I wouldn't mind a lot of rails in a science recipe where the rails were thematically matched, say a "transportation" pack, but the rails should be cheap compared to the sum of the rest of the ingredients in the pack. In real rail transportation systems, and related experiments, rails don't wear out as fast as everything else in the system.Tricorius wrote: ↑Wed Jan 02, 2019 9:48 pm I also agree that the sheer number of rails is huge, though I would say that *is* kinda consistently thematic for rails. I know I always significantly underestimate how many rails I will need for an expansion, even after having done many, many, many of them.
FARL much?To the point where my end game solution is very likely the same as many others. I have a separate 4-car train with the sole purpose of expanding the rail network. Two (2) of those cars are completely full of rail.
There's a part of my mind that wants to mistake this for a commentary on the rest of the video games industryBut developers have to eat too. If not, they have to find a boring, soulless job which diverts much (most? all?) of their energy from making really awesome games. They have already made a lot of money, and I’m guessing they are doing fine, but this *is* the drive to 1.0.
I recall a couple of Enjin Minecraft forums where Minecraft servers designated a "helper" class who were good at introducing new players to the server and to Minecraft in general. So I think that's part of the solution. While I remember my first freeplay game in some considerable detail, the frustrations that I liked (good gameplay progression) and didn't (little other than pipe mixing, TGIF), I haven't played enough vanilla since 0.12 to feel qualified as a designated helper. I don't have the currency.And a lot of negative reviews that say “it was fun for a few hours, but then I couldn’t figure out how to get past that stupid purple science” isn’t going to look great for ongoing sales.
Again, agreed. But consider there is a flip-side to that. I have seen people come to these forums with a very simple “sticking point” question.featherwinglove wrote: ↑Wed Jan 02, 2019 8:37 pm Think of who you would want to ask things regarding Factorio if you're new around here: Would it be the casual guy or the new guy, or would it be the players who have already been figuring things out and answering?
And half of the responses are something like “oh that is easy, but you’re stupid for building your entire base like that ... what you really want to do is build a production bus with jargon jargon jargon”.
And guess who tends to respond that way? We know we are being helpful, but what they really need is someone who hasn’t forgotten what it is like to be new
The other part, and this is going to sound unfortunate, is that there are some people who will come to Factorio, but Factorio isn't really for them. I think a major part of the reason for the campaign overhaul, and to a lesser extent the pickaxe removal, is to warn such players off while they're still in the demo. Some will (hopefully) buy it anyway even being aware of this because they see an honest developer who deserves their support. I've done this with, see if I remember, I think Isomer (name of the game), Code Hatch (name of the developer), and Lunar Flight (name of the game, and the last purchase I ever made via Steam. ...actually, I kinda screwed up with Lunar Flight and learned rather the hard way that not everything Scott Manley likes is something I'm going to like.) Edits: I forgot to mention that these are games that I've purchased, but played very little and didn't like much. ...and somehow I left an unmarked quote block that I wasn't intending to use and got really lucky in noticing it.