Search found 20 matches

by mdqp
Tue Jan 16, 2018 10:18 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 424728

Re: Friday Facts #225 - Bots versus belts (part 2)

Strictly speaking, are we trying to balance bots for the super-late endgame (mega bases) or are we talking about the general, normal gameplay? I think people building such grandiose projects are past the point where developers should bother with balancing, anything they'll do is likely out of whack ...
by mdqp
Sat Jan 06, 2018 9:24 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 395546

Re: Friday Facts #224 - Bots versus belts

I don't see why we should change the logistic robots. As a casual player, usually by the time I get to produce them I am kind of bored with fiddling with the belts. Everything that can be said for logistic bots can be said for belts, belts are just more of a chore to setup, but don't really offer an...
by mdqp
Sun Apr 23, 2017 6:01 am
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 157734

Re: Friday Facts #187 - Space science & 0.15 graphics

Jan11 wrote:You can transport a tank or a satellite in your pocket.^^ Let it glowing green.^^
"Is that a tank in your pocket, or are you just happy to see me?"
by mdqp
Wed Dec 28, 2016 1:44 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 38650

Re: Friday Facts #170 - Blueprint library GUI design and redesign

I really don't get it. Did you ever read just one negative steam review that told the GUI design or the blue prints were bad? I wish, you would hire someone for late game content. New enemies, maybe bosses, new items, new tech, stuff to find, an interesting world, story or tasks. Maybe sell it as d...
by mdqp
Fri Dec 09, 2016 8:06 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 82289

Re: Friday Facts #168 - Nightvision Nightmare

To be honest, all the new versions of nightvision not only look worse, but actually make it even less useful (having lighter and darker areas at the same time will only make it harder to see anything, and the nightvision is already not great). If the green filter is the problem, then please, remove ...
by mdqp
Wed Nov 30, 2016 3:42 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 70907

Re: Friday Facts #166 - Combat Revisit

After running some numbers, here is what i have come up with: Gun turret deals 777.6 DPS with piercings ammo against unarmored targets. Laser deals 344.52 max DPS against all targets Gun turret deals 517.15 max DPS against behemoth biters. All calculated with max upgrades. How much time does it tak...
by mdqp
Sat Nov 26, 2016 9:22 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 70907

Re: Friday Facts #166 - Combat Revisit

I would like some monsters like the old, cheesy movie Tremors. They would have to be a rare occurance, and you should get an early warning as you "register" their underground movement and general direction. Maybe mine fields would be useful to do some early damage before they come out from...
by mdqp
Sat Nov 26, 2016 9:14 am
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 70907

Re: Friday Facts #166 - Combat Revisit

On March 2016 they talked about exploration: https://www.factorio.com/blog/post/fff-129 Yeah, that barely has anything to do with actual exploration (if it's just resource gathering, I have a hard time calling it exploration). Plus, this is what kovarex had to say about exploration when asked: I ac...
by mdqp
Fri Nov 25, 2016 9:04 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 70907

Re: Friday Facts #166 - Combat Revisit

Slayn25 wrote:Exploration is penalized by lack of reward plus extreme enemy density.
I think the lead designer said not too long ago he doesn't want to encourage exploration, which might very well be why their approach to combat is unsatisfactory to some of us.
by mdqp
Fri Nov 25, 2016 7:41 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 70907

Re: Friday Facts #166 - Combat Revisit

Would it be weird if I said the best way to make combat worthwhile is to make nests much, MUCH harder to kill, but make them not respawn, while keeping the "attack waves" more or less on the current difficulty level? I think the main problem with combat is that it has become more and more ...
by mdqp
Sat Oct 29, 2016 9:29 am
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 71199

Re: Friday Facts #162 - Theme Art Again

Is there a mod out there which allows us to "tame" biters and have our biter farms? I think that would be a nice way to use the alien artifact, you know, create "pheromones" or whateve to tame some of them, and maybe create our own spawners to use against other biters. That might...
by mdqp
Fri Oct 28, 2016 10:33 am
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 54662

Re: Friday Facts #161 - Infinite Research and Blueprint Library

I would love to have extended marginal capacity for logistic/construction robot speed, and logistics capacity. Additionally, I would love increased logistics slots, and even increased armour-bonus slots for inventory. More effective shields, faster walkers, bigger equipment grids (MKIII armour?) Pe...
by mdqp
Sun Oct 23, 2016 10:56 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 54662

Re: Friday Facts #161 - Infinite Research and Blueprint Library

That's a perfectly valid playstyle, but this game's underlying goal is one of production. And that production needs to go somewhere, or you just turn into an industrial hoarder. Furthermore, unless you're running on extremely lean resource settings, base expansion and defense setups will virtually ...
by mdqp
Sat Oct 22, 2016 3:41 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 54662

Re: Friday Facts #161 - Infinite Research and Blueprint Library

To be honest, I am not sure if I am interested in having resource sinks, I produce stuff in order to increase the size of my factory, and then to better defend myself and to reach/transport more resources to mantain the factory and meet the production goal. If I get more goals, I'll try to reach the...
by mdqp
Tue Jun 28, 2016 10:32 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 204967

Re: Version 0.13.0

if you buy from the factorio site, or buy from steam and link your account to the factorio site, you can download DRM free copies. That's why I said "that's not important with Factorio, but it can be with other games". I ended up getting it on GOG because if a game is available on there, ...
by mdqp
Tue Jun 28, 2016 9:35 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 204967

Re: Version 0.13.0

I didn't even know this game was on GOG. I mean, the name is "Good Old Games", and Factorio is so new it's not even finished yet, so it wouldn't even cross my mind to look there for it. Ah-ah, they have been selling new games (mostly indies) for quite some time now. I prefer to buy there ...
by mdqp
Tue Jun 28, 2016 8:56 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 204967

Re: Version 0.13.0

They're probably waiting on a stable version before pushing it to GOG since it doesn't have the option of experimental builds. I thought so as well, but I was hoping I could activate a copy here and bypass GOG's "cautious approach", but the faq only mentions Steam, so maybe that's not pos...
by mdqp
Tue Jun 28, 2016 8:38 am
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 204967

Re: Version 0.13.0

I bought the game on GOG, does anyone know why the update isn't live there or how/if could I get a copy from here with the GOG purchase?
by mdqp
Thu Jun 23, 2016 10:45 am
Forum: Ideas and Suggestions
Topic: Heating and Cooling - Mechanics, Environment, Player etc.
Replies: 6
Views: 3713

Re: Heating and Cooling - Mechanics, Environment, Player etc.

I like some of the ideas proposed here (efficiency loss related to overheating, requiring appropriate temperatures for fluids movements through pipes), but others I don't like as much. Having damage over time to components doesn't add to the complexity, it just creates a resource/management sink in ...
by mdqp
Sat Jun 18, 2016 6:45 pm
Forum: Balancing
Topic: Tank upgrade
Replies: 22
Views: 10037

Re: Tank upgrade

Wouldn't making the vehicles modular like the power armor solve most problems? Or do you feel it wuold make everything too similar to each other/ too powerful?

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