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Author Topic: What turns you off about DF?  (Read 310533 times)

Kogut

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Re: What turns you off about DF?
« Reply #1605 on: November 08, 2011, 09:55:26 am »

Formations? Single command "retreat" would be enough. Well, maybe we will see it in military arc (one of possibilities after 2020 (end of "caravan" arc), or during random feature creep)
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rex mortis

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Re: What turns you off about DF?
« Reply #1606 on: November 08, 2011, 02:41:06 pm »

Dwarven resources management in fortress mode
Skill rust and attribute degradation made it intolerable. At least in 40d, barring injuries, my dwarves were always improving. If only they were smart enough to maintain their current level on their own but no.

Hard caps on attributes
No matter how unrealistic it may be, I like games where I can always keep improving. Now of course if it required specific deeds to pass certain thresholds, it would be perfectly fine. Such as magical or divine assistance to increase one's strength to levels which would be impossible unless one violates the laws of physics.
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Sutremaine

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Re: What turns you off about DF?
« Reply #1607 on: November 08, 2011, 06:36:02 pm »

I would be fine with that if there was some way to stop them after they start the chase, or choose military dwarves that are less likely to excessively pursue.
You can stop them from chasing an opponent by deactivating them, which will revert them to their civilian 'headless chicken' behaviour. Reactivating them will either cause them to return to their previous position or send them chasing after the enemy again, in which case they'll need to be deactivated again. It's a lot of micromanagement and the dwarf might run off in a direction that sends them into another squad anyway, but it's marginally better than just watching.

How have you set your defences up? Open terrain can be made less open by building pillars in strategic places. As far as I know, ambushes and sieges spawn only around the middle third of the last month in the season, so as long as ambushes are cleared out in a timely fashion it's safe to go out a lot of the time.
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crekit

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Re: What turns you off about DF?
« Reply #1608 on: November 08, 2011, 10:39:30 pm »

Probably been mentioned, but put a direct link to the lazy newb pack on the downloads screen xD.
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He likes gold, native gold, trees that are made of gold, and tungsten. He likes cats for their haunting meows. He needs dwarf fortress to get through the working day. When possible, prefers to consume Potatoes, cheese, cow milk. Absolutely detests elves. And spiders.

nil

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Re: What turns you off about DF?
« Reply #1609 on: November 08, 2011, 11:01:23 pm »

You can stop them from chasing an opponent by deactivating them, which will revert them to their civilian 'headless chicken' behaviour. Reactivating them will either cause them to return to their previous position or send them chasing after the enemy again, in which case they'll need to be deactivated again. It's a lot of micromanagement and the dwarf might run off in a direction that sends them into another squad anyway, but it's marginally better than just watching.
All true, but also pointing to an underlying problem.  The military system is awesome--powerful, detailed, versatile.  The military interface, however, is in my opinion the worst part (by far) of the "generally bad" interface.

Kogut

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Re: What turns you off about DF?
« Reply #1610 on: November 09, 2011, 02:52:04 am »

You can stop them from chasing an opponent by deactivating them, which will revert them to their civilian 'headless chicken' behaviour. Reactivating them will either cause them to return to their previous position or send them chasing after the enemy again, in which case they'll need to be deactivated again. It's a lot of micromanagement and the dwarf might run off in a direction that sends them into another squad anyway, but it's marginally better than just watching.
Unfortunately there is a significant lag between deactivation and running away.
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malvado

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Re: What turns you off about DF?
« Reply #1611 on: November 09, 2011, 07:18:41 am »

There's one thing that is obviously turning me off, and that's how bugged current medical care is.
It's really resource demanding from your part and it allways irritates me that :

*Certain body parts will never heal or get treated (stays in red forever and gets infections, such as ears for example).
*Doctor is too busy eating , drinking or attending an party to actually help that single and only dwarf he got in a whole year (doctors should rush to their patients and probably ignore hunger for a while).
*Doctors also helps out with the depot when trading even when you have removed all their other chores.
*Dwarfs can get hung up in eternal stasis field even though they are healthy (Resting even no wounds are on them anymore or can't be cured). Mayors wife was in "stasis" for 8 fricking years lol before I figured out the wound was not going to change or heal so I dissasembled the Traction device she was hung up on. She got married and pregnant almost instantanly with the mayor afterwards (might have been some weird dwarven mating ritual though).
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sirinon

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Re: What turns you off about DF?
« Reply #1612 on: November 09, 2011, 08:25:35 pm »

Not too many compliants but one thing which is when I start to get bored is the lack of late game things to do
e.g once my for is set up and secure with a hardcore veteran military  all I can really do from there out is coat everything
in gold and jewels.

I know toady is working on this though from his mod notes so its not that big of an issues :)

I dont really mind ASCII or graphics sets however I  generally switch between std ASCII and phoebus, I like to be able to spot my king  in a crowd.

