I'm not ready to let this go, because I think this is a case of killing a fly with a sledgehammer. I can agree that the current set of recipes makes for a rather concentrated wall of challenges for newer players, and I can agree with smoothing out the difficulty curve by shunting some of it to Advanced processing, but I think the FFF changes will shunt too many of them to advanced processing, and a very similar problem will happen then.
V453000 wrote: Sun Jul 21, 2019 1:46 pm
The fact that it's split (delayed) is a huge benefit - first time around you learn how basic pumpjack/fluid transport/refinery/chemplant works, and second time around you can actually do a puzzle as you already know the basic mechanics. Doing a puzzle AND learning the mechanics at the same time is the problem, and it's really not necessary to do both.
The issue I see here is that the introduction of pumpjacks/refineries/chemplants doesn't actually present a conceptual puzzle, because it only uses concepts that are already familiar to the player; they just use different buildings with different graphics. Effectively, with the FFF changes, this amounts to just setting up yet another assembly line, only the miners are pumpjacks and sit on oil fields, pipes are used instead of belts to move oil to the refineries, which behave exactly like furnaces, and then more pipes go to the chemplants that use the refined products (just like iron/copper plates) to make useful stuff. As others have pointed out, fluid handling and piping was already introduced with steam power, so that isn't new either.
I do not see this puzzle/problem alone as significant enough of a challenge to warrant its own stage in tech development, especially when compared to what awaits at advanced processing.
V453000 wrote: Sun Jul 21, 2019 1:46 pm
One of the less complicated but still contributing factors is that suddenly there is 5 different fluids that you need to do something with, and they go into plastic/sulfur/explosives on top of that. It's not complicated, it's just one recipe after another if you take it slow. But it's a many step process with many unfamiliar items compared to almost any other unlock in the game. I'm not saying all researches should only unlock one extra processing step, but oil has been too much for years and we have been trying to soften it since then.
This part I can get behind, because it's true that suddenly there's a metric ****ton of intermediate products and end products to set up all at once, which is again, not conceptually challenging, but just a lot to deal with all at once. Thus, I can agree with reducing the number of outputs and shifting some recipes in general, but not reducing the number of outputs to one.
V453000 wrote: Sun Jul 21, 2019 1:46 pm
I don't really understand the argument of "it's making the game simpler" and I feel like many people take it in the "git gud" way - "we understand it, make newcomers suffer too" (I don't assume all of people who posted this argument think along those lines, but I'm getting that feeling from many posts). Advanced oil processing is still completely mandatory to go through, it's just a bit later. The thing that changes is that you can access anything unlocked by Chemical science pack, but you can only get robots after you get Advanced oil processing going. You could say the puzzle and the reward is exactly the same as it was then - except cracking provides a solution to the oil puzzle other than adding storage tanks to fix the problem temporarily.
I am in the camp that it won't necessarily make the game simpler, but it won't distribute the challenges any better because it just shifts the hump to advanced processing. I think it's important to introduce the concept of output blocking during basic processing, because if you don't, then (new) players will assume oil refining to be a simple re-skinned assembly line, and plan their setup accordingly (i.e. not leave space for piping water, heavy, or light oils). This means that when advanced processing rears its head, players are faced with the prospect of tearing up their whole refining setup in order to restructure everything to accommodate all the extra fluids, and redesigning the chemplant piping to run off the 3 different outputs, all without bots. I don't see this as any less strenuous than having to set up oil in the first place. Delaying the introduction of output blocking to this point would therefore be no less frustrating, with the only saving grace being the immediate availability of cracking to fix it once discovered, and, as has been raised repeatedly, the biggest stumbling block is discovering the problem, not solving it.
Conversely, if players had to deal with 2 refinery outputs during basic processing and learned about output blocking early on, they would learn to avoid the problem before the complexity of advanced processing, the 3rd output, and all the associated recipes were introduced. Moreover, the presence of 2 outputs would strongly hint at the existence of a 3rd (just from the graphics and geometry of the refinery), giving them a chance to plan ahead and leave some space. In short, this would distribute the challenges and tasks much more evenly between the two stages, by keeping the critical conceptual stuff with basic processing, but shifting a lot of the busywork to advanced.
V453000 wrote: Sun Jul 21, 2019 1:46 pm
I've read many times the difference between getting solid fuel from petroleum gas and light oil. I think you massively overestimate how much a new player cares about efficiency, and how much should he. As long as the process runs, it's fine. New players also don't get 4 rows of full-belt smelting from the start, yet they still have fun and do progress in the game. However for now I did reduce the Petroleum gas price for solid fuel from 20 to 15.
I see this as more a problem for the justification of light oil than an issue of poor efficiency. Even with current recipes, a lot of people just crack everything except some heavy oil (for lubricant) down to petroleum and just run the recipes off it, just for simplicity. By itself that isn't a problem, but if there is no recipe that exclusively requires light oil, I guarantee that there will be a significant cross-section of the player-base that comes to the conclusion that light oil is a pointless complication and shouldn't be in the game at all.
V453000 wrote: Sun Jul 21, 2019 1:46 pm
Adding cracking with basic oil processing and having basic oil processing only output heavy or light I don't find to be a good solution. It would mean it just extends the refining process by one (in case of light oil) or two (in case of heavy oil) rather basic steps - when we already have a lot of basic steps.
Allowing the player to select individual recipes (heavy or light or petroleum gas only) would allow to completely avoid using Advanced oil processing. That's surely dumbing it down significantly. Adding flare stacks has the same effect of making Advanced oil processing completely optional additional complexity for more resource efficiency.
This I can also understand, which is why I advocated changing refinery outputs to two instead of introducing cracking early.
V453000 wrote: Sun Jul 21, 2019 1:46 pm
I believe Advanced oil processing should be mandatory to go through in order to finish the game, but it does not have to be when the player is completely new to the whole concept of oil. You didn't learn quadratic functions before learning to count on fingers either.
I think it's important to identify what it is about oil that makes it a challenging new concept; as I wrote above, I believe it is the introduction of multiple outputs that is conceptually most significant, and not the simple introduction of a new assembly line with different graphics/sprites. I can see why shunting some of the recipes to advanced processing would mitigate the hassle during initial setup, but I also think that it's important to introduce the output blocking concept alongside oil itself (especially since the different graphics/buildings will have primed players to be looking for such new concepts).
The remainder about bots and tech progression I will not address, since I personally do not see them as a significant issue.