In that post I was focusing on the disconnect between perception and reality, not on the difficulty itself. It's ok if something is difficult if it's introduced correctly. The problem with quality is that the complexity is hidden and out of step with the other tech you get at the time, and with the tools you have to deal with it. And so this explains some of the complaints people have.coffee-factorio wrote: Wed Sep 23, 2026 11:42 am But that's functioning as intended.
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This mechanic is supposed to be hard.
I can make a similar argument about Gleba, but for a different reason - the difficulty is front loaded. There are a lot of things to learn at once, but after that initial learning cliff it's fine. The difference between Gleba and quality is that with Gleba the difficulty is more obvious. But I think both could be introduced better. For Gleba, it would be easier if some of the concepts were introduced on Nauvis - such as the ag tower, and seeds.
With quality, it would be a lot easier if rare was a separate research.
I don't understand what you're trying to say about gambling, it doesn't seem relevant.