As for FPS issues  they kindof suck except I just got a brand new i7 w/8GB RAM and an NVidia GTX70i Gfx card  ( I can play shogun 2 on high settings)   so FPS is  always at 100 regardless of size.
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eggrock

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Re: What turns you off about DF?
« Reply #1613 on: November 10, 2011, 10:02:15 am »

Digging turns me off. I hate how inefficient my miners are at digging out large areas, or areas spread across z-levels. Dig a block here, dig a block 20 paces away (walking by 19 undug tiles), travel down 50 z-levels to get that pesky third block... ugh.

Some menu interfaces with long lists need a find feature like the job manager and [n]ew items in embark have.

Selecting units for the military is tedious, even with Dwarf Therapist. It would be sweet to have the ability to define criteria for a squad and have those units highlighted (and at the top of the list). For example, I want to create a unit composed of spear- and hammerwarves; highlighting/toplisting dorfs that have skill in either would go a long way to making my life easier, especially if I want to disband all the squads and reform them later. Building squads is probably the biggest turnoff I have in DF, and for that reason I tend to neglect the military.
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Mr Frog

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Re: What turns you off about DF?
« Reply #1614 on: November 10, 2011, 12:42:21 pm »

I'm really looking forward to vampires, because it seems like it's actually a threat without a permanent solution; any given migrant could be Orlok in disguise, and the only way to shut it out completely would be to immolate all your migrants on entry (which I understand some people already do, but whatever). At the moment, it feels like there aren't many threats that can be overcome without permanently neutering them (e.g. sieges and megabeasts cease to be a problem once I build up enough military strength and/or pressurized magma fountains to ward them off reliably).

Some of the dwarves' methods of making decisions are rather counterintuitive. There are several processes where the item/job is selected based on which one was created first; the only place where this really makes sense is constructions, and even there it would make more sense for more-recently assigned tasks to be done first. Workshops should respect obstacles when selecting materials and miners should mine the closest spot available.

The new livestock system has its flaws (some animals being incapable of sustaining themselves, livestock constantly beating each other into the ground because they all attempt to graze from the same tile), but it's still new, so there'll probably be improvements down the line.

I'll agree that implementing the filter-on-string function in as many places as possible would make navigating menus 100% less annoying.

Also, FPS. I have no way of knowing how many things could be improved or how easy/possible each would be to, but every little bit would help.

One last thing, which is really more of a pet peeve than anything game-ruining: that bug where items pushed around by flows occasionally vanish into a pocket dimension. It just feels weird.
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Draco18s

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Re: What turns you off about DF?
« Reply #1615 on: November 10, 2011, 01:22:57 pm »

The new livestock system has its flaws (some animals being incapable of sustaining themselves, livestock constantly beating each other into the ground because they all attempt to graze from the same tile), but it's still new, so there'll probably be improvements down the line.

One of the things I think I'm going to do is multiply all the grazer values by 5ish.  Which puts a cow in a 7x7 area by itself (which seams reasonable*) and an elephant can sustain itself in an 18x18 area.

*Given that maps themselves aren't very huge.  Realistically speaking you need 2 to 6 acres per cow (an entire 4x4 embark is only 21 acres: that means a 4x4 embark would support only 3 to 10 cows!).  An entire population of dwarves can be fed on a mere 5x10 plot of farmland, so I don't see why that same amount of land can only feed 1 cow or 4 gazelles.
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eggrock

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Re: What turns you off about DF?
« Reply #1616 on: November 10, 2011, 06:04:58 pm »

Also, FPS. I have no way of knowing how many things could be improved or how easy/possible each would be to, but every little bit would help.

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davros

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Re: What turns you off about DF?
« Reply #1617 on: November 11, 2011, 05:12:56 pm »

My main problem would be the lack of tutorials. A more minor complaint is the fact that the military refuses to train properly unless you shove them into a danger room, but the first is the big one.
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Rockphed

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Re: What turns you off about DF?
« Reply #1618 on: November 12, 2011, 01:15:07 am »

Some of the dwarves' methods of making decisions are rather counterintuitive. There are several processes where the item/job is selected based on which one was created first; the only place where this really makes sense is constructions, and even there it would make more sense for more-recently assigned tasks to be done first. Workshops should respect obstacles when selecting materials and miners should mine the closest spot available.

The miners and workshop things are accountable for, if annoying if you don't realize about them.  On some level, it becomes a question of how much more processing power it would take to properly judge the best place to stand to mine a block of rock versus how much more effective it will be.  Hopefully toady will find a really slick path-finding algorithm and be able to do things like compare which direction to mine from is closest or which rock is actually the fastest to get.

I could have sworn that constructions did work in reverse age order.  I guess I need to go check.
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Draco18s

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Re: What turns you off about DF?
« Reply #1619 on: November 12, 2011, 01:27:13 am »

I could have sworn that constructions did work in reverse age order.  I guess I need to go check.

Reverse age order is correct.  First in, Last Out.
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