![]() From the point the game was first shown to people they have been asking for multiplayer and initial responses from the dev acknowledged the value and gameplay that would add but stated it simply wasn't a priority and might never happen. Multiplayer in RimWorld is something that has been "on the table" since kickstarter. You also strike me as the kind of person who complained when stardew valley got its multiplayer, because your 'arguments' are the same ones those folk used verbatim. Increasing or reducing gamespeed limits the amount of ticks per frame Its why mods with engine throttles which cap the framerate also lock gamespeed to normal.Ģ) Multiplayer does not have "balance issues" unless youre doing multiple faction co-op, but even then you need your own resources to progress. To further that and refute some of your other opinions ġ) Gamespeed is actually determined by your framerate. Just because a game didnt have something in its original docket, doesnt mean "it goes against its design". ![]() Thats a simple truth of community game design. If a mod can do it, a developer can refine it. People can chose to do this with mods, but for vanilla to work in co-op, Ludeon would have to change some things to create a separate design for mutliplayer, as I doubt they would wand to butcher the game down like this. You'd have to strip away current options and destroy some of the current balance to make it work, which is possible, but goes against its design. the very basic game speed options, which is crucial for many combat styles) that shows this. Rimworld is designed as a single player experience and has several mechanics (e.g. Originally posted by glass zebra:Being able to theoretically have some sort of interaction does not mean "designed for".
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