Harkonnen604 wrote:I don't want such attitude with fellow-players, so please give me exact counter-example cases when I am indeed a lack-of-game-knowledge-guy with some proposal
There is no other way I can get that knowledge, even after watching hours of youtube factorio letsplays.
Well, my fail. It's because it is sometimes much more complicated to explain the reason of fail of something, than to write a suggestion.
And even my time is limited.
That tells me we probably have different playstyles.
From what I remember you like to play sandbox and play around as good. Factorio is not designed for this.
Maybe it should. But I don't see that as a useful tendency.
I always start a new factory from the scratch, and get it to the rocket or a megabase able to launch rockets at constant rate
... I think my proposals do not get supported because people skip that phase of the game entirely - they just don't play that part of game.
Oh, other valid reasons:
- That has been already discussed a lot, but the result is still not implemented.
- They don't understand what you mean.
- They don't like it.
- They like it.
- Others found a solution to that issue out of the game, some kind of clever workaround. And the workaround looks like an idea for a subgame.
- There is not only this one solution, it could be made quite different. (That's when I write "I've added it to collection XXX")
- There are higher goals, that needs to be implemented first, before fixing, but that will make fixing this much easier/not needed.
- There's a mod for this. And often used mods are much better "suggestions".
- ...
As an interesting example - devs did thorough playtesting not so long ago for 0.13 - and see what? my "questionable" suggestion about minimal deconstruction time got implemented, at least for walls, just because one of devs got annoyed farming long wall. Now the unpleasant question - for how long community suffered dismantling those walls thinking it was by design? how many people before me asked to decrease wall farming time, and got rejected because it felt it's by design and not by an accident?
Hm. Long. Very long. I remember a thread in 2013 and 2014 about the long time it takes to remove belts and walls. It's quite difficult to search such posts, cause it depends on the used verbs, if I find it.
I guess that the devs implemented it now (I don't know in which, but we will see), is, because they have lists of todos and - as here - some devs is just in the mood to change that, cause he is currently on it and the fix is easy. You could ask: Why not much sooner? Well, it is not so easy to make that kind of decision. There needs to be some kind of agreement, which (I think) can be achieved best while playtesting.
If you playstyle is different like forking at mid-game save or playing mods, we are just playing different games.
And if not?
Remember again: This game is developed since 2012/13. Four years of game-development is a long time. A very, very long time. Look at what directions they go at each point. Look what was implemented and what was not. Look how they work.
So, what I try as moderator is to let you see this way.