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Posted: Wed Feb 27, 2019 9:50 pm
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That's absolutely intentional. Biter attacks in the campaign are driven by a combination of pollution and research percentage, such that you need more and more of your base's production dedicated to ammo as research progresses. At 90% research, the biter attacks are designed to consume 100% of your production capacity in ammo, so unless you've gotten ahead of the previous attack strength, you're guaranteed to be overrun.
That is an interesting way to look at it. But I do not doubt that I can beat the campaign or tutorial, and that was not my point.CDarklock wrote: ↑Fri Mar 01, 2019 1:22 amThat's absolutely intentional. Biter attacks in the campaign are driven by a combination of pollution and research percentage, such that you need more and more of your base's production dedicated to ammo as research progresses. At 90% research, the biter attacks are designed to consume 100% of your production capacity in ammo, so unless you've gotten ahead of the previous attack strength, you're guaranteed to be overrun.
I think the intended result here is that you start cranking out magazines, circuits, and research. As the research progresses, you have to refit your circuit production to produce ammo instead.
And the faster you are researching, the less time you have to see and respond to the pattern of the attacks. At six science a minute (as recommended), researching the 150-pack green science tech takes 25 minutes. Ammo is consuming about a third of your production capacity; each production line is about two assembly machines worth of production. And if you refit green circuits, it will consume about two-thirds of it. So:
1. Refit green circuits within 8 minutes
2. Add further capacity within 16 minutes
3. Outpace attack intensity before 22 minutes
That's two labs. If you have four, your times get shorter. If you have six, they're even shorter. At eight, you have to figure out what's going on and respond to it in less than six minutes (Doug E. Fresh, you're on).
And if you're producing that much science, you'd need dozens of assemblers producing ammo. Because it's percentage-based and scaled to pollution. If you build out much larger than the requirements for the goal, the game punishes you for it. Mo' production, mo' problems.
Likewise, if you add (say) two assemblers producing walls, it skews your percentages and you go from needing four ammo assemblers to five.
But! If you spend ten minutes beforehand researching optional tech, and refit your electronics production for ammo, while building your defence perimetre and setting up your turrets... everything changes.
That ten minutes at 50% production (assuming two wall assemblers) gets you far enough ahead that 50% production for the next 25 minutes is essentially 70% production the whole time. What you actually need is an average of roughly 55% production, so you have a surplus at the end.
An experienced player doesn't need very long to crank out those production lines, and then when the game says "research production science" they go "yeah, definitely, right away" without thinking for one second that assigned goals advance the story progression.
Because that's not how Factorio works, is it?
I think it's that assumption that is biting people. "This is not how the game works." But the entire structure of the campaign looks and feels like an RTS mission, so I think most players will approach it like an RTS mission. Which means they're not approaching it the way Factorio works, they're approaching it the way Starcraft or Civilization works.
The helper character will wait to see if you figure things out by yourself before offering help. There may be some genuine missing information in the NPE, which we would be interested to know about. But before you report any issues with this, please make sure you've played super slowly, and not used any features you shouldn't know about yet (alt-mode, ctrl-click, etc).slowly figuring out numerous things that a tutorial should have explained
Not suggesting it was. I just wrote that light novel as a sort of train-of-thought while things were occurring to me.
I honestly don't think so, because I hate the combat sections of the game, and this is literally the first time I thought combat was both fun and challenging.A new player getting into the same situations I got into would probably just quit
Hey, thank you, I hardly noticed this post, due to the epic replies above and belowwheybags wrote: ↑Fri Mar 01, 2019 11:22 am As people have hinted at above, but not spelled out explicitly, the tutorial final stage scales to your perceived skill level.
The idea is to make it fun for experienced players, while also not overwhelming newbies.
It is actually not so hard for a new player to finish, here's a twitch stream of someone playing for the first time, who didn't really have much trouble with the biter's difficulty: https://www.twitch.tv/videos/387484549
It's possible that things are a little too hard for experienced players at the moment, we will be looking at this for the next iteration. However, bear in mind that if you know the game, it's not supposed to be easy!
