- cross-posted to:
- gaming@beehaw.org
- games@sh.itjust.works
- factorio@lemmy.ml
- cross-posted to:
- gaming@beehaw.org
- games@sh.itjust.works
- factorio@lemmy.ml
Oho - I see new entity graphics! If my guess is right, they will have more lively animations as well. Like the spaceship engines and recycler.
I like none of this. They are getting defensive about the criticism quality received. It looks like they are trying to add early game bloat. The research triggers look super annoying. Maybe on your first play though that’d be nice to keep from being overwhelmed, but for a game with such replayablility it looks like it keeps you from working ahead.
It seems like these are good ideas for Factorio 2, not an expansion. They should just keep to Space Age and not mess with their beloved game mechanics.
Also having infinite research for rocket parts makes no sense. Having infinite research for mining productivity works because it makes you have to update how you manage resource patches for the increased productivity and throughput. Without that you’d just stamp down the same outpost in the late game. It basically forces “tiers” of outposts. How are you suppose to design a factory around a decreasing need for green circuits? That just seems annoying.
Hey, sorry to see people using downvotes to disagree when you are clarifying what you don’t like and why.
Personally I’m positive to the changes and their intention: Making the endgame less static, because there is always something that can be adjusted a bit after a bit of this research.
But I still want to see other people’s differing opinions. Be nicer, everyone. <3
Lemmy downvotes don’t hurt my feelings. I appreciate the thoughtfulness of your comment though.
I’m worried that the developers have reached the “can-do-no-wrong” level and any criticism is taken personally by the community. I just don’t think the changes they are adding to the expansion “fit.”
They getting “defensive”, I would honestly just tribute to them not speaking English as their first/native language. But I get your point.
I think kovarex’s point is, it’s impossible to make a update that is gamechanging, and then everybody loves it.
But a point they seem to make quite often, is there is more they haven’t shown yet. Also as they said in the first quality post, it’s their most tested feature. So I think you’ll have to wait and see, and maybe when you try it out, you’ll like it.
I agree that they don’t “fit” in that they do change something fundamental about the game, which is why my initial reaction was to check the date wasn’t April 1. Specifically, the ability to meticulously design the “perfect” advanced circuit production line and repeat it will be lost. And the universality of blueprints is also reduced.
Whether we like the new stuff more or not, we shouldn’t have to pretend nothing of value is lost. Nor should we invalidate criticism pointing it out.
we added a new method of researching a technology. Instead of processing science packs in a laboratory, technologies can now be completed with a trigger.
I hope this doesn’t break the planning involved with needing to balance research and factory expansion. I don’t want to be handed oil processing just because I extracted some oil. On the other hand I also don’t want to be hindered if I think of that in advance and set up processing infrastructure before I start extracting
I am currently playing the seablock modpack and I can see this feature being useful in the sense that as soon as I have the production of a sciencepack setup I can research all the way to the next pack without utilising any of the technologies, where this update would be able to force me to produce the products of the new technologies before I can research more technologies.
If it gives it to you, you don’t need to start it ASAP. Put it on the side burner till you’re ready.
It’s not that I’d need to start it asap if it gives me the technology, it’s that it’d take out the need plan ahead and research