Just bought the game; What were Your first impressions?

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Re: Just bought the game; What were Your first impressions?

Postby Aeternus » Tue Feb 27, 2018 12:47 pm

Jap2.0 wrote:
Ncolas wrote:And, is it possible for you to create a better tool for chopping trees ? I lose a lot of time doing this, and it is not that fun...

You can make iron and steel pickaxes. Later on, for mass forest destruction, grenades and construction bots work well.

Don't forget about the flamethrower. Starting a forest fire doesn't completely wipe out all the trees, but it will take out a substantial amount. And if there's any biters living among the trees... those get roasted too.
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Re: Just bought the game; What were Your first impressions?

Postby Jap2.0 » Tue Feb 27, 2018 8:14 pm

Aeternus wrote:
Jap2.0 wrote:
Ncolas wrote:And, is it possible for you to create a better tool for chopping trees ? I lose a lot of time doing this, and it is not that fun...

You can make iron and steel pickaxes. Later on, for mass forest destruction, grenades and construction bots work well.

Don't forget about the flamethrower. Starting a forest fire doesn't completely wipe out all the trees, but it will take out a substantial amount. And if there's any biters living among the trees... those get roasted too.

Ah, yes, I knew I was forgetting something.
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Re: Just bought the game; What were Your first impressions?

Postby zOldBulldog » Thu Mar 22, 2018 9:39 am

My first impressions:

- Game is complex. It allows different players to learn and enjoy it in different ways. Good.

- The in-game tutorials start well, but they derail fairly quickly, either overwhelming the player with too many messages or not giving enough information (New Hope 3 strikes me as both, and prompted me to move off the campaign into a New World as a gentler method for learning).

- Tutorials don't cover strateg. They could benefit by covering things like: (1) What a basic bus should be and how much extra bus space should be reserved for personal choices (good enough for a first run). (2) Basic overall base layout concepts - like an area of "x" size for smelting, space for trains to supply the smelting areas, an area of "X" size for the mall, pathways, rationale of when to feed supplies from the bus vs smelting and making the resources locally (for example, my first fully automatic green/red science self-smelted iron and copper from nearby deposits and was so productive that I unlocked all pure red/green before even being able to produce the next science pack - lucky choice but awesome), what things are best produced fully at local outposts and transport the materials vs what raw resources to transport to main base and then produce there, whether to create a mini-base for the early stages that is still reasonably laid out (science, iron/copper/stone/coal mini-bus, and a mini-mall where to manufacture early stuff, in the order needed and that lays the output chests in an easily accessible location... and so on. (3) What "critical" things to do in what order so that early players can reasonably expand their base while dealing with the various pressures like power exhaustion, resource exhaustion and enemy attacks (nothing worse than to run out of resources while thoroughly surrounded by hordes of attacking aliens). (4) As there are some fairly well known issues to avoid, maybe the game could detect them and give pop-up suggestions when the player is getting seriously off-track, for example: "You are using 80% of your electric power, you might want to expand generation" or ""You consumed 50% of the iron fields you are mining, you might want to start mining others", or You consumed (25%. 50%, 75%) of discovered iron, you might want to explore more (and clear the aliens in the way to it), and so on.

- There are lots of off-game tutorials, and a few good youtube tutorial series (I especially like Katherine Sky's and Nilaus', each for different reasons). But there is a lot of noise and even bad ideas. I've even come across some websites that try to guide players to the best information. Wading through all that information is hard and time consuming, but in the end worthwhile.

- The game does a good job to reward eco-friendly approaches, but it is not easy to achieve especially early on. The expansion habits of aliens push you to develop defenses and expand rapidly, which basically pushes you to develop rapidly and pollute quite a bit. Electric/Nuclear power and efficiency modules might help, but you must develop your base a decent amount before you can rely on it. As I progress and learn how to play I can't escape the thought that perhaps aliens should evolve based on your pollution (as they do now) but their roaming (and especially establishing new bases) behavior should not start until a little after time when you are finally able to start controlling pollution. That would allow new players the time needed to try new stuff, expand and become eco-friendly before encountering the aliens (and at that point either become friends or foes with them).

