provet wrote:Come on now guys, let's be civilized about this.
I'm 100% sure Kovarex meant well with his decision to take the game in a interactive and fun direction rather than a tech waiting game.
Most of the research (besides repetitive bonus research) provide lots of new content to explore, so it shouldn't be meant for "afk researching" anyway.
And besides, it doesn't make sense that (some of you) start name calling and such over such a small thing as an
action that requires your attention most of the time; once every 5-30 min.
We might became a bit heated about this FFF, at least i did, including pitchfork and torch. Of course we're cool and we still love Kovarex, but the delivery of the message stubbed a lot toes, which resulted in dissapointment leading to emotion reactions.
I would rather see this "uncivilized behavior" more as a wooden married couple squabbling happy together. Letting your heart speak is indirectly showing that your care about it. His decisions gave us the game as it is, and respect him deeply for that. He' s the one carrying the master vision of Factorio.
There is a lot of feedback why and how this researching could be improved, Showing off something with the message " you won' t get this neat feature" is like trowing an piece of red juicy meat in the hungry hyena pit, of course we start screaming about that airco unit. It is great marketing, see all those replies.
Since half of a FFF is dedicated to it the topic is in the spotlight, this is how we feel about it. Interrupting your workflow, and lack of planning options just doesn' t seem to feel right for a game about automation (we're on page 9 by now). We just can' t find ourself in the pro/cons picture which was drawn.
Why should you wait for science projects, you' re in need of more iron.
If you could only finally focus on it...biters, lack of resource, train bug fixing, stalling machines, contaminations etc. What would be the ideal fraction of time where you actuall play: rolling out your expansion plans? Not prioritizing a research decision over your current task is now punished with inefficiency and stall time.
Shouldn't the ''afk-ing'' (able to do something else) be seen as a reward for a propper set up line? Beginners simply end with a stalled/dried out line. real afk playing is a niche anyways it think (it' s highway to deadly dangerous cractorio), most player probably return to their own tasks in the factory when they propper set up some projects (trains, bots, weapons). Planning a path instead of a single supplement, doesnt that sound satistfying?
If you want the players to know the tree auto pathing would be way to much, i agree on that but once i found a path to tech i like, i would love to set that order a single time, and then focus completely on feeding and protecting the labs. (ideally mainly setting science goals when i start producing new potions).
Once you have done all finite science projects, the science screen isn't interesting flashy and joyfull anymore. By that time a toggle is just convenience to keep the beast running and removes nothing but distraction. An alert sound/flash on completion is enough to satistfy you that you have reached an other level of infinitech.
Forum players just want to have grinds of the game addressed and solved. Nobody wants grinds in games unless its Tony Hawk. It is about small and subtle changes, but all those small tasks together make the game experience. actually the point Kovarex made but opposite to the new player view which was used while testing.
The quick conclusion and discussable arguments is just not how we know Kovarex. Imo normally his arguments just feel a lot stronger and more reasonable.
And about the airco: Im glad they stuck a sufficient productivity module in the office for end game programming. Broken airco' s just lead to faulty code.
Just a few more days and its friday again and this fece storm will calm down.