Re: Friday Facts #365 - Future plans
Posted: Fri Feb 05, 2021 10:01 pm
what about the promised new fluid-system (and heat [since heat=fluid])?
well AAI Industry is an interesting example, because there was a lot of backlash toward Earendel when it was made mandatory. it was considered a deaf move.Recon419A wrote: Fri Feb 05, 2021 9:25 pmFirst, I want to clarify that I'm not hating on mod authors. I love Space Exploration and AngelBob's both and I've actually been involved with them to some degree.
That being said, I like your last point in particular. Wube isn't afraid to take an idea and define very clearly what it is and isn't, which mod authors can sometimes struggle to do. Certain concepts from every mod - like the Metallurgy processes in Angel's mods or the fact that you need exotic resources for higher-tier modules and beacons in Space Exploration - are spot-on and really improve my gameplay experience. Some mods - like AAI Industry - actually hit this balance nearly perfectly, in large part because they're simple and add one or two things that are balanced really well.
to be fair, the industry overhaul was planned like 5 years ago and Angels is only just now getting to become what it was originally envisioned as. all of its mods are marked as Experimental / Beta, and for good reason.While Angel's mods have had refining in them for a long time, it's only now with the component and tech overhauls that they're starting to have uses for certain resources like lead. Almost all of the real-world uses for materials like lead and zinc have already made it into the game, and in the net, there's not enough uses for them to consume the available supply. I've even found myself at various points looking through FNEI to ask questions like "is there anything I can do with this?"
just because you haven't "had" to doesn't mean you couldn't have. I've made tons of poor design choices in vanilla gameplay, including adding more tanks to the setup because I couldn't be arsed to figure out the real problem at that moment.In contrast, vanilla provides clear and straightforward ways of dealing with excess ingredients. You mention lubricant production as an example, but it's not one I've run into: heavy oil is generally the least of my worries unless I'm not adequately cutting off my cracking. Even if I did need massive amounts of lubricant, there are other uses for oil: it can be burned as fuel (and even prioritized as fuel via power switches connected to the circuit network), converted into rocket fuel for space science (which becomes incredibly relevant in the late game), or converted into nuclear fuel for trains. If I'm having a repeated shortage of heavy oil, I could even convert over the bulk of my production to use coal liquefaction, which has clear tradeoffs in the amount and types of oil it produces. That being said, the fact that I've never had to resort to voiding or to setting down arrays of tanks is evidence of good design.
those still felt like 'work for the sake of work', to me. all of the metals were roughly the same production chain with different colours and ratio.That's more or less what I was trying to say when I talked about "unnecessary complexity." Some things, like going to other planets to get Holmium or setting up more complicated smelting chains to cast sheet coils, have a very clear tradeoff in that they reward additional setup and upfront cost with better performance down the line. You have to work harder, but your factory will benefit quite clearly from the additional time and effort you put in. In effect, you feel like your hard work has been rewarded. This is a cornerstone of good game design.
as someone who's currently playing pure Bob's with the goal of 1 million science per minute, I have to disagree. if you want to leave throughput on the table, yeah sure you can reuse the same blueprints from early game.. the "easy solution" is to use bots everywhere. the emergent gameplay from Bob's high output levels and infinite stack inserter hand size research resulted in some very different build design in the late game. personally, i'm doing everything directly to and from trains... mining into trains, unload directly into furnaces that load directly into trains. it's quite intense, even with Bob Inserters.I get what you're saying about adding more tiers. At times, I've felt like mining drill upgrades from something like Bob's mods encourage a gameplay that's about getting new materials so you can get faster drills to get new materials using exactly the same blueprints. In contrast, I think something like AAI does - where it adds machines of different sizes that have more module slots - is something that rewards additional design. I've had a lot of fun setting up factories to smelt my resources in AAI because the unusual furnace size increases my enjoyment. It feels like a genuinely different design challenge than setting up rows of three-wide furnaces. LIkewise, anything Angel's does - like setting up electrode-based electrolysis or smelting metallurgy - feels like a different challenge each time.
unfortunately I just don't think they can pull it off - at least, not any better than modders could - especially considering they've decided the engine is stable and feature-complete, they're not going to refactor huge chunks of its functionality to get some new and appealing game mechanics, which is really what everyone who looks at this with skepticism is trying to get at... the game is already complete.I would ultimately love to see a marriage of all the best elements of each of these mods - space with additional resources, rewards for setting up more complicated or slightly different designs, and meaningful progression that changes more than just the tiers of your machines. I think Wube is ideally positioned to take some of the best elements of mods - like they did with fluid wagons, nuclear power, and personal roboports - and turn them into full-fledged aspects of the game that take all kinds of balance into account - not just the literal recipes but the rewards for player agency as well.