Yes, lots of first impressions. Mainly because I am loving the game. Please don't take any of my above ideas/comments as criticism, they purely reflect my first impressions and are my early - and thus crude - attempt to give ideas for improvement.
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Re: Just bought the game; What were Your first impressions?

Postby Gull2112 » Sat Mar 31, 2018 8:25 pm

I've played it a few weeks now and really like everything about it except the goal of building a rocket ship. Building all that just to leave seems pointless, other than as a side scenario. I am also not a shoot em up kind of guy. The attraction of this game is so positive (building something).

I would enjoy a mod that involved building the infrastructure to support a colony. Instead of doing research, you start with all, or most, of the techs. Your base attracts colonists. You build a variety of bio-domes. Some are habitation, others are research, etc. They request research packs (beakers) and it is your job to supply them.

The goal is to build the largest, happiest, most productive colony.

Maybe there is already a mod like this and I haven't found it. Please let me know! I am old and minimally tech savvy, so building my own mod is beyond my skill set.

Thanks for listening!
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Re: Just bought the game; What were Your first impressions?

Postby azairvine » Mon Apr 02, 2018 11:30 am

:o HOLY CRAP! :o

--------------------------------------------

I've never really played crafting games that resemble anything like this - and I've found it to be ridiculously addictive. At first I was hugely overwhelmed, then I checked out Katherine of Sky and I've been working my way slowly through her Megabase play through. Probably the most intense play through to start on - I feel like I've been playing forever and I'm only up to ep 7 or something!
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Re: Just bought the game; What were Your first impressions?

Postby zOldBulldog » Thu Apr 05, 2018 9:36 am

azairvine wrote::o HOLY CRAP! :o

--------------------------------------------

I've never really played crafting games that resemble anything like this - and I've found it to be ridiculously addictive. At first I was hugely overwhelmed, then I checked out Katherine of Sky and I've been working my way slowly through her Megabase play through. Probably the most intense play through to start on - I feel like I've been playing forever and I'm only up to ep 7 or something!


I completely agree. KoS megabase tutorial helps a lot to understand the game. The other "must watch" series is Nilaus "Base in a book". They complement each other very well. The combination and few differences between them helped me progress from "copying a blueprint design" to "Modifying a design and improve it a bit".

What I have not yet found is a good "overall layout" tutorial. All the tutorial series recommend using a bus, and to place your smelter arrays at one end (either on one side of the bus or on a T shape, with green circuits as your first production line and red/green science next. But there are few clues as to what lines are important to go in what order. Also, what things should go a little away from the bus (oil and chemical production?), Where to leave room for rail near the bus (man, I hate running back and forth for supplies and can't manage to drive that car safely), and where is a good (far but not too far) place for your power plant. These are important things. If you get them wrong you end up getting forced to make some spaghetti designs ornworse, end up having to constantly run back and forth.

Another thing that screams for a tutorial is how to use the new splitters. Not just the simple "this is how to use the new splitters" (there are plenty of tutorials for that), but rather how it affects strategy. The new input and output priority features are game changing and blow away the bus lane balancing and other strategies.
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Re: Just bought the game; What were Your first impressions?

Postby Deadlock989 » Thu Apr 05, 2018 10:08 am

zOldBulldog wrote:What I have not yet found is a good "overall layout" tutorial. All the tutorial series recommend using a bus, and to place your smelter arrays at one end (either on one side of the bus or on a T shape, with green circuits as your first production line and red/green science next. But there are few clues as to what lines are important to go in what order. Also, what things should go a little away from the bus (oil and chemical production?), Where to leave room for rail near the bus (man, I hate running back and forth for supplies and can't manage to drive that car safely), and where is a good (far but not too far) place for your power plant. These are important things. If you get them wrong you end up getting forced to make some spaghetti designs ornworse, end up having to constantly run back and forth.


