I don't feel obliged to dismantle unjustified """"(fact)"""" thing.
Balthazar wrote: Fri Oct 25, 2024 5:51 pmtoo busy tone policing
Nor "tone policing" part.
I had a pretty shitty week, full of useless waiting and no less useless running trying to wrestle a set of documents from our local officials. A set of documents which we shouldn't have in the first place - but other officials insisted that we had to have these anyway. So... d'oh...
...what I'm leading to, I'm not using already-sunken mood to propagate negativity. I'm trying sticking with neutral tone and memes cut from "Ed, Edd and Eddy" (check these out, by the way. Some of these are literally begging to be added to this theme). Because it improves my mood too and helps other people feel better as well.
Contrary to slamming """"(fact)"""" label on random assumption then rolling with it, ignoring arguments aimed at foundation of this erroneous assumption.
Here, let me try again.
EustaceCS wrote: Fri Oct 25, 2024 5:24 pmIn early game, don't ask yourself how to make X thing of Y quality.
Ask yourself which X thing you can make out of Y quality resources.
As of explanation part... well... if, once in 20 years, anyone really cares about my real opinion... I'd prefer a text from one of my ex'es (including ex-coworkers) - but Factorio is fine too. So lo and behold...
an opinion...
Usual automatization games are quite linear.
Be it Satisfactory or Stardew Valley - there are fixed set of choices.
Too fixed.
Pre-DLC Factorio is, in fact, RELATIVELY linear too. Although randomized map gen saves things a little, in the end it's still 1-3 "families" of optimized choices - and runner-up non-hardcore players trying to keep up with these choices on their own.
DLC spices things up by making things not-so-linear.
Yes, let's ignore few red flags pointing at Gleba still being shoehorned into roster of viable choices

Each planet offers a centerpiece theme and a handful of (quite loosely related IMHO) assotiated technologies, each of which is somewhat unique.
These technologies don't quite compete with each other, in the end the player can have them all, - but player have to prioritise.
And each choice in this (still quite finite) decisions tree matters alot for nearest 10-100 hours of gameplay

And that's without Quality in play.
Quality turns already-branching DLC decisions tree into a goldern FRACTAL.
Even with three midgame planets choice, it's a headache to evaluate.
Should I go for infinite Quality roll attempts?
Should I go for jackpot (read: Gleba) instead?
Should I go for recycling instead?
Would I want to invest my time into building Quality related infrastructure? For each of three cases - and then for endgame?
Would I fare well without other two choices in nearest 100 hours of playtime?
Should I commit into Quality, anyway? If I shouldn't - what am I losing? If I should - how seriously? For everything or for specific things? For which things in particular? How deep is a rabbit hole?
Should I stick with best grade things - or with whatever RNG blessed me with?
How can I tilt the RNG to my favour? With EACH/ANY of these three midgame planet choices? And what I gonna do next?
Maybe this specific item is worth getting with Quality? Any or best or specific Quality?
And how the hell am I supposed to get Coal (Rare) reliably? (<- this question is much more important than it looks)
The game is not about linear optimized choices from start to finish anymore.
Even if Quality is disabled - it's still affecting your decisions.
This is one of the best things a game mechanics could have.
And its implementation is quite reasonable in Factorio (if we'll take into account potential performance hits from OTHER implementations of interactions with Quality).
Worth mastering.
AND worth skipping. Which is still an official developers' position, right?
Either choice (and everything in between) is viable, either choice gives food for thought.
Neither gets into the way of actually playing the game.