I am writing this post as succinctly as humanly possible. So I have to keep quotation blocks to a minimum and keep most responses limited to two paragraphs. The sole exception is the list, and it is already fairly short.
worph wrote: Tue Sep 22, 2026 11:21 pm
... let's give this one last good try:
What do you mean when you say:
XT-248 wrote: Tue Sep 22, 2026 9:17 pm
meaningful criticism
Quoting only two words left out some nuance.
Meaningful criticism, also known as constructive criticism, is feedback that targets a specific problem or issue and offers actionable feedback. In this instance, that means the feedback is for the game's mechanics and how to improve them.
worph wrote: Tue Sep 22, 2026 11:21 pmMeaning, can you succinctly bring up your issues with quality (and spoilage and maybe gleba as a whole) one last time? In a manner that is
falsifiable and that incorporates some of the counter-points already brought up in this thread?
Ideally I would like to see your latest Gleba factory and maybe some other factory where you are actually using quality, too. I am genuinely interested.
I am going to break it into three distinct groups: quality, spoilage as in the mechanics itself, and some specifics to the Gleba world itself. This is not an exhaustive list, given the falsifiability condition and the goal of keeping this post as short as possible.
Quality:
- Lack of onboard experience for quality.
- Quality as a mechanic can create an individualized "success or famine" experience where some people struggle, and others don't.
Spoilage:
- There is a limited onboard experience through the tech tree, but everything is upfront all at once. No room to experiment or learn.
- Evidence of both success and failure disappears so quickly, giving designers little feedback, with a potential for no data at all.
- The best approach to craft the most "science value" from Gleba Science packs, with the least amount of fruit needed, having no competing alternative production strategy currently.
- Time delta from spoilage for most spoiling items has little to no impact on the final product's freshness. The sole exception is Gleba Science packs, which start at 100% freshness and lose science value over time. At higher quality tiers, the decrease in science value from time becomes much more noticeable.
Gleba:
- Gleba has poor visibility due to a heavy visual clutter aesthetic when it comes to finding areas to grow fruit and has minor cosmetic impact. The minimap search function partially mitigates this issue. I am seeing a lot of new people who don't even know this search function exists.
As you can see, I don't have much feedback or strong feelings about Gleba. I will come back to this point later in my response. My feedback is more about how quality and spoilage, together or separately, are experienced in the game than about the Gleba world itself.
worph wrote: Tue Sep 22, 2026 11:21 pmgave you good solution to that problem.
What solution was offered? I am going to take a guess. Monitoring? The problem already happened, and it was a one-time flunk. I don't have a "before" save game to set up monitoring and to reproduce it a second time. I can only work with what I do have, which is a save game after it happened.
If I do set up monitoring, it can create a lot of
noisy data and
false positives and false negatives from running several hours-long sessions to recapture that specific one-time flunk.
worph wrote: Tue Sep 22, 2026 11:21 pmThe first time you land on the planet everything spoils essentially immediately. I don't know how else you want to be onboarded?
Once again, going back to the old basic oil processing vs. current basic oil processing example from earlier. Small exposure to one part of making a functional spoilage design, then building on prior successes and moving to the next step until the Gleba Science pack arrives at a lab. Since the oil example is not doing its job well. So I am going with a different example: starting a new freeplay game.
A player starts a new freeplay game and opens up the tech tree. They see two immediate goals: craft 50 iron plates and craft 10 copper plates. This encourages new players to build a starter smelt array. After smelting successfully, they gain access to power infrastructure and machines that run on power. Then they can start to automate instead of handcrafting. Repeat and rinse until they launch a rocket.
worph wrote: Tue Sep 22, 2026 11:21 pmGeneral quality-system issues (apply to any quality science/production, any planet):
I am seeing a couple of things I didn't mention that came from someone else, indicate would be a problem, or need a response from me.
worph wrote: Tue Sep 22, 2026 11:21 pmAs you seem to only have an issue with quality on Gleba by admission, I am confused why you also brought up all of these other things, that are related to how quality functions fundamentally.
I don't think you ever conceded that you don't like the quality mechanic itself, but looking at all the points you brought up it looks to me like you don't like both quality
and Gleba, but maybe quality itself might be a bigger issue for you (albeit, maybe gleba evokes a stronger emotional reaction, despite quality maybe being the core problem).
I've been seeing a troubling trend lately on the internet: people deciding how others feel about things while knowing absolutely nothing about others and how they actually feel. That said, I do feel that there is room for improvement in all three subjects: spoilage, quality, and Gleba. Mixing spoilage and quality together causes unresolved issues from both mechanics to occur at the same time. I don't
dislike this because that is how it works in the game right now.
Gleba is just a world and doesn't evoke any strong feelings in me. Everybody knows that I am the only person who truly knows how I feel about anything. Someone made a poor guess and was wrong; it happens.