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    Saturday, November 21, 2020

    RimWorld "Building Priority"

    RimWorld "Building Priority"


    "Building Priority"

    Posted: 20 Nov 2020 06:55 PM PST

    It's just a rabbit bite!

    Posted: 21 Nov 2020 07:57 AM PST

    Don't talk to me or my son ever again

    Posted: 20 Nov 2020 10:24 AM PST

    From start to ship tribal no crematorium

    Posted: 21 Nov 2020 12:56 AM PST

    "We've both got no friends, wanna be friendless together?"

    Posted: 21 Nov 2020 04:34 AM PST

    Why I hate the Killbox meta and think it's the biggest weakness of the game

    Posted: 21 Nov 2020 04:56 AM PST

    This is the issue, plain and simple:

    The fact is Rimworld is actively trying to kill you. It's not interested in playing fair. For a time it is, sure, but as game time drags on, wealth increases and you hold off raids without a death, the game gets increasingly "frustrated" and starts throwing stronger and stronger waves at you. This quickly results in battles where you have 13 units and the enemy has 40.

    In comes the Art of War telling us to "divide and conquer." Turns out the only way to reliably divide and conquer in Rimworld is to build a killbox, which basically serves to separate units, meaning they approach in a single-file conga line instead of all at once, meaning now it's 13 vs 1 a grand total of 40 times instead of 13 vs. 40. That or your killbox is designed to just incinerate or otherwise insta-kill everyone within a certain area. Either way, this is just tried-and-true math/basic war strategy to ensure you come out on top even when faced with stacked odds.

    This, to me, suffers similar problems to Bethesda games: on standard difficulty, they feel too easy because Bethesda tries to cater their games towards making you feel like a God and like nothing can stop you. On harder difficulties though, they have no idea what they're doing or how to do difficulty, so they get the brilliant idea to make enemies hit 6 times harder while you hit for 1/6th of your normal damage. This means if before you got 100 HP and 36 damage while your opponent got 60 HP and 15 damage, then yeah no shit you win. You have to hit him twice and he has to hit you 7 times. Add in the x6 multipliers though, suddenly you deal 6 damage a hit and he's dealing 90, meaning it's downright painful and unfun to try and overcome such a ridiculously stacked fight. You now have to avoid being hit twice and still manage to hit him 10 times. BOTH are boring, BOTH suck. In one you know you'll never die, in the other the game is actively trying to kill you and it's obnoxious to die to such a stacked level of difficulty.

    Rimworld's difficulty feels much the same, except here it's less to do with the difficulty setting and more to do with killboxes. If you lack a killbox, you're in for a bad time because eventually the AI thinks "here have 127 centipedes attacking you" and there just isn't much you can do without a killbox. If you have a killbox, now it's completely reversed, and there's nothing the enemy can feasibly do to kill you. The only exceptions would be freak accidents and random strokes of luck for the AI, such as if there were a drop pod raid that breaks your killbox. This itself is likewise frustrating, because in Rimworld, the stakes of every fight are extremely high: your entire base and time investment is what's at stake, so those bad luck scenarios make for instant game overs as frequently as they make for actual excitement.

    tl;dr The Killbox Meta seems to encourage the game's difficulty to remain horrendously imbalanced, serving to either give you a mercilessly difficult or a repetitive and redundant experience where you "can't die." It feels like killboxes are simply masking a flaw with the game: it feels like if the difficulty was simply better balanced, then this would not force killboxes and fights could be more dynamic/more interesting. As things stand now though, the only metas I'm aware of are killboxes and bionic legs + sniper rifles, and there's no incentive to try and tweak difficulty better when the community has collectively resigned itself to the killbox meta.

    Thoughts?

    submitted by /u/AFlyingNun
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    Fair enough.

    Posted: 20 Nov 2020 09:23 AM PST

    Can we get an F in chat for the shotgun specialist that ended an infestation by crawling with a bitten off leg to her dropped shotgun, picking it up, and firing Dragon Breath rounds at point blank. Killing herself, about 6 wounded defenders, and every last stinkin' bug.

    Posted: 20 Nov 2020 12:02 PM PST

    HELP! Does anyone know what mod causes this model?

    Posted: 21 Nov 2020 03:39 AM PST

    My Wife Is A Rancher On The Rimworld Part 7: We Hit A New Record...We Now Know How Much Is Too Much

    Posted: 20 Nov 2020 10:44 PM PST

    I feel like I might have one too many mods. My researcher has over 2000% research speed. Are those just rookie numbers?

    Posted: 21 Nov 2020 01:52 AM PST

    Oven playing rimworld, what warcrimes will she commit?

    Posted: 21 Nov 2020 07:35 AM PST

    Tribal raiders decided they would go and awaken the ancient evil for me. (These are not my pawns)

    Posted: 21 Nov 2020 02:56 AM PST

    People of the Rock, Year 12, Reorganization

    Posted: 21 Nov 2020 12:56 AM PST

    Unpopular Opinion : Removing my Dev mode was the best thing I ever done

    Posted: 21 Nov 2020 06:09 AM PST

    I found it very hard to not cheat when my favourite pawn died to something stupid, or something happened which i couldn't deal with. Now i'm having more fun than ever by clicking the "Remove Dev mode" option in the menu.

    submitted by /u/Markibuhr
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    What in the name of sweet jesus is that thing!?

    Posted: 20 Nov 2020 10:53 PM PST

    Ive logged over 1000 hours in rimworld and ive bever seen one of these before. A wanderer joined and before i could harvest her for her organs ( Sigh ) She died in her sleep and became this this...... thing?

    https://preview.redd.it/icpjlq2bjj061.png?width=1366&format=png&auto=webp&s=02c9fc2aabf01fd8e09fcb9a3e8d4223b6916c64

    submitted by /u/MacFish91
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    For a brief moment in time, this man didn't have a single drop of blood in his body

    Posted: 20 Nov 2020 10:53 AM PST

    Just when Timofei thought the day couldn't get any worse

    Posted: 21 Nov 2020 04:20 AM PST

    Would my out of town people be upset if I harvested my prisoner's organs while they're gone?

    Posted: 21 Nov 2020 05:51 AM PST

    So I have this little hamlet called Sandstone. The town is thriving. So is the crowded prison. So if I were to send them out of town for... let's say a picnic and only leave my psychopath back for... maintainance.

    Would they be upset if they were to find out the prisoners were 'released' and some additional organs appeared in storage as a thank you gift?

    submitted by /u/lookingForPatchie
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    My man here thinking in the 10th dimension

    Posted: 20 Nov 2020 11:32 AM PST

    If anyone is interested what the tribals play for recreation.

    Posted: 20 Nov 2020 11:23 AM PST

    Did I mess up my first (functioning colony) by putting it on an island?

    Posted: 21 Nov 2020 07:09 AM PST

    So, I just started playing the game. I wanted to have an island colony so I started with Lost tribe on a tiny island on a lake. It's 1 hexagon away from the mainland.

    I just got a mission to rescue somebody who crash landed, but I can't find an option to send an expedition over water... I thought there'd be tech to build ships or bridges or something like that, but no luck so far. Am I completely stuck? Should I just suck it up and scrap the entire colony and start over? Maybe try to edit map somehow and move myself to mainland? (I'd rather not cheat if possible to be honest).

    What are my options?

    submitted by /u/macko939
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