V453000 wrote: Sat Jul 27, 2019 8:27 pm
I believe it is very common in Factorio to have to rebuild things, because the player did not expect some things to be needed later, or unlocked a more efficient way to do something (better belts, beacons, logistic robots), or the amount of for example electronic or advanced circuits they will need. However, I tend to agree that having to rebuild because the game suddenly gives you a new mandatory recipe could potentially feel more arbitrary and forced, especially newer players tend to build just s few refineries so the issue does not have to be huge, and setting up a separate refinery instead of altering the original one also has a quite a bit of value as an opportunity to do it again and better.
The fluid mixing error when setting a recipe is quite awful IMO and should be addressed in some way.
Making BOP happen in a chemical plant would just eliminate any chance to reuse your BOP build for AOP and make it certain that it needs a rebuild. This would be especially bad for veterans as they could not build a future-proof BOP they could easily switch to AOP later, and new players should also absolutely be given the chance of “can you adjust it to meet the new demands?”.
While true, I still think there should be something in the BOP to warn players away from lining the input/output sides of their refinery with pipes, not to prevent the player from having to redesign their oil set up, but to encourage them to give themselves enough room to redesign their oil set up. I know from experience that redesigning one or two set ups as you get something new is fun, but finding yourself having to redesign several/your whole factory cause you didn't realize you'd need more room later (or wasn't able to expand in one direction due to biters/terrain) can get very tedious and frustrating, especially when you're still learning
V453000 wrote: Sat Jul 27, 2019 8:27 pm
Rocket fuel was already losing energy value before, so it just gets a bit worse, with productivity modules still being able to turn it into a gain. The gain however becomes rather small and I have been considering raising the energy value of RF, or decreasing the solid fuel cost to 9.
I did consider to move RF to a chemical plant but that would mean 1 less productivity module which would mean further nerf, and we don’t have many assembling machines with a fluid input, and variety is nice.
Ah, my suggestion to reducing the solid fuel needed in rocket fuel was based on the assumption you wanted to keep the costs roughly the same, fine with that, though your comment about how there aren't many assembling machines with fluid inputs reminded me that I kinda wish there was some graphic even on the nonfluid input assembler recipes that had the sealed pipe on the end, it bothers me that it suddenly shows up to be honest
V453000 wrote: Sat Jul 27, 2019 8:27 pm
I really do think moving the problem solves a lot here. First off because of moving it in time means the player is familiar with the basic part of the recipes and has crude already coming in etc, as mentioned in FFF. Secondly because of moving it to a point when the player also unlocks cracking with it. I can easily see some people will try to avoid cracking and just spam storage tanks, and that’s completely fine - because it is their choice for the time being and at some point they will likely try to set up some form of cracking, be it with circuit network or without it. The important part is, when they encounter the problem they have the tools to fix it properly.
Could you elaborate on why you think it fixes it?
Maybe I'm missing something but your first point about the player being familiar with the recipes/having the raw material (oil in this case) coming in already, were never factors when I stared designing set ups even back when I first had to deal with oil and on top of that, I'm not sure if giving them time to be familiar with the recipes that take gas would help all that much. Again, back when I was first tackling this puzzle "Understand how the recipes that take in the output of oil processing works" wasn't as much of a concern as "Plug in a tank to store the outputs in, have something, anything that takes that output as in input, and connect the pipes", the other recipes were an almost entire nonfactor for the whole oil processing issue other than them being something to dump processed oil into.
Your second point, I'd actually take that as an argument as to putting cracking earlier or making it easier to grab, or failing that, just having an immediately useful recipe available at BOP that takes Light/Heavy oil seems like a tool to fix it, maybe not optimally, but still pretty well
V453000 wrote: Sat Jul 27, 2019 8:27 pm
While overall this is probably true, people are usually tough to separate into binary groups, AND more importantly, and this is something we are trying to voice all the time, getting through oil is not only confusing but also tedious. A problem solver type of person can easily just stop playing because it is too much for them. And that is one of the things this change improves.
Like I said in my last post, I found cracking more tedious and confusing than oil refining (At least until circuit networks clicked for me). I can sorta see oil being confusing and tedious if by "oil" you mean "Make a set up that produces every single oil related product as an inexperienced player", but just BOP set up? That was less tedious and confusing than setting up a rail network or getting my first half decent furnace set up for me back when I started playing
V453000 wrote: Sat Jul 27, 2019 8:27 pm
Adding an entity that would magically solve the whole puzzle/problem for you is IMO the real way how to dumb it down. And even if the flare stack would make a lot of pollution or even eat a lot of electricity, these are way too abstract downsides to balance the possibility of a lazier solution. I’m not saying a lazier solution is inherently to be stigmatized, but removing the need to do the puzzle at all does sound like dumbing down.
Adding recipes which output one of the results is even worse even if it was very inefficient.
Even though I suggested it in my last post, I do agree it's not the best solution, I just think it's a better "fix" to the oil issue than the proposed BOP changes and would rather see something you can build to make things easier/be a lazy solution than I would one that doesn't really help the player learn anything
V453000 wrote: Sat Jul 27, 2019 8:27 pm
This is a decent point. I believe the theme is still there, but I do agree it is less ... simply because smaller frustration will lead to less memorability and standing out in this regard.
