Tertius wrote: Wed Aug 21, 2024 11:58 am
Saphira123456 wrote: Wed Aug 21, 2024 5:45 am
It's not "vibes" telling me that they want to force us into a given playstyle. It's their exact words on other matters that similarly involve forcing us to play a given way.
The devs explained they wanted to open different play styles where there was currently only one, for example with the beacon change in
FFF #409. By slightly nerfing the current style (12 beacon setups) and buffing other styles (the less beacons the more buff) they're opening the field to many different equally efficient factory designs.
However, they never ever said they want to force some play style. I'm pretty sure of this. If I'm mistaken, please provide a quote from the corresponding FFF or wherever that is supposed to have been.
If it comes to the spoilage mechanics, it's just a mechanics that puts some constraint upon its usage as challenge. Just like that you have to research oil and find an oil resource field to be able to proceed with all oil-dependent technology. That's also some constraint.
An example for forced gameplay with spoilage: Material spoils so fast that there's only one way to build a factory to consume this material. It's forced if you only succeed, if you use stack inserters, the new 60/s belts and speed beacons in the corresponding production line. This would force every player build the same production line, otherwise fruit spoils before it even reaches the assembling machine. This is how other game implement challenges: they're designed so difficult or so constrained that every player can came up with just one and the same solution and no other solution will work.
Your example appears to be the way they want you to play. Since they have clearly stated that they want you to not be able to transport the fruit any considerable distance, including by rail.
I will attempt to find the part of the FFF in question.
Here it is, from FFF-414 regarding Spoilage:
"This process is inevitable and can't be delayed, however different items have different spoil times, ranging from about 2 hours to mere minutes." Later in the comments section it was clarified that the fruits are what have the shortest amount of time.
And your other statement, "If it comes to the spoilage mechanics, it's just a mechanics that puts some constraint upon its usage as challenge. Just like that you have to research oil and find an oil resource field to be able to proceed with all oil-dependent technology. That's also some constraint."
The difference is, your statement about oil is a reasonable constraint that has no time limit apart from one the player sets. You can choose when and where to research and make oil products and the oil doesn't spoil. It doesn't solidify and clog up your pipe network like spoilage will for conveyor lines, or solidify in the well and close it up over time.
You're not forced to rush oil production at all costs at any time, Even on a Deathworld your research path is not locked - you can still choose when and where to develop oil.
Spoilage is an unreasonable constraint that the developers set, mandating you to get the fruit harvested and processed within a certain amount of time or lose it. You cannot choose when and where to perform harvesting and processing on Gleba, you MUST process ALL substances IMMEDIATELY or lose a percentage of them.
The objective with spoilage is to force you to move lots of products very short distances, very fast and without buffering. I quote FFF-414 again: "Throughput is key."
You can buffer oil. You can't buffer anything on Gleba unless you want items that are two seconds away from becoming spoilage and therefore are of limited use to you.
And you also insulted me and my intelligence by claiming that the mechanics of spoilage are no different than the mechanics of research and oil production.
As I have demonstrated in this post, your comparison to the research for oil technology in the game is not even close to spoilage mechanics as oil has nothing in common with said mechanics. By comparing them as if they were at all similar, you have done something akin to dismissing my concerns without addressing them or understanding them.
You may think I am stupid, but I can assure you I am not. I know the differences between researching and starting oil production in the current game, and spoilage in the expansion.
Constraints are one thing, but they must not be so tight that you are forced into a highly specific way of doing things.
Terrahertz wrote: Wed Aug 21, 2024 5:44 pm
Saphira123456 wrote: Wed Aug 21, 2024 1:12 am
Best case would be that they somehow make enemies optional AND add refrigeration so that we can indeed do what we want with the products of Gleba. We both know that that's not happening.
I am very certain enemies will be optional. And for the refrigeration part: I see what challenges they were aiming for with the spoilage mechanic and know refrigeration would render it completely pointless. So I don't need refrigeration
I'm glad
you think
you don't need refrigeration.
I think the rest of us more casual players might.
I see what kind of challenges they were aiming for too. No mass or long-distance transportation. No buffering. Construction restricted to a tiny area by very fast belts and fast inserters ONLY.
Hope you're ready to waste a considerable amount of time, energy, and product.
That's not a challenge. That's not a constraint. That's a "we want you to play this way and ONLY this way."
You might consider it a challenge. But
you don't speak for everyone.
In
my opinion, and I'm not sure how widely this opinion is shared, rendering this particular set of "challenges" pointless is very much called for, and absolutely necessary.
MeduSalem wrote: Wed Aug 21, 2024 12:39 pm
Saphira123456 wrote: Wed Aug 21, 2024 5:45 amIt's not "vibes" telling me that they want to force us into a given playstyle. It's their exact words on other matters that similarly involve forcing us to play a given way.
In principle they are not forcing you to anything. You can simply opt to not buy the expansion if you don't like any of the things it is about. Not as if the world is coming to an end because of it. Just play the regular base game with the new update, slap a bunch of mods ontop and be happy, rather than rambling around in circles about things you cannot change. ^^
Thing is, I love most of the expansion so far. It's just certain elements of the mechanics introduced on Gleba that I dislike. So far, that's just two things - the lack of refrigeration and the apparent forcing-on of enemies.
I am looking forward to the expansion, and all the positive stuff therein, especially the new buildings like the Foundry, the recycler, and the elevated tracks. (I've wanted a vanilla way to void stuff since I started playing this game, and the Foundry is a much more realistic building to make metal plates in than an oven.) I like a vast majority of the stuff the expansion is about, and I will be buying it.
It's just certain elements of Gleba that I dislike. If there were a way to switch off spoilage and enemies, then I'd love it all.