Did you ever consider using the shared train schedule system from OpenTTD?V453000 wrote: Fri Feb 05, 2021 10:36 amYo Drury, first of all thank you for your posts over all the years, I ALWAYS enjoy reading from you so much. And specifically this post viewtopic.php?p=97937#p97937 is something I will probably remember forever.
Mods and overhauls for Factorio are truly impressive, but we are quite confident we can still add some great things. And conversely, mods will be able to build on top of those things even further!
We are very well aware how dangerous of a practice pre-ordering is, and we don't offer anything like that. For example, we definitely don't enjoy the idea of being "forced" to release something just because we've let people pay for it too soon, and now they want it ASAP, or anything along those lines.
Love, V
Kyralessa wrote: Fri Feb 05, 2021 9:52 am For one thing, given I paid the old ($20) price for the game and have gotten countless hours of enjoyment out of it, I kind of feel like I owe Wube money anyway.
bill1970 wrote: Fri Feb 05, 2021 3:57 pm Price I paid: $20
Hours of gameplay (so far): 1610
So that means the game has cost $0.012 per hour. Talk about value for money!
Thank you to the entire team for everything you've put into the project and thank you for everything you continue to put into it!Koub wrote: Fri Feb 05, 2021 10:42 am Given the time I played Factorio, the high enjoyment level, and given what I've paid for, I wouldn't feel robbed even if I pre-paid for an expansion pack that never came.
Factorio is one of the very few games for which I got so much bang for my bucks that I wouldn't see preordering as a risk, but as an additional tip for what I got.
The thing is, as said by others in the past, 2D fits the genre so well :legnou wrote: Sat Feb 06, 2021 5:44 am Hi, large DLC sound nice, but Factorio 2 full 3D where you can mine your way underworld sound cool no ?
So, can we all call this McHuge Expansion Pack by its old-style name: Datadisc? Btw, will you do anything about liquid mechanics?V453000 wrote: Fri Feb 05, 2021 10:36 amYo Drury, first of all thank you for your posts over all the years, I ALWAYS enjoy reading from you so much. And specifically this post viewtopic.php?p=97937#p97937 is something I will probably remember forever.
Mods and overhauls for Factorio are truly impressive, but we are quite confident we can still add some great things. And conversely, mods will be able to build on top of those things even further!
We are very well aware how dangerous of a practice pre-ordering is, and we don't offer anything like that. For example, we definitely don't enjoy the idea of being "forced" to release something just because we've let people pay for it too soon, and now they want it ASAP, or anything along those lines.
Love, V
Dude? Did you read this?Galandros wrote: Fri Feb 05, 2021 11:04 am
Considering your options, personally, I prefer big expansions like in the old RTS days but I trust you with doing small worthwhile DLCs.
The one big expansion pack is basically an old-style data disc in the same vein as Firestorm was for Tiberian Sun or Forged Alliance was for Supreme Commander. Basically, it is a stand-alone complete campaign game using the same engine (graphically tuned up to 11, expect more water droplets, better explosions and so on) but with all features, everyone wanted in the original but never go (like water/liquid mechanics redesign), new campaigns, new tech, new vehicles, new buildings, new endgame, new mechanics and so on.One big expansion pack
This seems to fit the best. We could focus purely on extending what we have and make new content, which we want to do so dearly! It would be one well-defined product that would be significant enough to recapture peoples attention, and it would be compatible with our workflow. Technically, it would be "just" a new version of the game, so all the infrastructure of mods being updated, multiplayer etc. would just work the same as it worked until now.
So, Expansion pack it is!
This immediately creates two main questions: What will it contain and when is it coming.
What? It is way too early to show any of the plans, and since we want to keep the iterative process of expanding things that prove to be the most fun, the plan is quite loose anyway.
When? All I can say is, that we are starting work on it now, and we don't think that it will take less than a year to develop. I'm personally very curious how the theory of getting more efficient once the engine is solid will hold.
It does, but would it be a fun game to play? We already have Minecraft and Satisfactory as first-person POV mining and building, and I couldn't play hundreds of hours of those. Also, blueprints are a pain.legnou wrote: Sat Feb 06, 2021 5:44 am Hi, large DLC sound nice, but Factorio 2 full 3D where you can mine your way underworld sound cool no ?