but, i just hope you're gonna use this Steam Feature in the Future.
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OpenTTD ran into an issue with this. If you download random mods straight from the other client, that's a possible copyright infringement since that type of distribution is illegal - you are free to download the mods, but only with author's consent, which basically means you can only download from the place the author uploaded them.cpy wrote:Will game automatically download mods from server that is trying to join if client is missing some? For people that use custom mods that can't be downloaded anywhere?
Maybe instead of ping it should include a something indicating if your ping to the server is higher than the servers latency hiding.sillyfly wrote:Nice
One thing that is missing from the screen, which I think is a must for a game like Factorio, is (average) ping to server. You wouldn't want to connect to a server too far away from you, and have constant lags
Then he should reevaluate the price. Also a "portion" of each sale... $0.01 per sale is also a "portion" leaving him free to pocket the remainder of the $4.94 pre-tax.Klonan wrote:I think you're forgetting that this is a piece of work that must have taken hundreds of hours to put together, countless nights and time searching compiling and disseminating the game and its mechanics so for the communities benefit. Xterminator has already contributed so much to this community, asking nothing in return, and now for this project he wants to ask for a small amount to cover his time and effort.
I don't think its fair in the slightest to say it 'seems like a rip-off' when it's a really nice guide (which i'm assuming you haven't actually read or looked at) and the fact that a portion of each sale goes back to the factorio devs shows that this isn't about greed or trying to mislead people into parting with their money, but to help the game and the community.
allow me to add one right nowOwing to the great effort of all the developers, the open bugs count at the forums is at unbelievable ... wait for it =) ... 3 items.
Well then that's Xterm's problem isn't it? I mean, noone is forcing you to purchase that book (especially as you're probably an experienced Factorio player with no need for a strategy guide) if you find the price too high and noone forced Wube to accept a deal with Xterm (so if they did, they found a mutually satisfying agreement), so I'm not sure why you or other people have a problem with that, it's not like you'd have gained anything if he'd never published it, and some people do appreciate comprehensive well-written guides instead of youtube videos or wikis.ratchetfreak wrote:Then he should reevaluate the price. Also a "portion" of each sale... $0.01 per sale is also a "portion" leaving him free to pocket the remainder of the $4.94 pre-tax.
If the guide was part of the purchase-tier rewards and some of the money flows to Xterm as compensation then I wouldn't have a problem with that.
As is it's a $5 for a digital strategy guide for a $15-$20 indy game that has 100k sales. The demand just isn't there to justify that price IMO.
I think you are misunderstanding how the guide was made and what it contains. Probably 95% of the information in the guide came from my head and my experience playing the game. It isn't like I went to all these wiki pages and forum thread and copy/pasted the info in there in a few hours and called it done.Kewlhotrod wrote:marketing a third party "ebook" that took infomation from the community and wiki for free and put it into a product for money. not so much friday facts and more like fridays advertising.
You might specify what portion will go to the devs. They get 50% of the gross after paypal feels? You mentioned profit in the video no this. They get 50% of the profit? -- we talking Hollywood style profit sharing where you show no profit? Don't know how transparent you care to be on it. Doubtful you have anything signed/enforceable, so just your word that you will do this giveback.Xterminator wrote:I think you are misunderstanding how the guide was made and what it contains. Probably 95% of the information in the guide came from my head and my experience playing the game. It isn't like I went to all these wiki pages and forum thread and copy/pasted the info in there in a few hours and called it done.Kewlhotrod wrote:marketing a third party "ebook" that took infomation from the community and wiki for free and put it into a product for money. not so much friday facts and more like fridays advertising.
I don't see how this is any different than paying for a skin in a game or the ability to fly in a Minecraft server, etc.
I can promise you, my goal with creating this guide was not a "get rich quick scheme" or "easy money grab". The only reason I'm charging anything for it is to give people another way to support the game, and for little compensation for the immense amount of time, and some expenses I put into it.
I'm not trying to "justify" that I'm right or your wrong, but I jut want to try and explain why it is this way and my intentions.
This guide is a product just like the game or a normal ebook or printed book. Effort went into it, some money went into it, just like anything else you pay for. I'm honestly pretty baffled by the amount of discontent with it.
Anyway, I just thought I would throw my thoughts and perspective into the pile for whatever it's worth. The guide is there for anyone who wants it, I'm not going around begging people to buy it. I just hope it can help some players and I can improve on it in the future to make it even better.
