goboking

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About goboking

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  1. Aside from pacu, are there any pressing issues that need to be addressed?
  2. Here are my thoughts on the new disease system. Major Gripes I hate the binary nature of the new system. With the old system our dupes were either healthy, sick, or getting sick. When a dupe was exposed we had a choice between mitigating further exposure until their immune system overcame the germs they were carrying or allowing them to continue knowing that further exposure meant they'd eventually spend time on a med-cot. This new system is all or nothing; there are fewer choices to make when dupes are either sick or they're not. I hate the rng nature of the new system. With immunity we had all the information we needed to determine whether or not a dupe would get sick, and we could act accordingly. In this new system sickness is a daily roll of the dice, and the difference between inhaling or ingesting a few germs and hundreds of thousands of them isn't intuitive. Randomly determining which dupes, if any, will get sick on a given day strips us of a measure of control. I hate the opaqueness of the new system. In this game we're given all the information we need to determine if a circuit will overload, if our power generation is sufficient to meet our needs, if we're producing enough food or oxygen, etc. But when it comes to sicknesses we're left in the dark. We, as veterans of the game, have to rely on forum-goers to analyze the game's code to determine how this new system works. That's information that should be readily available in game. Minor Gripes I find instant-cures less immersive. Under the old system a sick dupe was going to be bedridden for a few cycles. In the new system they see a doctor or pop a pill and they're instantly cured. Granted, with how frequently sicknesses occur in the new system, sick dupes spending days in quarantine would be too severe a penalty, and would probably prove catastrophic to many a colony. I feel that the potency of diseases have been too greatly diminished. I'm continuing a new colony and thus haven't experienced the two new diseases, but food poisoning and slime lung - two things I used to take great measures to prevent - are no longer the debilitating. I feel like ignoring their symptoms and letting the disease run its course is now a viable, possibly even optimal strategy. As someone who has been pining for a doctor and new diseases for a long time now, it pains me to say that I dislike this new system. For the reasons outlined above, this new system feels like a step in the wrong direction. The old system wasn't perfect; diseases hit new, unsuspecting players too hard while veterans found them trivial. Changes were needed, but I think Klei threw the baby out with the bathwater. We've gone from proactive, preventative measures being too effective to reactive treatments being too commonplace. Hopefully we're not too close to release for another pass on diseases.
  3. Here are my thoughts on the new disease system. Major Gripes I hate the binary nature of the new system. With the old system our dupes were either healthy, sick, or getting sick. When a dupe was exposed we had a choice between mitigating further exposure until their immune system overcame the germs they were carrying or allowing them to continue knowing that further exposure meant they'd eventually spend time on a med-cot. This new system is all or nothing; there are fewer choices to make when dupes are either sick or they're not. I hate the rng nature of the new system. With immunity we had all the information we needed to determine whether or not a dupe would get sick, and we could act accordingly. In this new system sickness is a daily roll of the dice, and the difference between inhaling or ingesting a few germs and hundreds of thousands of them isn't intuitive. Randomly determining which dupes, if any, will get sick on a given day strips us of a measure of control. I hate the opaqueness of the new system. In this game we're given all the information we need to determine if a circuit will overload, if our power generation is sufficient to meet our needs, if we're producing enough food or oxygen, etc. But when it comes to sicknesses we're left in the dark. We, as veterans of the game, have to rely on forum-goers to analyze the game's code to determine how this new system works. That's information that should be readily available in game. Minor Gripes I find instant-cures less immersive. Under the old system a sick dupe was going to be bedridden for a few cycles. In the new system they see a doctor or pop a pill and they're instantly cured. Granted, with how frequently sicknesses occur in the new system, sick dupes spending days in quarantine would be too severe a penalty, and would probably prove catastrophic to many a colony. I feel that the potency of diseases have been too greatly diminished. I'm continuing a new colony and thus haven't experienced the two new diseases, but food poisoning and slime lung - two things I used to take great measures to prevent - are no longer the debilitating. I feel like ignoring their symptoms and letting the disease run its course is now a viable, possibly even optimal strategy. As someone who has been pining for a doctor and new diseases for a long time now, it pains me to say that I dislike this new system. For the reasons outlined above, this new system feels like a step in the wrong direction. The old system wasn't perfect; diseases hit new, unsuspecting players too hard while veterans found them trivial. Changes were needed, but I think Klei threw the baby out with the bathwater. We've gone from proactive, preventative measures being too effective to reactive treatments being too commonplace. Hopefully we're not too close to release for another pass on diseases.
  4. That's Travaldo's twin brother, Travino. As you might suspect based on the red shirt he's wearing, he died an undignified death a long time ago.
  5. [Game Update] - 324351

