Therax wrote: Mon Jul 29, 2019 8:19 am
Practical experience suggests that it is, in fact. See below.
I would agree this is something has has to be overcome to launch a rocket. But is it necessarily something that has to be overcome at the exact same time as overcoming all the other challenges that oil processing presents?
Yes, because as I said in my post if it is introduced later, you now don't have all the oil products and design done ready for the time when you really need that stuff to start flowing properly.
This is why people set up smelting before requiring lots of plates. Most new players might only set up small smelting, but once they run into not having enough resources they'll realise this and ramp up smelting and mining to over-produce ready for later. If they just expanded only barely as much as they needed, smelting would be even more tedious - and as such this habit is curbed rather quickly.
Further, the other challenges at the time benefit from having
some of those other oil products setup should the player explore oil products early. And to top it off, those other things are quite enjoyable and immediately rewarding, offsetting the 'only produces intermediaries' nature of oil.
Throwing this challenge in later, the main oil production, would be frustrating as it would be logistical puzzle ontop of logistical puzzle whilst the player sets up purple and yellow science. Where it is now, oil provides a different type of challenge than a significant portion of the others at the time (expansion, defence etc) whilst at the purple yellow stage you'll be setting up production on top of setting up production.
Therax wrote: Mon Jul 29, 2019 8:19 am
BOP is the first time where a recipe can have room for an output, have sufficient input, and still not be running. For example, here’s a post in this very thread:
IIIByoIII wrote: Sun Jul 28, 2019 4:29 pm
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I agree about the learning curve and understand your point behind this changes. I was having trouble setting my oil processing up right.
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The major issue I see is you get two more fluids to handle after you though you managed to set up a decent oil processing plant. It will mess with your design in a big way. I personally hate to tear things up completely and redesign them in a working manner when a i get something wrong, I find it rather tedious than fun.
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The key point being that a player
thinks they have oil processing correctly set up and moves on to other things, only to find later that oil processing has stopped for unknown reasons. The delay between the problem being created and the problem becoming visible is part of what makes this tricky to learn for a new player.
The quote you posted seems to be against the changes to oil because it means the player isn't exposed to these products early, and thus would have to redesign their factory. Other than that they mention that the first time setting up oil was a challenge, which isn't an inherently bad thing. I fail to see how this is relevant to your point.
But on to your point.
As I explained in my post, the main issue, if there is one, is one of information being provided to the player in an obvious fashion. The core of it though, looking at the recipe, or a refinery not working for less than a minute should provide someone insight on that there are one or two backed up outputs - it's quite logical given that all the machines operate in production cycles, if the thing is not empty, it doesn't run a production cycle, simple and easy to understand.
The so-called problem is only created when storage space runs out, this problem is not created when the refinery setup is complete - as such there is no better way to teach this than for the tanks to fill up and have a player actively debug their factory - a good teaching experience to have, and I'll say again, for someone who is new, the solution is simple, another tank. Simple, easy, far better than loading them up with cracking and balancing right now.
All of this is in the initial post I did, or at least most of it. I covered more than "oil is not fun whereas other things are when you're doing blue science".
If the player did not set up tanks in the first place, then I might assume they thought that the refinery might be capable of only producing petroleum (even though the recipe explicitly states otherwise), but that would immediately be obvious when the refinery stops running rather quickly. Any player who sets up a tank for a resource they're not intending to use has at least the idea that this output from the refinery needs to be removed, and as such the refinery stopping when the tank fills up would be an expected outcome, not a surprise. If someone does not presume they can simply hook up a pipe to the petroleum output of a refinery and ignore the other two products then they have already presumed that the refinery will not operate if you don't take out all three products.
In order to be surprised, the player needs to either assume that the refinery has infinite storage, in which case tanks would be somewhat pointless so there is logical reasoning to prevent this assumption, or they would need to assume that the refinery can void fluids, except voiding exists nowhere in the game unless a player or enemy explicitly does it so there is logical reasoning to prevent this assumption as well.