I don't think you'd need to trade one for the other though, in my first few playthroughs oil was a fun and interesting puzzle
because of the multiple outputs, and this just makes it bland early on, that's not necessarily a bad thing, but multiple outputs was a very fun puzzle and I do feel more than just a couple of recipes need to have it, having something earlier in the techtree might be a better solution if you think it shouldn't be something the player learns at BOP cause honestly, putting it at AOP feels too late to me for such an interesting thing for the player to wrap their head around to show up
V453000 wrote: Sat Jul 27, 2019 8:27 pm
It’s pretty much the first two, in the sense that it should improve the flow or the game (though the technology changes), while making the basic oil processing step less complex. A lot of negatively responding people say it is only for new players, but we really believe the flow of the game is really important for repeated playing, if not even more important.
I say this as someone who has 2162 hours of factorio play according to steam and has launched maybe...3 rockets in my entire play time, frustration over lack of bots/the tediousness of having to deconstruct/rebuild stuff early in the game when I think up a new design is a bigger speed bump to the flow of the game than oil ever was
V453000 wrote: Sat Jul 27, 2019 8:27 pm
This was pretty much my first response when I first heard about the whole idea, but now I’d say it’s really not that huge difference between late logistic and early blue science, especially with the basic refinery being quicker to set up. I will be observing this very closely what exact effects will it have. We were considering to add burner powered construction robots a few years ago, but I can’t currently see how and when would those appear.
With robots I feel the question of "How large/complex is the player's factory?" is a better measure of how early the player should get them than science, or rather, "How tedious is rebuilding getting?", especially for inexperienced players who might find themselves experimenting/thinking up better designs. As I said above, a lot of my frustration came mostly from the tediousness of rebuilding when I realized my layout could be slightly better if I made a change but to do so everything in my factory would have to be one tile to the left. Now you may be right and this may not be too big of a change, but bots still come late enough that I remember restarting a
LOT when I was playing early on because bots weren't coming early enough and leaving factorio for days/weeks then restarting when I came back was more appealing than tearing down and rebuilding everything
Honestly, thinking on it more, cause I go for bots not so much for logistics or construction, but deconstruction and having an early game bulldozer bot or something that's only good for tearing up trees/rocks/buildings and dropping them off in chests would alleviate a lot of my concerns on both the idea of delaying bots AND now long it currently takes new players to get them
V453000 wrote: Sat Jul 27, 2019 8:27 pm
This would mean that if the player is not going for early robots, they would just have to do 2 more cracking steps for all of the petroleum gas. That is 2 extra steps adding to the tedium and vastly decreasing the puzzle of advanced oil processing - a typical new player is really not going to set up a circuit network, and the AOP solution would not be different in anything, just more efficient per crude oil.
Fair, but like my comment on flare stacks, I still think it's a better option than the current proposed BOP change as it would give the player a way to prevent backup in their oil production. Though I do like the idea a bit less now, as you are right it'll make AOP less of a puzzle but I will say, half the reason I had so much trouble cracking my teeth on cracking was due to having to balance Light/Heavy/Gas ratios, so I wonder, if they start off with BOP+Cracking and one or two Petroleum gas products, would it be that confusing for new players researching Light/Heavy products one by one to puzzle out how to get it to work with cracking one at a time instead of all (or rather several) at once?
V453000 wrote: Sat Jul 27, 2019 8:27 pm
I really dislike any science pack to have a fluid input, just looking at the crafting menu and seeing red background is alarming.
I actually wouldn't mind being unable to produce the more advanced science packs by hand, and having chemical science require sulfuric acid sounds pretty thematic in my opinion
V453000 wrote: Sat Jul 27, 2019 8:27 pm
Some others have pointed out that the refinery looks suspicious and strange without the other inputs and outputs. While it’s not in your face explicitly stated, hints are there. Let’s see how much this is a problem when people get their hands on it. Especially newcomers who aren’t aware of how advaced oil processing looks.
I sorta feel this is already a (very) slight issue, I can tell by looking at the chemical plant that it has two input and two output pipes from either way it's rotated, I actually can't on the refinery, at least not without knowing they're there, and that (like the assemblers not having an input pipe when they're not taking fluid input) has always bugged me about the design, if you guys have the time, I'd suggest you make them stand out more, even if it's just some sort of marking on the design of the building to highlight there are input/output there, not a complaint, just something that'd be nice to have
V453000 wrote: Sat Jul 27, 2019 8:27 pm
Especially if you read this far, thank you very much. Hopefully you have found some answers, and even more hopefully you understand our aim is not to ruin the whole game, and that making a change does not mean it can never be changed, altered or reverted.
Thank you very much for all of your replies. All of them.
V
Thank you for trying to explain things, and I do understand you're trying to improve this game
But sadly, this doesn't really alleviate any of my major concerns/reasons for disliking this change, I still think the proposed solution, and the logic of why you need to make these changes, is built upon one or more mistaken assumptions, and hope you don't go through with it, or if so, revert it shortly after if you do and/or realize there might be a better solution than to simplify BOP like that.
But even despite all that, thank you, and the rest of the team for all your hard work