peternlewis wrote: ↑
Fri Jul 26, 2019 9:04 am
Sander_Bouwhuis wrote: ↑
Fri Jul 26, 2019 8:38 am
The hack of putting a bunch of tanks at the outputs and then when they are full simply picking them up again just to immediately replace them with empty tanks is HORRIBLE
I have done exactly the same thing, and I bet a LOT of players do the same thing. It's clearly indicative of not explaining the game properly.
Exactly - I have't actually done that, I always sort of felt it was cheating. If there is no way to “flush” the take and throw out the contents, then picking it up and putting it back just seemed wrong. But spamming the world with tanks is not a whole lot better.
And yes, I agree, it is either a lapse in the game play or the explanation. I think once I figured out I could turn the liquids in to fuel blocks and feed them in to steam engines I could largely resolve it, so maybe that is all that needs to be explained. But certainly something in the system or the explanations needs to improve, and I would guess that is what the developers are responding to.
While lots of the changes proposed by the community are about receipes, there are also some who pointed out at some UI elements that could indicate better the problem which might helps.
On another note, maybe a tutorial could help, in order for this one to me memorable, i proposed to use the lore "Why did the ship crashed ?" => "because the output were full", hopefully that could teach any player something that they will remember=> beware the oil can back up.
If you were to see a design that produce sulfur, solid fuel and plastic out of oil, not designed to scale, just to illustrate one example of setup that consume the ressources, but with a plot, the setup is bound to fail because of a problematic component, you'd be asked to remove/modify an existing setup in a room of the spaceship, following compilatrons order for example, that would help new player get a feeling of "deja-vu" when they start tackling oil in the freeplay.