this post was submitted on 25 Nov 2024
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Gaming

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[–] pbjamm@beehaw.org 13 points 1 day ago (2 children)

The Dwarf Fortress model. Losing is fun!

[–] soulsource@discuss.tchncs.de 1 points 4 hours ago

You can't say "Losing is fun!" without linking the comic!

Image

(Source: Dwarf Fortress Wiki article on Fun)

[–] Kolanaki@yiffit.net 8 points 1 day ago* (last edited 1 day ago) (1 children)

Idk... RimWorld feels less genuine when they anthropomorphize the RNG, so it feels like it's doing shit to you on purpose (because it kinda is).

Fuck you, Randy! I bet you thought that destroying my colony with 137 manhunting Boomalopes was pretty fuckin' funny, you sick son of a bitch.

[–] viking@beehaw.org 5 points 1 day ago (1 children)

Rimworld definitely makes it harder when you're doing well. You can control the parameters a bit though in the storyteller settings. It depends on your colony's wealth, number of people, how long it's been since something 'bad' happens (colonist dies or gets injured), etc.

[–] TheOakTree@lemm.ee 4 points 1 day ago (1 children)

This is advice I've given to new Rimworld players, and I hope it was helpful. The game (on most difficulties) is itching to give you the next "scenario."

Building your wealth in valuable equipment is not very good at the start of the game, because your town's silver value will go up much faster than its defensive/offensive capabilities. You end up putting a target on your back for raids.

Better to build a surrounding wall and set up trap corridors than to worry about getting everyone a gun.

[–] viking@beehaw.org 3 points 1 day ago (1 children)

I've had success doing that too. Buttload of traps. The raids that will circumvent your traps are definitely a problem though. Also the raids that just have a bunch of grenadiers can destroy your defenses in no time.

[–] TheOakTree@lemm.ee 3 points 1 day ago

Yeah, definitely can't rely on it for too long. Double granite walls can hold off basic enemies for a ridiculous amount of time, though.