Re: Friday Facts #283 - Prepare to Launch
Posted: Tue Feb 26, 2019 12:10 am
still no answer about what they mean when they say fluid algorithms?
I'm not clear on that either. I figure I'll just wait till the release and look at what actually made it in.christian wrote: Tue Feb 26, 2019 12:10 am still no answer about what they mean when they say fluid algorithms?
This:christian wrote: Tue Feb 26, 2019 12:10 am still no answer about what they mean when they say fluid algorithms?
Honestly, looking forward to some of the biter bug fixes in 0.17. With the pollution fix, Death Worlds should be a lot more “Death”-y.Drakken wrote: Tue Feb 26, 2019 2:16 am I find it odd that so few people play at a level which includes the possibility of losing?
I die from biters more than 75% of the time and love that I fail.
If a game takes less than 2 hours to play, losing is fine. If I'm in hour 150 of a factory no way am I restarting for any reason other than that I decided I was done.Drakken wrote: Tue Feb 26, 2019 2:16 am I find it odd that so few people play at a level which includes the possibility of losing?
I die from biters more than 75% of the time and love that I fail.
I couldn't play without tension either. It's a solid motivator to not waste any time.Drakken wrote: Tue Feb 26, 2019 2:16 am I find it odd that so few people play at a level which includes the possibility of losing?
I die from biters more than 75% of the time and love that I fail.
Oh gotcha, so as I thought, the algorithm is the part about how fluid moves when it runs into an intersection. That's awesome that the multi-core optimizations are in.Serenity wrote: Tue Feb 26, 2019 12:15 amThis:christian wrote: Tue Feb 26, 2019 12:10 am still no answer about what they mean when they say fluid algorithms?
https://www.factorio.com/blog/post/fff-274
The optimizations are in:
https://www.factorio.com/blog/post/fff-271
If you are in hour 150 and you die of bitter attack, you have no one to blame but yourself. A 150 hour old base should easily be able to defend its self unless you are provoking them by not managing pollution and/or not setting up and maintaining defences.5thHorseman wrote: Tue Feb 26, 2019 4:09 amIf a game takes less than 2 hours to play, losing is fine. If I'm in hour 150 of a factory no way am I restarting for any reason other than that I decided I was done.Drakken wrote: Tue Feb 26, 2019 2:16 am I find it odd that so few people play at a level which includes the possibility of losing?
I die from biters more than 75% of the time and love that I fail.
That was an example. As a player who won't accept losses in this game I don't know what the rest of you expect.starxplor wrote: Tue Feb 26, 2019 4:39 am f you are in hour 150 and you die of bitter attack, you have no one to blame but yourself.
According to Steam's global achievement stats, only 13.8% of players have the "smoke me a kipper" achievement, which implies that 86% of players have never won.Drakken wrote: Tue Feb 26, 2019 2:16 am I find it odd that so few people play at a level which includes the possibility of losing?
I don't care for any achievement on steam and I even don't know what I has to do to "winning" the game. I launched some rockets to space, not all with satelites. I used the most with mirv instedCDarklock wrote: Tue Feb 26, 2019 5:07 am According to Steam's global achievement stats, only 13.8% of players have the "smoke me a kipper" achievement, which implies that 86% of players have never won.
Is a rocket per second not a thing today?CDarklock wrote: Tue Feb 26, 2019 5:07 am I mean, how many of us have at least gotten close to a rocket per minute? Certainly not me... but it sure seems like a lot of us have.
I made it my goal to finish the game and although it took me 3 false starts I got there in the end. I'm working my way to complete all achievements and only have no time for chit chat and there is no spoon to go. So I was a little surprised the first time I heard these statistics and reading posts by others who've never launched a rocket.CDarklock wrote: Tue Feb 26, 2019 5:07 amAccording to Steam's global achievement stats, only 13.8% of players have the "smoke me a kipper" achievement, which implies that 86% of players have never won.Drakken wrote: Tue Feb 26, 2019 2:16 am I find it odd that so few people play at a level which includes the possibility of losing?
But I am pretty sure every active poster on this forum is in that 13.8%, and may even be in more rarefied company. I mean, how many of us have at least gotten close to a rocket per minute? Certainly not me... but it sure seems like a lot of us have.
Basically, we're probably not representative of the playerbase.
Maybe not knowing or caring about things is why they surprise you.Xenomorph wrote: Tue Feb 26, 2019 7:21 am I don't care for any achievement on steam and I even don't know what I has to do to "winning" the game.
I never said they did. But the Steam userbase is effectively a random representative sample of all users, which is statistically valid. Whatever percentage of "Steam users playing strictly vanilla" are completing the game, the percentage of "all users with or without mods" completing the game is probably not that different.Drakken wrote: Tue Feb 26, 2019 8:41 am Just because people don't finish the game, doesn't mean they have lost.
I don't see how the game becomes any less fun after you launch the rocket. If it was fun producing a thousand rocket parts and a satellite, why isn't it fun producing some other arbitrary thing? It can be whatever you want.Once victory is secured, going through the motions for many hours to finish things off is not as exciting
I think this logic is to simplified. The motivation for a game is different for each player. Some love open world games and set their own goals, other players explicitly need a predetermined goal which they need to achieve. This goal gives the game a sense, in Factorio the construction of a rocket. Once the goal is reached, the stimulus is suddenly missing. I hate to play games without purpose, i need a goal and some kind of meaningful progression. Just to build bigger bases with faster launching rockets isn't fun for me. For someone else it's the perfect goal.CDarklock wrote: Tue Feb 26, 2019 9:18 am I don't see how the game becomes any less fun after you launch the rocket. If it was fun producing a thousand rocket parts and a satellite, why isn't it fun producing some other arbitrary thing? It can be whatever you want.