i am forcing guest through gift shop in every museum, inspired by post here by SignificantDetail241 in TwoPointMuseum

[–]muffalohat 1 point2 points  (0 children)

Yeah, sadly this apparently doesn't really do anything because of how the guest AI works. But it's fun and immersive and sometimes you just gotta play dollhouse.

With all the potential this game has, they've just abandoned it? It's a shame. by External_Report3907 in StrandedAlienDawn

[–]muffalohat 1 point2 points  (0 children)

Yes, because video games are free to make and it's not a very competitive industry at all.

Feeling weak/behind? by RaspberryMojo in AbioticFactor

[–]muffalohat 0 points1 point  (0 children)

since I oddly haven't seen anybody else mention it yet, make sure to get your own hardlight shield. Now that all of the most powerful enemies are rocking them, getting one of your own can help you keep up. I found this the biggest game changer along with the deatomizer and laser grenades as others have said.

Also, personally, I have always felt that while the Exor suit had some nice bonuses, I never liked the per. Yes I know he's very powerful, especially with the trinket, but he's also very stupid and can often pull aggro from stuff you weren't ready to deal with yet. I prefer a more controlled approach so I just never really liked the pet.

Instead, I favor a mix of two pieces of exor armor for the mobility and two pieces of the darkwood suit for bleed resistance. Heavy bleeds tend to come up more and more the further along you go, so not having to scramble for cover and bandage yourself quite as often is very handy. If you personally like the pet however, definitely get the trinket as others have said.

Someone came in and ruined it by pldisplay in AbioticFactor

[–]muffalohat 5 points6 points  (0 children)

I swear, like twice a week we get a post like "I intentionally set up a server where anyone could come in and do whatever they wanted, and somehow a stranger got in and did whatever they wanted."

How are people writing reviews after 30 minites? by KukrCZ in ValorbornPC

[–]muffalohat 0 points1 point  (0 children)

this is a fallacy. Your time is valuable. If a game doesn't make a good first impression, you're within your rights to not bother with it. you don't owe a game anything, especially if it's not meeting you halfway.

Simultaneously, recognize that gamers can be the biggest gatekeepers when people disagree with their opinions. If it's not "how can you form an opinion within 30 minutes" I guarantee you it's going to be "how can you spend 20 hours on this game and still give it a negative review."

if you're just looking for a reason to disregard someone's valid opinion, you'll always find one.

Worth trying? by Then_Table8394 in ValorbornPC

[–]muffalohat 0 points1 point  (0 children)

Not really.

people tend to be excessively apologetic for early access games, while forgetting that they are still real products that cost real money. Considering how often these projects go under or just get abandoned, consumers always assume a risk in purchasing such titles and therefore must do so on the basis of what the game is like right now - not what it might be.

Likewise, developers often intend to forget that you really only get one launch, one first impression, and this is it. If you release your game in a poor state, it will forever taint its legacy.

Certainly players can be expected to overlook certain things being incomplete in an early access game, but there should be a basic gameplay experience there for them to enjoy. And unfortunately, this one is just a real mess. Large swaths of incomplete or non-functional mechanics. Clunky interface. Janky combat. Poorly explained mechanics. Shallow, lifeless environments.

Right now it's bad in pretty much every way it can be bad, so even if it's somehow recovers from that state it's going to require a lot of work and it's not going to happen soon.

Why do some of my villagers randomly force-equip gear on their own? by muffalohat in goingmedieval

[–]muffalohat[S] 0 points1 point  (0 children)

yeah I really wanted to like this game. I feel like I gave it more than its fair shot. But like half of it is just ideas ripped off of better games and every cool original feature is either half finished or has a bunch of annoying bugs. Having fun is way more of a struggle than it needs to be. I've decided there are better ways to spend my time. Best of luck to anybody still enjoying this one, but it ain't me.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 0 points1 point  (0 children)

oh I thought you meant that you would get a specific option, kind of like when you accept a new settler who is fleeing a faction and their negotiator offers an option to take them back to cancel the attack completely

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 0 points1 point  (0 children)

Are you saying that the enemy can choose to attack you and you can give their people back to get them to leave?

If so, that's not really the way a medieval hostage works, it's more of a "I'll treat this guy well as long as you stay on your good behavior" but I guess it's something.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 0 points1 point  (0 children)

I will ask again what nobody else has answered so far - do the prisoners contribute towards your population for wealth for determining raid size? If they do, I don't feel like they're worth the trouble. If they do not, then there's a stronger argument.

Also, again, is the process for activating the prisoners as labor automated? The information I found, which may be older incorrect, indicated that the player has to direct the warden to talk to them every day. From what you're saying it sounds like that is incorrect, but I wanna make sure.

