![]() (That said, if the order of plants in the plant selection menu is a significant part of the "must be changed or the game isn't finished" list of features, I'd say we're doing pretty well. This is a good thought IMO and we've taken steps to solve it for the next version already (fewer redundant tree options). "some stuff (like planting options) are in a practically randomly sorted lists in which it's hard to find a particular item." u/NotScrollsApparently 's linked post for example is mixed in this respect: ![]() I hate to single anyone out here, but I need examples. Often they are logically impossible, or incomplete, or push on one side of a tradeoff without accounting for the other side. One is that many of the ideas that get demanded really aren't actionable. So there's other issues in play here too. (RW's average playtime on SteamSpy is 92 hours, by the way, which is exceptionally high). ![]() But we are on an endless treadmill because the game by its very nature always gets boring for every player. Games with definitive endings and no replay expectation (e.g. It's an inherent problem with a play-forever style of game like this. Over the years we've implemented many of those specific things, but it doesn't really matter even if we make the game fun for 80 hours instead of 60, players still reach the same point where they feel something is missing. And those specific things are usually very different from person to person. The feedback state of the game has actually been mostly the same for years: A large faction of players saying they're happy with it as is being final, and others who each have some specific thing that they believe must go in before it can be finished. This significantly limits how hard I push for power user utilities. Nobody wants to open a game and see 100 buttons on every menu, even if each one has a power user purpose. Many power user requests, for example, would hurt new players by adding complexity that new players need to learn to avoid. I have to make changes that help a lot of those people without hurting any of them. It includes the people who talk on forums, and the great silent majority who never say anything online at all. It also includes the 76-year old grandmas and 10-year-old kids who email me to thank me for making a game they can actually play. That includes super hardcore players with 200 mods, who know every detail of the UI and want more ultra-power user options to make everything more automated, faster, fewer clicks, more fluent. My job is to serve RimWorld players as a whole. Now extend that to hundreds of thousands of people. u/kezza596 says the game "MUST" have a 64-bit implementation. u/somuchdirt74 posted a system of on-map icons to express health effects (an idea we explored years ago and doesn't work and which I've actually never seen suggested before). u/NotScrollsApparently has a list of UI changes that was linked. There is zero overlap between suggestions. Just look at the responses to this post, for example. However these days, the things that people tend to mention in the context of "it has to be in the game or it's not finished" tend to be specific to the player who is suggesting them. When a suggestion comes up a lot from different sources, I take it really seriously. ![]() I don't expect everyone to agree with everything I write, but I hope you at least understand where I'm coming from. In this post I'll explain why many of the things you see requested won't be worked on. My purpose below is just to share a piece of my point of view. The below will ramble a bit, for which I apologize. Over all I think Tynan should make this into a blog post lol. I don't know how many people go between here and reddit, I don't always so I figured I'll just post this in here. ![]()
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