Yes! This is a great mindset! Cut the excess features and complexity, so the good parts can shine!
This is something so many designers don't understand, leading to all these zombie games that drown in their own featuritis.
Thumbs up!
Search found 18 matches
- Fri Oct 26, 2018 3:29 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239396
- Fri Sep 14, 2018 1:18 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 130808
Re: Friday Facts #260 - New fluid system
Yes yes yes, more pipe performance! As much as I like hydrodynamics simulators, Factorio gameplay just doesn't benefit from simulating every little piece of pipe, while the performance impact is huge. The main reasons I stopped playing on our megabase are pipe performance and solar panels. We eventu...
- Fri Aug 03, 2018 2:23 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92506
Re: Friday Facts #254 - No research queue for you
I actualy disagree with this. I think that the higher the granularity the better. It allows someone to get only what they really need at one point in time or another. Honestly, I would not be against MORE granularity in most cases. The only exception possibly being modules. You dont really get too ...
- Fri Aug 03, 2018 1:58 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92506
Re: Friday Facts #254 - No research queue for you
People only ask for a research queue because the granularity of techs is too high. Fix the issue, not the symptom! For example, on the oil and train stuff. It's like every little item or recipe has its own research. Just group them together! Who cares about the option of saving a tiny but of resourc...
- Fri Jul 20, 2018 1:07 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 48177
Re: Friday Facts #252 - Sound design & Map editor
Sounds great!
How about blowing some dust into the air around the cannon when it fires? Might be a simple way to visually give it more power.
For extra 1337ness, check for desert tiles and add a whole lot of dust if they are present.
How about blowing some dust into the air around the cannon when it fires? Might be a simple way to visually give it more power.
For extra 1337ness, check for desert tiles and add a whole lot of dust if they are present.
- Fri Jul 20, 2018 9:22 am
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 39810
Re: Friday Facts #251 - A Fistful of Frames
It seems to me you implemented a particle system, and articles about particle systems were great source of information for us, but we have needs for more generic sprite drawing. For example we need to be able to control per sprite scale (independently for x and y axis), rotation, arbitrary cut-out ...
- Sat Jul 14, 2018 12:57 am
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 39810
Re: Friday Facts #251 - A Fistful of Frames
I'm confused how all this detailed performance knowledge is going on and then the topic is performance on 25k sprites. I don't really know performance details like in posila's first reply, but I wrote a sprite renderer in OpenGL 4.3 and F# that can render a mix of hundreds of thousands of CPU-pushed...
- Sat Jan 13, 2018 12:38 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424272
Re: Friday Facts #225 - Bots versus belts (part 2)
Devs, this isn't the right perspective on the issue! The late-game is solely about optimizing CPU performance and player clicks, while in-game costs aren't even a concern! It's borderline impossible to balance logistics features if everyone hates the main late-game types of cost you have. If you lac...
- Sat Jan 06, 2018 4:23 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395191
Re: Friday Facts #224 - Bots versus belts
Whoa! I'm late to the party, eh? I hope a dev still reads this. Yes, bots are overpowered compared to belts. Yes, some recipes are pointlessly complex and do not add to the game. But yes, removing the logistics network would be overkill. I'm not sure whether the alternate world without logistic bots...
- Fri Jan 05, 2018 12:07 pm
- Forum: Releases
- Topic: Version 0.16.14
- Replies: 30
- Views: 19904
Re: Version 0.16.14
Thanks for addressing the lazy bot issue; even as "mostly a belter" that was causing trouble. I'll try .16.14 today, let's see how it goes now! Thanks @ PacifyerGrey for spreading Twinsen's update on compression, I had missed that. Makes me optimistic that 0.16 belts will change for the be...
- Sun Dec 24, 2017 1:26 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 61084
Re: Friday Facts #222 - Christmas avalanche
What about nerfing standard train car storage too? It always struck me as odd that most trains in Factorio only have 1 or maybe 2 cars. Real life trains can have 100+ cars easily! Making the player have longer trains matches better what a train should be, IMO. Right now they're sorta like semi-trai...
- Fri Dec 22, 2017 10:45 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 61084
Re: Friday Facts #222 - Christmas avalanche
Yay @sideloading and inserter compression! :D My personal favorite had miners compress too, for consistency, since they appear to be sideloading. But I'm not gonna storm the barricades about that, sideloading and stack inserters were the big ones. If this works out, belts should be all beautiful aga...
- Fri Dec 22, 2017 11:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 13656
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
But do consider this: would you be ok with the decision to make the standard cargo wagons one inventory type only, just because the numbers in the inventory grid were overlapping(based on what information we've been given on the subject)? I wouldn't. I wouldn't want have a supply train of 15 wagons...
- Fri Dec 22, 2017 1:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 13656
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
but we have pop-up tutorials now to show players how things work. That's not the point. You need to have an idea about the costs of maintaining an irregular feature like this. Every change in the vicinity of such a feature must be kept in sync with it. All interactions must be tested for bugs; in t...
- Fri Dec 22, 2017 12:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 13656
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Good choice! Though I feel for people whose factories malfunction and need pipe cleaning. Don't cry for minor features that complicate development for little gain! Factorio is a big game; making cuts to make room for more useful features is a virtue. Separated fluid wagons were a solution without a ...
- Mon Dec 18, 2017 2:59 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 65239
Re: Friday Facts #221 - 0.16 is out
(...) most inserters shouldn't automatically compress. Most. But STACK inserters should. They are expensive, resource intensive, and they way they work (dropping a constant stream of items onto a belt) really suggests that they should be able to fill those gaps. It's just good gameplay. I feel stro...
- Fri Dec 15, 2017 11:48 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 65239
Re: Friday Facts #221 - 0.16 is out
I beg to differ. Compressing belts is a pretty early game issue. when you making your furnace lines and a bus you want "full belt in/full belt out" I agree. Early compression also makes Anti's speedruns even more satisfying. 8-) But, as I tried to explain, it's also about late-game balanc...
- Fri Dec 15, 2017 10:25 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 65239
Re: Friday Facts #221 - 0.16 is out
Belt compression is also about late-game balance! This nerfing of belts, combined with the constant buffing of bots (and trains), is resulting in a late-game where flying things around competes with the throughput of a conveyor belt! It feels like on every hard belt problem, the game is telling me t...