Space. Always leave extra space, if you have it. You ask where to leave room: leave it everywhere. If you're playing on a very constrained map that's another story, but if you have space, claim it all. Don't be seduced by designs that pack as much into as small a space as possible, that's min-maxing and it has its own appeal but it will bite you on the arse eventually. I usually organise the main factory on a very large grid, and maybe 25% or more of that grid is empty:

Map
Image


Also, buses don't have to be linear. They can fork (very easily with the new splitters, but you could do it before). They can even be circular with branches coming off them (mega-sushi). Combine this with the extra space, and "order" is much less important. Forgot to leave space for advanced circuits? Just fork the main bus through some space you left and bring them back onto the main bus.

Also, buses are not the only way to play. It's a very adaptable design, but kinda brute force. I've made more "modular" maps with sub-sections linked by train. Again, order or layout stops mattering because trains can pathfind anywhere.

One of the brilliant things about this game is the large number of multiple routes to the same end. That is why I would be against too much in the way of hand-holding prompts, while it would save the player time, it would also stop them thinking for themselves and encourage a subset of play styles.
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Re: Just bought the game; What were Your first impressions?

Postby Heckett » Thu May 03, 2018 4:55 pm

I don't remember what day of the week it was, only that it was a week day. I was playing Warcraft 3 when my friend started messaging me on steam telling me I had to get my wallet out and buy a game. I had the steam store page open on my second monitor trying to watch the trailer and read the description on what "fat oreo" was about as I was trying to play my other game. After I lost I figured I would buy it just to please my friend and waste the last few hours I had before I went to bed.

A fast download later and I was still up at 2AM figuring out what was going on, hand crafting red and green science so we could build more on our spaghetti base. When we finally figured out what assembly machines did we really got in trouble. We ended up having something like 10K in red science crammed in chests. After a few hours things kind of started going good. we had something that kind of resembled a bus going, and we had managed to hack together a factory that ran on the "just in time" manufacturing ideals. Absolutely no excess production, not for a lack of trying.

Then we ran out of coal and iron. So we called it a day and I went to bed. I remember asking myself what I had gotten myself into. Haven't regretted it since.
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Re: Just bought the game; What were Your first impressions?

Postby zOldBulldog » Wed May 16, 2018 11:16 pm

I can't say "I just bought the game"as today I launched rockets. But I do have what I think is important feedback:.

Once you get far enough you end up spending too much time setting up more and more mines. All that busywork gets very boring. Perhaps the core game needs to learn from the RSO mod and make ore fields progressively bigger as you move away from the spawn area. That way even though you have to build rail you won't have to spend 3/4 of your time in drudgework to get more ores.
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Re: Just bought the game; What were Your first impressions?

Postby kovarex » Thu May 17, 2018 7:21 pm

But the ore weins gets more rich as you get from the center in vanilla. And you also have the mining productivity research, which can multiply the amount of resources you get from the mine.
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Re: Just bought the game; What were Your first impressions?

Postby zOldBulldog » Thu May 17, 2018 7:27 pm

kovarex wrote:But the ore weins gets more rich as you get from the center in vanilla. And you also have the mining productivity research, which can multiply the amount of resources you get from the mine.


In 0.16 I have not seen the ore veins getting richer as I move farther from the spawn. I'll have to make an extremely long straight line away from spawn to see if they get any better.

EDIT: Nope, no better. I got in my tank and drove for a long distance North (a full stack of solid fuel each way)... and although I saw maybe 2 or 3 large deposits all the rest were still not impressive.
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Re: Just bought the game; What were Your first impressions?

Postby Dooces » Fri May 18, 2018 9:50 am

zOldBulldog wrote:
kovarex wrote:But the ore weins gets more rich as you get from the center in vanilla. And you also have the mining productivity research, which can multiply the amount of resources you get from the mine.


In 0.16 I have not seen the ore veins getting richer as I move farther from the spawn. I'll have to make an extremely long straight line away from spawn to see if they get any better.

EDIT: Nope, no better. I got in my tank and drove for a long distance North (a full stack of solid fuel each way)... and although I saw maybe 2 or 3 large deposits all the rest were still not impressive.



I assure you they get much bigger further from spawn (in vanilla, which is all i play). My basic strategy is run 20k+ tiles away from spawn before I drop the first burner miner drill (or once I launch a few rockets and get the tech to fight through the biters if they're enabled) and setup a main base there. My current base is 30k tiles from spawn, and has ore nodes in the 300mil range, they get to 1g+ if you keep going, but with mining producitivy, 1x 300 mil ore patch lasts 3k+ hours @ 5k/min science.

