I try to keep simple. Many of us are not ok that we paid for quality only for it to be behind a gambling wall we never signed up for and are forced to either use mods or to do waste managment. But hey, you definitly want a legendary burner mining drill... ah yes, due to how the gambling works, you actually will never use it unless you want just for the sake of it, making the question why some even have legendary version since, by the time you unlock legendary, many won't be needed unless you have limited resource.... something that make no sense why you would gamble waste tons of resources to get legendary.... yep. it's a complite fail and the gambling in quality only exist due to the enjoyment of people who love to gamble.
The ideea is very simple. There is no unlock epic or legendary. Insted the items need parts. When you open an assembler (or whatever the building is). You can select the quality like per usual. However the cost of it will start scaling. Like uncomon will cost 3 times what a comon cost. Wow, we got not only rid of gambling but we can enjoy quality from the very start of the game??? Man now this is a paid dlc. For devs: except to install mods, you have not provided any way to bypass the gambling. You don't need to get rid of it completly but insted just add a section, where we can change how quality works, since not everyone want to gamble waste their items. Like I said 3 times since we are talking about the very start of the game. Like assemble 1 uncommon will cost more then 3 times. Same with assemble 3. Meaning the cost will scale but start of the game is start of the game, we won't even most most of them for more then a few hours so of course getting quality for them will need to be extremly cheap. After all, this is the ideea of my suggestion, from the start to be able to enjoy quality without it being behind a gambling combined with waste managment wall. Starting Rare you can add extra items. Like an epic stone furnice, to ask for chopper or coal. While a legendary to want Stone brigs and other non ore materials to balance the ideea that you will have most common, uncommon, rare, epic for some if needed, and legendary will be an overdoing (like green circuit for legendary burner mining drill when you could use it for an electric miner) and will make legendary just if you want to have all legendary for the sake of it.
Like this not only will we have more complex recepies, giving more variation to the game, still needing more item but insted of waste managment and gambling we can just use them as materials with no gambling. And the recycling can not only stay the same, but get an additional effect where you can try to sacrify lower quality to SAME ITEM quality, but you need rare resources (like the planet exclusives ones and prometheus for post game legendary)
all this is to ensure we not only have access to legendary from the start, while still having some balance (aka rare quality cost more then common) but will remove all gambling related elements and everything will be finally worth. Like Gleba, via such quality boost, will become one of the best planets exactly because people will mass build plantation for legendary farming. Further encouraging us to expand the factory, and explore Gleba, but also, as i keep saying, elimenating all gambling elements. And copy past for the other planets. Like fulgora is truely a death planet where you don't do anything. Same with Aquilo where the only time something happens is if there is a power related issues. Point being both planets are amazing in how they look and their tehnology. Enviromental wise? there is nothing there to encourage you to expande the factory once you get the bare minimum needed. If anything, mods like everything on nauvis show that thoes planets could be just some regions, because you don't even need so much of said area. While if epic and legendary, actually even rare, need local producs as ingredience (like the tier 3 moduels) then this will encourage everyone to expand the factory on each planet. Let me not even start with building more space ships for prometeus farming
No gamble quality via material for quality
Moderator: ickputzdirwech
Re: No gamble quality via material for quality
So let me be clear, you want remove entire point of Quality mechanic and just get rewards from it? It is easier to download mod that gives you quality you want rather than rewrite entire automatic thing that we have now to cater to your suggestion. It isnt like it is novel one we already had dozens of similar "solutions" that were going to remove entire point of it.
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Re: No gamble quality via material for quality
The point of quality is to be a law of large numbers thing. You can gamble but the true benefits come from "rolling the dice" so many times that the randomness is irrelevant. Quality, as I see it, is primarily a post game challenge with some smaller challenges that can be done earlier (for example, asteroid collectors). Fulgora boosts this side quest with the recycler. In general scaling up with more machines is the intended way to increase throughput not using better machines (factory must grow).
Re: No gamble quality via material for quality
A particularly relevant earlier challenge is taking something you're making anyways, and using quality modules to get a stream of higher quality items for 'free' (i.e. the cost is just having to have built the quality modules and the machines being slightly slower), which you use strategically in places where the quality bonus is significant.crimsonarmy wrote: Thu Aug 21, 2025 3:03 pmQuality, as I see it, is primarily a post game challenge with some smaller challenges that can be done earlier (for example, asteroid collectors).
All of the ideas of the form "make higher quality guaranteed but more expensive" would completely eliminate this use of quality.
E.g. don't pay extra for uncommon/rare productivity 1 modules and electric furnaces: have your purple science build spit those out at no additional crafting cost.
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Re: No gamble quality via material for quality
Yeah. I didn't think about that useHurkyl wrote: Thu Aug 21, 2025 3:55 pmA particularly relevant earlier challenge is taking something you're making anyways, and using quality modules to get a stream of higher quality items for 'free' (i.e. the cost is just having to have built the quality modules and the machines being slightly slower), which you use strategically in places where the quality bonus is significant.crimsonarmy wrote: Thu Aug 21, 2025 3:03 pmQuality, as I see it, is primarily a post game challenge with some smaller challenges that can be done earlier (for example, asteroid collectors).
All of the ideas of the form "make higher quality guaranteed but more expensive" would completely eliminate this use of quality.
E.g. don't pay extra for uncommon/rare productivity 1 modules and electric furnaces: have your purple science build spit those out at no additional crafting cost.