Yay? Mood modifiers are the most boring and lame element you could focus on in a DLC besides grass redesign. Instead, you get a heap of mood modifiers. I assumed there would either be a new bench for "holy weapons and armor" that look unique, or at least a bunch of cool new weapons and creatures. I assumed that you could worship "actual" gods, like Cthulhu or something, and if you pleased them enough they would give your colony boons or even eventually appear to help you in times of need. Royalty had added a decent amount of cool stuff so I assumed this would be similar. I went into this DLC excited for all the new things I'd see. They were both labelled "strong" ideologies but one was way more playable than the other. It was hilariously easy compared to my previous Ideology and there was no distinction why. Started getting "what's-the-pointitis" in about 15 hours of play. But it ended up playing exactly like old RimWorld and felt stale. Seemed cool at first, I liked the new object skins etc. I then tried another ideology, Transhumanism. I didn't appreciate how much of a nightmare RimWorld is being unable to chop down trees until this moment. I wanted to play around with Dryads so I created a hardcore tree worshipping hippy colony. The Ideologies aren't balanced in any way, shape or form and there's no clear label on which ones are OP or insanely difficult. Here are my observations and suggestions to fix them:ฤก. Hey all, I've played RimWorld Ideology and come across what I feel are the core issues.
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