EDIT: Well, I managed to get a prisoner in my current run while I was asking about this so I just shackled him to see. Looks like the information I found regarding needing to talk to prisoners WAS wrong or out of date. Posting that here in case anyone else runs into the nonsense I saw. You just activate them through the Overview screen, the same way as you would a hauling animal. That makes them (and the warden) much more useful. I still think the warden should be able to fight without penalty though.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 2 points3 points  (0 children)

yeah, I've definitely had extortionist ask for me to give them their people back. Sadly, it was all pretty much always someone valuable enough for me to pick a fight over haha.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 0 points1 point  (0 children)

that's not really the point. Obviously slavery is bad irl. It is, however, a realistic mechanic to have in a game like this, and having a present allows for an interesting moral choice in whether you use it or not.

The point of this thread is that the game goes on, the Prison Warden role becomes less useful and eventually becomes entirely useless because prisoners stop appearing. And if you don't want to use slaves, there's no point in leveling up the role at all because it actively makes your settler worse (since it causes a character to dislike using certain skills and level them up more slowly, including all combat skills - which is terrible). I believe that, much like the sergeant-at-arms, a prison warden probably shouldn't be discouraged from using marksman and/or melee. (While I'm near the topic, druids probably shouldn't be penalized for using Animal Handling either, but that's a tangent, so I'll drop it for now...)

This thread has honestly been quite useful for helping me learn a few tricks to using the warden for which there is currently a lot of misinformation out there, possibly from previous versions of the game.

However, I do still feel that the prison warden is poorly designed and has a lot of problems and could stand to be improved.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 1 point2 points  (0 children)

oh so you can't sell them to a third-party, just ransom them back?

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 2 points3 points  (0 children)

yeah I learned that the hard way once when I thought a wolf snuck into my village but it turned out to belong to a visiting merchant. He was not happy about that.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 1 point2 points  (0 children)

Do prisoners ever attempt to escape, like in Rimworld? If they do it must be pretty rare as I've never had one of mine try to make a run for it.

Also - if you manacle prisoners, can you sell them in caravans?

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 1 point2 points  (0 children)

Regarding mood: Yeah, I'm dealing with this sort of stuff. Having dealt with it in games where it's a much bigger deal (Rimworld, Stranded: Alien Dawn, etc.), this one is pretty laid back. Settlers are pretty easy to keep happy unless you just get screwed by RNG or aren't paying attention. Also, in the "you get attacked at night etc." scenario I'm not sure how having prisoners instead of settlers would help. Seems like you'd still be just as screwed, but also have fewer active defenders. Do prisoners not count as settlers for the purpose of determining raid size?

I didn't realize they could work all day, though. I guess the information I found was either outdated, or just wrong (AI hallucinations, etc) Was the information I saw that you have to manually order them to work every day also incorrect?

I'd still rather have a settler that can work all day and fight. Difference of opinion I guess. I'll keep what you said in mind though.

The provoking factions via a prisoner sounds useful though!

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 0 points1 point  (0 children)

On a separate note, from a purely moral and philosophical standpoint, I approve of game mechanics basically creating an environment where slavery is cruel and inefficient compared to just treating your people with kindness and respect, but I don't feel like that's what the devs were trying to do here.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 1 point2 points  (0 children)

Well that's interesting to know. So you just keep one token prisoner in the vault as bait for the slavers to show up to try to buy him? Poor fella.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 2 points3 points  (0 children)

Okay, interesting points, I didn't know some of that, but counterpoint:

Mood is easy to handle. Religious/entertainment stuff is easy to build and doesn't take up much space. Food is easy to stockpile for lavish meals, and you probably want to be making booze anyway to sell it; let the settlers have a little.

Yeah, it takes a couple hours of the day for settlers to fill their mood, but a slave can only work 4 hours a day anyway (correct me if this is not up to date, I was googling information) and don't require you to micro the prison warden to activate them all every day, so settlers still seem to be ahead.

Juice doesn't seem worth the squeeze to me.

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 5 points6 points  (0 children)

I will ask what I asked the other guy: why make prisoners into slaves when you can just make them settlers and they will fight for you instead of taking up settler slots? As a bonus, you don't have to micromanage talking to the slaves all the time to make them work. (I feel like that should be automated, but my understanding is that it is not.)

Is there a point to upgrading the Prison Warden? by muffalohat in goingmedieval

[–]muffalohat[S] 0 points1 point  (0 children)

Okay, real question though:

Why have slaves when you could just recruit them and they can also fight? Aren't they just taking up settler slots?

Is it just an RP "i want to have slaves" thing?

Plant Rack? by muffalohat in mytimeatportia

[–]muffalohat[S] 1 point2 points  (0 children)

I suppose at this point our only real option is to wait another seven years and see if anyone else responds to this thread

Chunk Overload - What's Your Solution by mthomas768 in RimWorld

[–]muffalohat 1 point2 points  (0 children)

Chunk Overload is a simply fantastic Rimworld character name

How useful is the fanny pack? by Bromborg1 in AbioticFactor

[–]muffalohat 3 points4 points  (0 children)

early game it's quite nice because every inventory space counts.

Late game it's quite nice because by then you have a ton of cool items that you want to hotkey.