RimWorld

RimWorld

Bad Can Be Good
 This topic has been pinned, so it's probably important
Think3r 18 Mar, 2020 @ 4:03am
Feedback: Balance
Hi Neceros,

awesome idea! However, I have some thoughts:

1. Pyromaniac doesn't fit with the other rebalances as it misses a buff. I like "Glory, to the Empress!"'s idea to buff its heat resistance. As an alternative, you could raise his engineering skills by +2, since pyromaniacs might know how to build stuff to lighten things?

2. I think the +20% melee dmg buff to Volatile is way too overpowered. +4 to melee is already very strong on its own. But buffing every single melee hit by a further 20%? Extreme. This would be even stronger than Brawler.

Two other notes:

3. You haven't balanced the traits according to their category, see here[rimworldwiki.com]. For example, Nervous (+8% mental break threshold) is meant as a weaker variant to Volatile, yet both traits have individual buffs. Is this done on purpose? To keep with the Vanilla way of scaling skills and traits, I'd suggest sticking to this scheme. As such, Volatile would be a stronger variant of Nervous, and so on.

4. How does the game handle the new traits when generating new pawns? Does it recognize that these have been buffed? Or will it create overpowered skill/trait combinations, e.g. on the pawn creation screen when starting a new game?

Thanks for reading!
Last edited by Think3r; 18 Mar, 2020 @ 1:22pm
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Showing 1-14 of 14 comments
NECEROS  [developer] 18 Mar, 2020 @ 1:04pm 
Great feedback! Thank you. I will contemplate this.
Halfshell 18 Mar, 2020 @ 10:06pm 
I like the idea but all these numbers are way too high. Some of these traits now look flatout better than vanilla and the flat statboosts will mean many easily accessible high quality toons early on.

Pessimist is basically brawler but trading dodge for no -ranged skill. Industrious/ hardworker is 35/20% while ugly/ s.ugly are 25/15% and already seem less likely to get into social fights from my experience. Sickly is only 4 medicine skill with a terrible drawback already, I'd use that as a base template as sickly's drawback is much worse than chemical fascination imo. Etc.

Another thing is that theres a decent chance of a pawn having both traits with similar buffs for 60% work speed or 7 melee skill ontop of base skill. Or potential 14 free med skill. Imho most of these numbers should be halved and duplicate bonuses should be avoided where possible. Such as abrasive could give melee swing speed rather than skill.

TLDR: I like the idea of small bonuses to negative traits but they shouldn't suddenly become positive traits either.
Last edited by Halfshell; 18 Mar, 2020 @ 10:54pm
Ticket 21 Mar, 2020 @ 6:35pm 
This is an awesome mod idea, thanks so much for making this! If I had an incentive to keep pyros, wimps, etc. around I would love that, as my colonies usually gravitate towards pawns with the same traits over and over again.

I think there are going to be two types of arguments about the balance here. 1) People who want a mod that makes these traits good, and 2) people who want a mod that provides a very small silver lining to these traits, only making the traits neutral at the very best. Currently I think for the most part the mod favors people in group 1.

Do you think you could create a mod menu option that provides an option for more "balanced" changes for the folks in group two should they opt into that? I agree with Think3r that some of these seem quite overpowered and the stacking adds up significantly. Personally, the deal-breaker for me was -30% mental break threshold for sluggish. I, (and probably many others) would be more than happy to suggest some values for the more balanced option.
Halfshell 22 Mar, 2020 @ 2:33am 
Well said, think you are spot on Ticket. I'd mostly want this just so pyromaniac toons don't seem so undesirable. I've learned to live with the other traits and thats why the bonuses seem so high.
NECEROS  [developer] 24 Mar, 2020 @ 12:19pm 
My intention is to keep the traits balanced with the other traits, so that the end result is more neutral than good. I want the traits to be interesting, not unfun.
Think3r 6 Apr, 2020 @ 12:59pm 
I really like your current way of balancing! However, please nerf Annoying Voice. Currently, it gives a total of +9, which is way too overpowered. Please choose just one of the three mentioned skills to be buffed. Personally, I do find the explanation for the buff hard to follow, but I can't think of a more immersive buff, now.
Last edited by Think3r; 6 Apr, 2020 @ 1:03pm
NECEROS  [developer] 6 Apr, 2020 @ 1:08pm 
Sounds good to me.
Think3r 6 Apr, 2020 @ 1:18pm 
Well, that was fast! :D
Suggestion: can you make Annoying Voice such that the colonist gains recreation more quickly for every recreation type despite talking to others? If so, remove the buff to construction etc. I'd prefer this solution over the current way. Explanation: Others don't like to talk with them, which is why people with annoying voice find more joy in activities that can be done alone.
NECEROS  [developer] 6 Apr, 2020 @ 1:28pm 
That is possible! I will try to implement a version that works for everyone, if I can find a middle ground
The psychopath trait in game is pretty ♥♥♥♥ because they don't enjoy socialising, but I'm pretty sure psychopathic people enjoy socialising.
If this could be changed then that'd be great
Think3r 31 May, 2020 @ 1:00am 
Psychopaths already have a couple of advantages that other pawns don't have. This is already balanced via the non-existent socialising in Vanilla RW.
Halfshell 31 May, 2020 @ 8:49am 
Originally posted by Thaumiel Class Autism:
The psychopath trait in game is pretty ♥♥♥♥ because they don't enjoy socialising, but I'm pretty sure psychopathic people enjoy socialising.
If this could be changed then that'd be great
I think its more complex than a catchall trait with streamlined effects. If you want to make a mod detailing it more and accurately depicting psychopathic tendencies then I am sure someone else would appreciate it. As it stands, its relatively balanced.. well its actually OP still so not likely to get a buff in vanilla RW.
Zar ryc 21 Jul, 2020 @ 5:52am 
Vanilla tortured artist is good enough. Having creative inspirations on demand by just keeping their mood low enough for small breaks is great and allows the crafting of many legendary items. Especially if your artist has both crafting and artistic skills.
X-Codes 14 Aug, 2020 @ 3:51am 
Is it possible to change Body Purists so that they're fine with Wooden and Prosthetic replacements, just not Bionics or Archotech? They'll probably still be jerks to everyone else late-game, but will be less personally useless.
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