REThe helper character will wait to see if you figure things out by yourself before offering help. There may be some genuine missing information in the NPE, which we would be interested to know about. But before you report any issues with this, please make sure you've played super slowly, and not used any features you shouldn't know about yet (alt-mode, ctrl-click, etc).slowly figuring out numerous things that a tutorial should have explained
RE having no undergrounds/splitters: I had problems with this myself at first, I just figured "I'm not going to bother automating anything properly until I get them, it's too much of a pain in the ass". However, a new player doesn't know they exist, and if you just get over your attachment to them, you can automate things just fine.
This really is only an issue for experienced players.
Anyway, all of these issues will probably be addressed in the next FFF.
I just want to say that's rude. Awesome, but rude. Going through the NPE... expecting for this to be a nice leisurely experience... get zerged by the biters because this wasn't supposed to be hard...
I'm noticing a few things on this time through the campaign, like... this should have clued me in that biter activity was increasing. I've seen a little group of three biters. I've seen a little group of five biters. Now this?
I know this comes directly from the devs, having read about this topic for a while now.
Not early on. At initial research commencement, you are required to invest 2% of your production in ammo. At 90%, you're required to invest 100%. This implies that at 100% research, you're expected to invest roughly 111% of production in ammo (100% - 2% = 98% increase / 90% research = 1.09% increase per 1% of research)._wf_ wrote: ↑Fri Mar 01, 2019 7:55 pm Part of the problem is that building anything during that final research makes the problem worse, since you have just generated pollution that didn't go into ammo. So it's not just that you have little time to respond, it is actually detrimental to do anything but running around and repairing/refilling.
Conversely, UNTIL you press that "research" button...The second you press that "Research" button, your base is effectively locked and you just have to hold for the ~10 minutes it takes.
Am I really the only person who thinks traps in challenges like this are not only fair, but expected?As an additional trap...
So, lets hope they started production and stockpiling, and more importantly, aren't mining anything they don't need directly, and aren't producing anything that is not science packs or bullets.CDarklock wrote: ↑Fri Mar 01, 2019 8:40 pmNot early on. At initial research commencement, you are required to invest 2% of your production in ammo. At 90%, you're required to invest 100%. This implies that at 100% research, you're expected to invest roughly 111% of production in ammo (100% - 2% = 98% increase / 90% research = 1.09% increase per 1% of research)._wf_ wrote: ↑Fri Mar 01, 2019 7:55 pm Part of the problem is that building anything during that final research makes the problem worse, since you have just generated pollution that didn't go into ammo. So it's not just that you have little time to respond, it is actually detrimental to do anything but running around and repairing/refilling.
Only if it had to go on indefinitely. You should end up with a buffer, and in any case, you could totally keep ramping up production, but it would require a fully saturated belt and autofeeders. At 90% you are probably expected to have them break through, and you have to defend the research until it finishes.That's impossible, of course, so there must be another solution.
Tutorials are not supposed to be challenges like this. Tutorials are supposed to be demostrating basic game functionality, so you can get used to the controls and mechanics. The first tutorial is something you probably shouldn't be able to lose, unless you intentionally attempt to do so.Conversely, UNTIL you press that "research" button...The second you press that "Research" button, your base is effectively locked and you just have to hold for the ~10 minutes it takes.
Am I really the only person who thinks traps in challenges like this are not only fair, but expected?As an additional trap...
I'm in the middle of the second area of the campaign right now (fifth time), and here's what I've been asked to do so far.Ranakastrasz wrote: ↑Fri Mar 01, 2019 8:59 pm So, lets hope they started production and stockpiling, and more importantly, aren't mining anything they don't need directly, and aren't producing anything that is not science packs or bullets.
The latest FFF has an interesting statement:Tutorials are not supposed to be challenges like this. Tutorials are supposed to be demostrating basic game functionality, so you can get used to the controls and mechanics. The first tutorial is something you probably shouldn't be able to lose, unless you intentionally attempt to do so.