Classic aims for you to have 5 colonists. If you have less, you’ll get more opportunities to recruit. If you have more, raids get more violent and your colonists die easier. The story teller is a very advanced and configurable difficulty scaling system that enables different styles of play. Mods even add in new story tellers to…
That's literally just scaling easy mode. But I recognize that not calling it that may have some good value in terms of player appreciation.
Cassandra always tries to push you to 5 colonists. The events she chooses are separate from the difficulties or quality of the events.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#115I got this on steam, started with the tutorial, and after a few minutes couldn't imagine getting any enjoyment out of playing this. What am I missing? The level of micro-management seems so high, and simple actions seem to require clicking through like 4 sub menus.
For me the fun is getting a colony to a self sustaining state where I don't have to micro manage it. Then grabbing two colonists and go off exploring, trading etc.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#116A single threaded heap of hot garbage-collection.
Except for the garbage-collection, single threaded code is extremely common across all "simulation" games. Too many interdependencies makes it difficult to parallelize. Dwarf Fortress was looking into offload fluid computation to other cores, not sure if it was done.
I don’t often play very far into the insane late endgame though (200+ colonists/raiders on the map at once etc). I could easily see it being a problem at that point.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#117Earlier quoted context omitted.
That's literally just scaling easy mode. But I recognize that not calling it that may have some good value in terms of player appreciation.
But the difficulty is separate from these characteristics. Cassandra always tries to push you to 5 colonists. The events she chooses are separate from the difficulties or quality of the events.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#118I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#119I love Rimworld but this game's idea of "fun" is perpetually moody colonists doing stupid shit the moment one of their myriad needs aren't met. They have no chill, and no decorum, and YOU the player get to clean up their messes. In this universe, the role of God -- you -- is to be their magical space nanny, master planner, and babysitter. That and the difficulty curve skyrockets the moment mechanoids or the bugs show…
I too gave up on this game, even though I really wanted to like it. I like the idea of it. In my limited experience in gaming, we were reminded to periodically ask about game mechanics: "But does this make the game more fun?" Simulating realism is cool, but reality is full of boring or unpleasant stuff. Why suffer that extra? "Oh no, it seems you cut your finger while making dinner. Now you have an infection! And sin…
Most recent playthrough though I just plopped Nutrient paste dispenser. Suddenly no problems with food, getting it, preparing it.
New Biotech dlc also added great value. You can make your starting pawns sleepless. So no more fussing about bedrooms at the start plus much more productivity. Mechanitor can build ton of bots that do the hauling. It's really pleasant.
Re: RimWorld: A sci fi colony SIM driven by an intelligent AI storyteller
#120Earlier quoted context omitted.
That's literally just scaling easy mode. But I recognize that not calling it that may have some good value in terms of player appreciation.
But the difficulty is separate from these characteristics. Cassandra always tries to push you to 5 colonists. The events she chooses are separate from the difficulties or quality of the events.
Roguelikes with random events have easy mode the same way, if they think you're falling behind the curve you're given events and powerups, they decrease if they think you're doing well. Because events are random this is easy to tune for the ideal difficulty.
I think most people respond much better to the idea of "storyteller" than "scaling difficulty" though, so it's an important innovation at least in terms of framing.