    I'm finding it difficult to offer meaningful feedback on the new diseases, medicines, and doctor stations because they're only partially implemented right now, and they may very well be placeholders. Without seeing the bigger picture - the full ecosystem with the new biomes and all the new flora and fauna they bring with them - I can't say one way or the other if something does or doesn't work.
  6. [Game Update] - 324351

    It's my assumption that the sporechild will appear in one of the new biomes and that it's just been stuck in the oil biome for now so they can make sure it's ready when the game launches.
  7. [Game Update] - 324351

    That looks...unpleasant. Those boils look itchy; please tell me there's a scratching animation.
  8. [Game Update] - 324351

    Aw, I was looking forward to the zombie apocalypse. Oh well, maybe in a future DLC?
  9. [Game Update] - 323841

    Use a liquid tepidizer (or any other means of heating water) to keep the temperature up and your pacu will eventually lay tropical pacu eggs. Glass/diamond makes for poor insulation, so you'll have to deal with heat, but it's manageable to keep adjacent rooms comfortable while keeping your aquarium hot enough for tropical pacu. You've conflated tedious with complex. I never said it was the latter.
  10. Wait, is that not normal? Should I call a doctor? Looks great! Now I want a psychologist job and a couch for dupes to lounge on while they express their deepest and darkest fears to the colony's counselor.
  11. [Game Update] - 323841

    Is slapping some mesh tiles and a liquid pump beneath an airlock really complex problem solving though?
  12. As is, rocket fuel determines how far we can travel through space. I think I'd prefer it if instead it determined how quickly we travel through space, with petroleum and hydrogen being twice and thrice as fast as steam, respectively. So if the closest planets take take a steam engine 3 cycles to reach and the furthest take 30, then a petroleum engine could make those same trips in 2 and 20 cycles and a hydrogen engine would take just 1 and 10. This gives us the option of making repeated deep space runs practical if we choose to go the hydrogen route without making earlier tech obsolete should we choose to rely on existing infrastructure.
  13. I like the idea of separate, distinct means of infection. Having some germs indigestible and some breathable helps make them feel unique, in my humble opinion. Then if aggressive critters are ever made to be a source of disease I'd like to see scratches from combat become a third means of infection, giving us three ways to become infected, each requiring their own workaround.
  14. [Game Update] - 323841

    I presumed the new coughing animation for slimelung was going to replace the sneezing. I've tried to no avail to get a dupe sick with slimelung, so I'm not sure if this is actually the case. I'm not keen on this change either. It was a humorous enough suggestion, but as an actual mechanic it's going to be an exercise in tedium to deal with. Should the infrastructure needed to support an airlock be on par with that of a petroleum generator? We're already investing power for the docks themselves, plus whatever pumps and filters are needed to supply the docks. Now we've got to dedicate more space and more power to pump away polluted water and whatever else comes out of the suit. That's getting to be quite cumbersome for what it is.
  15. [Game Update] - 323841

    So if the four germs play out like this... Food Poisoning - Vomiting Slimelung - Coughing Floral Scents - Sneezing? Sporechild - Zombification? Does that leave room for anything else? A rabies analogue could increase stress or make dupes violent. Depending on how sporechild works, there might still be room for a lethal disease. What else could they add to the game on this front? Or would you consider the bases sufficiently covered at this point?