ALL the nodes arnt always bigger, I still see a random ~3mil ore patch here and there, so I would suggest drive as far as your patience allows, then explore radially out. I would rather take 30 mins to setup 1 large ore deposit that lasts virtually forever, than 10 minutes setting up a small one that lasts a couple of hours. (I build each science around suitable ore patches, so I only have to move science packs back to labs, instead of all that ore, and with resonable sized ore patches they never have to be moved - but thats a matter of playstyle).
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Re: Just bought the game; What were Your first impressions?

Postby zOldBulldog » Fri May 18, 2018 11:19 am

Ty Dooces..

It might be that I got no serious improvement on ore deposit size because in my current map I have a lot of water and it is extremely fragmented, so chances are that the ore deposits are ending up mostly under water.

I will try the "go far away" thing again when I make a new map.

You mention 20-30k away.... How do you measure distances that big?
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Re: Just bought the game; What were Your first impressions?

Postby Dooces » Fri May 18, 2018 1:48 pm

zOldBulldog wrote:You mention 20-30k away.... How do you measure distances that big?


Press F5 / F6 / F7 for debug profiles, F4 lets you edit each; "show-detailed-info" shows you distance from spawn. And looking around my base now, I see plenty of 1m ore patches, though 150-300 mil+ (just shy of 400 mil is the biggest) are not uncommon at all. In the path revealed from spawn I can see the patches (on average) get bigger, but there are random anomalies all over, so keep searching! :)
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Re: Just bought the game; What were Your first impressions?

Postby theolderbeholder » Mon Jun 11, 2018 2:59 pm

darn, 3 ´o clock already.


Again.
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Re: Just bought the game; What were Your first impressions?

Postby Diceus » Tue Jun 12, 2018 12:14 pm

My first impression is....Wow man, it seems we are stuck here for the next few years... :D
Cheers,Diceus
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Re: Just bought the game; What were Your first impressions?

Postby Ranakastrasz » Tue Jun 12, 2018 3:15 pm

First Impression? Large scale, 2D Modded Minecraft (Industrialcraft/Buildcraft/other)
Actually playing? I think it was the point where I realized just how much you could automate, and the sheer scale of it compared to Minecraft that was interesting.
Follow that up with realizing it actually had a quality modding framework on top of that, and I was hooked.
My Mods:
Modular Armor Revamp - V16
Pre-Fusion - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Mineable rock - Vanilla
Easy Refineries -V16
Rocket range - V15
Combat Revamp - Restin'
Shield Pulse - Working on
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Re: Just bought the game; What were Your first impressions?

Postby jony1771 » Sat Jun 16, 2018 8:37 pm

goooooooooooooood :lol: :lol: :lol: :lol: :lol:
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Re: Just bought the game; What were Your first impressions?

Postby Traveel » Fri Jun 29, 2018 12:28 am

bigyihsuan wrote:My first impression is that I need to rebind the controls to something more like Minecraft. I keep right clicking to go into the machine GUIs.... :P

HOW DOES ANYTHING WORK? Okay, just finished level one of campaign, this game is 2 ez. Level 2: HOW DO TRANSPORT BELTS WORK? Level 3: I’m too lazy to do anything. Level 4-The end of campaign: okay... First free play world: what do I do? Later, if only everything weren’t such a pain to automate. When that thing you need to make something is on the other side of your factory, and you don’t have logistic system tech yet was painful. Oh, and I still don’t understand train systems.
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Re: Just bought the game; What were Your first impressions?

Postby doww » Sat Jun 30, 2018 1:20 am

Hi.
Short story, saw a comment on a game trailer saying "hey, this is factorio in 3d" and that got my attention.
Great game so far.
My only issue is, alt mode is a must, but really bad for the eye health - because the icons on wagons and assemblers etc. are just upscaled & blurry versions of standard icons. Even on high display settings and zoomed out it is still noticeable. Hope this will get improved in the future. Thanks devs for creating this game.
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