[0.17.4] Campaign feedback
Posted: Mon Mar 04, 2019 6:03 am
Background:
I played Factorio for about a hundred hours around 0.14 or so, up to launching a rocket. I played the campaign a bit, but I gave up when I realized I needed to build a very large factory that probably meant to be deleted on the next level.
I was looking forward to trying the new 0.17 campaign, so I gave it a try as soon as I could. The long story short is I stopped playing fairly quickly.
My main issue with the campaign right now is that it really has little to do with what the actual game looks like. The tech tree is limited and very different. If the goal is to teach players how the game functions, I don't understand how this would work out. The UI is also different. The crafting menu isn't sorted out into tabs, and all of the items are placed differently as what freeplay would look like.
I'm going to try explaining a bit what I experienced there.
The first phase is basically locked up using only burners. This meant I spent a lot of time just running around filling up burners inserters, drills and smelters with things to burn. I almost burned all the wood in the starting area, causing me to be almost locked up on completing the goal of building electric poles. I know one friend who gave up during this phase, being frustrated having to run around. I almost gave up too, but I was a bit too interested in seeing where this would go. I thought the blackbox research thing was a kind of good trick to lock some of the basic tech.
When the next phase started, it made a lot more sense to me all of a sudden. I thought this was the moment it would begin being like the real game. But it wasn't. Very quickly, the game locks you up using only short inserters, with no belt splitter nor underground belts. I thought that I could start automating the whole thing, but these limitations meant that I couldn't properly automate feeding coal into the smelters. I was spending a lot of time building science packs by hand because I thought I would eventually get the proper logistics to properly automate the factory. I eventually reached the goal of building enough ammo (which I did mostly by hand), and then I got to when the game asks you to reach a certain amount of ppm of automated production, and I realized that, no, I wouldn't get some of the basic logistics to do this, and that the only way I would reach these goals would be with me running around shoving more coal into the smelters, or other similar very manual tasks. This is where I stopped playing, because, I thought to myself, if I wanted to play a game where I have to run around endlessly moving reagents around for crafting, I would play Subnautica instead.
My point is, to me, this game always has been about automation. This campaign wasn't, and it frustrated me out of playing it. If I compare with other games such as Starcraft, the campaign incrementally explains how to play the game in freeplay. Reaching the end of the campaign means having used every parts of the game and learning every tool in the toolbox. This isn't what this does, or at least, it doesn't feel like it to me.
I tried playing freeplay in 0.17 a bit. I got to automate the red science packs and associated research very quickly, which was much refreshing compared with what the campaign was. I would have expected something similar, maybe a tad harder or different. But this wasn't it at all. It ended up being too frustrating and I stopped playing it.
I played Factorio for about a hundred hours around 0.14 or so, up to launching a rocket. I played the campaign a bit, but I gave up when I realized I needed to build a very large factory that probably meant to be deleted on the next level.
I was looking forward to trying the new 0.17 campaign, so I gave it a try as soon as I could. The long story short is I stopped playing fairly quickly.
My main issue with the campaign right now is that it really has little to do with what the actual game looks like. The tech tree is limited and very different. If the goal is to teach players how the game functions, I don't understand how this would work out. The UI is also different. The crafting menu isn't sorted out into tabs, and all of the items are placed differently as what freeplay would look like.
I'm going to try explaining a bit what I experienced there.
The first phase is basically locked up using only burners. This meant I spent a lot of time just running around filling up burners inserters, drills and smelters with things to burn. I almost burned all the wood in the starting area, causing me to be almost locked up on completing the goal of building electric poles. I know one friend who gave up during this phase, being frustrated having to run around. I almost gave up too, but I was a bit too interested in seeing where this would go. I thought the blackbox research thing was a kind of good trick to lock some of the basic tech.
When the next phase started, it made a lot more sense to me all of a sudden. I thought this was the moment it would begin being like the real game. But it wasn't. Very quickly, the game locks you up using only short inserters, with no belt splitter nor underground belts. I thought that I could start automating the whole thing, but these limitations meant that I couldn't properly automate feeding coal into the smelters. I was spending a lot of time building science packs by hand because I thought I would eventually get the proper logistics to properly automate the factory. I eventually reached the goal of building enough ammo (which I did mostly by hand), and then I got to when the game asks you to reach a certain amount of ppm of automated production, and I realized that, no, I wouldn't get some of the basic logistics to do this, and that the only way I would reach these goals would be with me running around shoving more coal into the smelters, or other similar very manual tasks. This is where I stopped playing, because, I thought to myself, if I wanted to play a game where I have to run around endlessly moving reagents around for crafting, I would play Subnautica instead.
My point is, to me, this game always has been about automation. This campaign wasn't, and it frustrated me out of playing it. If I compare with other games such as Starcraft, the campaign incrementally explains how to play the game in freeplay. Reaching the end of the campaign means having used every parts of the game and learning every tool in the toolbox. This isn't what this does, or at least, it doesn't feel like it to me.
I tried playing freeplay in 0.17 a bit. I got to automate the red science packs and associated research very quickly, which was much refreshing compared with what the campaign was. I would have expected something similar, maybe a tad harder or different. But this wasn't it at all. It ended up being too frustrating and I stopped playing it.