"Tips and tricks" should be expanded

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Barthoze
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"Tips and tricks" should be expanded

Post by Barthoze »

TL;DR
Tips and tricks should be expanded with players of all level of experiences in mind.
What?
For example, the Quality concept, an addition to 2.0, recieved a detailed explanation in tips and tricks.
Whereas the Productivity concept, which is crucial on Gleba with the biochambers, is left aside.
BlueTemplar wrote: Sat Nov 09, 2024 9:09 am
As I already mentioned, yes to a more forceful tips&tricks about [the productivity effect of biochambers for seed retrieval] :
EDIT :
For maximum impact, it could be a dedicated tips&tricks, which pops up when :
- the player selects one of the two recipes in an assembler (or biochamber), or
- one of two recipes completes, or
- one of the two recipes completes while producing a seed
In general I think Modules deserve a more detailed explanation, they are objectively harder to get both as technology and as concept than the rest of the game. They were mid-endgame in Factorio 1.x, after all.
  • Modules
    • Overview : entities that accept them
    • Ghost modules, how to place them.
    • Speed modules
    • Efficiency modules
    • Beacons
  • Productivity
    • Overview : effect and limitation on recipes and placement.
    • Productivity modules
    • Biochambers
Military and Defense aspects of the game could use more tips, especially for players that get ravaged by biters on their Nauvis base.
Why?
Explicit is better than implicit. A more complete ingame help system makes the game more accessible and less frustrating.
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