featherwinglove wrote: Wed Jan 02, 2019 8:37 pm
There isn't a problem with rails in a science pack generally, the theme problem is that this is a "production" science pack, and rails are just not a production item. Setting that aside, there's the numbers problem, which destroys the "mall" function the devs are aiming for because just so
many rails makes it basically impossible to share a production line with a mall, and one might even need to secure a separate stone patch.
Agreed that having a thematic tie-in would be the ideal primary consideration.
I also agree that the sheer number of rails is huge, though I would say that *is* kinda consistently thematic
for rails. I know I always significantly underestimate how many rails I will need for an expansion, even after having done many, many, many of them.
To the point where my end game solution is very likely the same as many others. I have a separate 4-car train with the sole purpose of expanding the rail network. Two (2) of those cars are completely full of rail.
I completely agree that I have a separate science feeder system and goods array for myself. But that is from experience knowing I will need that. My first few playthroughs I tried to do everything off a single area of each good or type of product. (This obviously doesn’t scale well.)
This is partly why I feel the devs are catering the game toward new/casuals.
After all, a game is not only fun, but is intended to print money for the developers (yes, I know there is a lot of nuance and complexity in this subject).
featherwinglove wrote: Wed Jan 02, 2019 8:37 pm
I would consider them (newer players and casual players) the “core player base”. Not those who have thousands of hours in modded games. I’m sure they have some metrics to show them the player spectrum.
That's really strange. It's the case with any game, or really any human endeavor, that the ones who put in the most time, energy, and work are at the center of the attention, the people whom the new and casuals can look to in order to save time and soften their own learning curve.
Agreed. And if Factorio were simply a “labor of love” (which I feel like it is very high on the list for it to be), then that would be all that matters.
But developers have to eat too. If not, they have to find a boring, soulless job which diverts much (most? all?) of their energy from making really awesome games. They have already made a lot of money, and I’m guessing they are doing fine, but this *is* the drive to 1.0.
And a lot of negative reviews that say “it was fun for a few hours, but then I couldn’t figure out how to get past that stupid purple science” isn’t going to look great for ongoing sales.
Sucks, and it isn’t fair if you absolutely love Factorio. But I’d also like Wube to be financially viable and hopefully give me several womderful games over the next couple decades instead of flaming out on one, perfect, game.
featherwinglove wrote: Wed Jan 02, 2019 8:37 pm
Think of who you would want to ask things regarding Factorio if you're new around here: Would it be the casual guy or the new guy, or would it be the players who have already been figuring things out and answering?
Again, agreed. But consider there is a flip-side to that. I have seen people come to these forums with a very simple “sticking point” question.
And half of the responses are something like “oh that is easy, but you’re stupid for building your entire base like that ... what you really want to do is build a production bus with jargon jargon jargon”.
And guess who tends to respond that way?

We know we are being helpful, but what they really need is someone who hasn’t forgotten what it is like to be new
This is the same reason why I encourage the newer programmers I mentor to pair with more-experienced (and less-) developers. It is why I, myself, like to pair with newer programmers. They are super nervous, concerned I’m thinking “boy this guy is dumb to do that” when what I’m really thinking is “man...that was a way better way to approach that than I have done in the past”.
Hopefully that makes sense. But it is a diversion. Really I think what the veterans need to understand is that Factorio is buttoning up for 1.0.
We might not like the changes to come. We may want to go cry in a corner somewhere. But it is unlikely that the game will b completely ruined to the point we don’t want to play it anymore. It will still be Factorio if there are rails in Production Science.
Yes, I would cry all the way to the mod portal if my beloved logistics robots were nerfed or removed. Because it wouldn’t be “my Factorio”.
But if it sells enough after 1.0 to finance an expansion or two, or the “next great Wube title”, is that ok? For me, it is. For you, it might not be.