Paying to fly on a Minecraft server would be a poor example, as servers offering gameplay-affecting rewards for money has been technically disallowed for a few years, though enforcement has been lacking.Xterminator wrote:I think you are misunderstanding how the guide was made and what it contains. Probably 95% of the information in the guide came from my head and my experience playing the game. It isn't like I went to all these wiki pages and forum thread and copy/pasted the info in there in a few hours and called it done.Kewlhotrod wrote:marketing a third party "ebook" that took infomation from the community and wiki for free and put it into a product for money. not so much friday facts and more like fridays advertising.
I don't see how this is any different than paying for a skin in a game or the ability to fly in a Minecraft server, etc.
I can promise you, my goal with creating this guide was not a "get rich quick scheme" or "easy money grab". The only reason I'm charging anything for it is to give people another way to support the game, and for little compensation for the immense amount of time, and some expenses I put into it.
I'm not trying to "justify" that I'm right or your wrong, but I jut want to try and explain why it is this way and my intentions.
This guide is a product just like the game or a normal ebook or printed book. Effort went into it, some money went into it, just like anything else you pay for. I'm honestly pretty baffled by the amount of discontent with it.
Anyway, I just thought I would throw my thoughts and perspective into the pile for whatever it's worth. The guide is there for anyone who wants it, I'm not going around begging people to buy it. I just hope it can help some players and I can improve on it in the future to make it even better.
^exactlyZeblote wrote:You should just integrate the wiki more. Players aren't using it because they don't know that it exists/are too lazy to search.
Hm. Isn't the server ping is useless, cause the game is P2P? I want to know the ping of the slowest connection, including myself.keyboardhack wrote:Maybe instead of ping it should include a something indicating if your ping to the server is higher than the servers latency hiding.sillyfly wrote:Nice
One thing that is missing from the screen, which I think is a must for a game like Factorio, is (average) ping to server. You wouldn't want to connect to a server too far away from you, and have constant lags
Average UPS of the map would be nice as someone probably wouldn't join a 30min old map with 20 UPS.
You're right, but if i remember correctly the "use peer to peer" option in the multiplayer dialog is disabled by defaultssilk wrote:Hm. Isn't the server ping is useless, cause the game is P2P? I want to know the ping of the slowest connection, including myself.keyboardhack wrote:Maybe instead of ping it should include a something indicating if your ping to the server is higher than the servers latency hiding.sillyfly wrote:Nice
One thing that is missing from the screen, which I think is a must for a game like Factorio, is (average) ping to server. You wouldn't want to connect to a server too far away from you, and have constant lags
Average UPS of the map would be nice as someone probably wouldn't join a 30min old map with 20 UPS.
Hmmm. For the first version it would be useful to have a number of indicators (ping, ups, average ping, average ups, transfer-rate, time played etc.) to learn, what kind of measures are relevant in which situation.
I am still thinking about how to solve the game viewing details and searching / filtering from the UI perspective. At the moment it is in a different tab because there are other switches as well (Lan vs. Internet, Mods or Vanilla, Password protected or public and more might be coming).Gandalf wrote:Yay FFF!
More importantly though, there are two features the multi-player games browser definitely needs:There are many more things that can be added to improve it, but from my experience the name filter and favs list are the most important (and really the only) features I use in these types of server lists.
- The server name filter input always visible (not behind some tab)
- A favorite servers list!!
On the TODO list.sillyfly wrote: One thing that is missing from the screen, which I think is a must for a game like Factorio, is (average) ping to server. You wouldn't want to connect to a server too far away from you, and have constant lags![]()
Also on our TODO list. Blue cube has been doing some general work on speeding up the initial map transfer.Crushedice wrote: I think that wouldn't be too difficult to implement. For example the game could be paused by default after loading and then check whether the player who tries to join has a save with the same checksum.
At the moment there is the time in the game for this.Vile wrote:Another thing that would be a good idea to add to the matching screen: how far along the server is. If I'm looking for a brand new server to start fresh, I would hate to have to download each map until I found one by luck. Maybe a map size or current research completion would work for this.
We have just had a chat with kovarex about the need to make a good set of in-game minitutorials that allow the user to explore game concepts (and how the game is controlled) separatelyNemoricus wrote: 2. It may seem like a reason for the developers to let in-game documentation and tutorials go without updates. I've been following Factorio long enough to know that this isn't true, for the simple fact that developing gameplay has always been a much higher priority for them. Considering the time and effort it takes to develop good tutorials and documentation to begin with, let alone ensure their currency and accuracy, that seems fairly reasonable to me.
However, what does concern me is the impression that it would give new users of the game. "Hey, we know our in-game documentation isn't quite up to par, so if you want something better, pay extra!" Not a good message to be sending, and the fact that it would be paying for the work of someone separate from the development team would likely be lost on them.