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Yeah, it should still be made VERY clear to the player that this is much closer to the Wave Defense scenario than to Freeplay...the massive differences between the tutorial and the game it's supposed to be teaching
Yeah, it should still be made VERY clear to the player that this is much closer to the Wave Defense scenario than to Freeplay...the massive differences between the tutorial and the game it's supposed to be teaching
100% this is, was, and has always been my concern. This sounds like a really fun optional challenge for those who like fighting biters and securing their base. It does not sound like something a new player should load first. At all.
I feel like it's also not unfairly difficult if you pay attention, do as you're told, and make a reasonable effort to predict the upcoming events.
He's no ordinary 9 year old, he's a space marine. (That's what he told me)
Now I think I understand what my father may have felt when I was better at the Atari and NES games he played. Sorry dad.5thHorseman wrote: βSun Mar 03, 2019 7:23 pmI lost any ability to be shamed by a 9-year-old the day I played Fortnite with my nephew.
This isn't a lootbox game, there's no RNG so there's no "luck" involved. Everything you need to know is clearly mentioned so there's no "trick" either.
Got it.
Have you actually played it? They spawn from thin air. Not from pollution or bases. They literally just spawn in, in packs of 30 every 5-10 seconds. In terms of teaching a new player the mechanics of the game, it fails in every degree.CDarklock wrote: βSun Mar 03, 2019 7:02 amI think the complaint is more "they show up before I have a chance to get more than that."5thHorseman wrote: βSun Mar 03, 2019 3:37 am Yeah if people are complaining that you can't take out spitters with a pistol and yellow ammo well I can't speak on that.
Which is really a complaint of "my pollution is entirely out of control before I can effectively defend myself."
It's not like anyone, to my knowledge, is out bug hunting at that level. They're just minding their own business, building the blueprints they usually do, only now the biters are close enough that their pollution has aggravated the crap out of a half dozen bases in twenty minutes.
And all they really have to do is back up, take a deep breath, and keep the operation small a little longer. I'm currently working under a little system that has not upset anyone, just yet:
- Gather resources with one burner drill and one furnace per resource patch.
- Retreat to a water source and wall off a small area large enough for a steam engine, four labs, and a little red science production line.
- Crank out a bunch of red science. Lights. Walls. Turrets. Heavy armour. Get equipped.
- Wall off resource patches and put small drilling operations on them, defended by turrets. (I am here.)
- Transport resources to a convenient location for your green science production line.
And I think that should take me far enough down the tree that biters stop being an issue - if I treat them proactively and go eliminate their bases before pollution forces the confrontation. The car and the AP ammo are just a hop, skip, and jump down the tree in green science.
EDIT: It strikes me that my first three steps are basically the stages of the campaign.
Shame? It's intentionally designed to punish people for playing well according to the devs.
CDarklock and I were discussing biters in general there.Xuhybrid wrote: βMon Mar 04, 2019 5:46 amHave you actually played it? They spawn from thin air. Not from pollution or bases. They literally just spawn in, in packs of 30 every 5-10 seconds. In terms of teaching a new player the mechanics of the game, it fails in every degree.CDarklock wrote: βSun Mar 03, 2019 7:02 amI think the complaint is more "they show up before I have a chance to get more than that."5thHorseman wrote: βSun Mar 03, 2019 3:37 am Yeah if people are complaining that you can't take out spitters with a pistol and yellow ammo well I can't speak on that.
Which is really a complaint of "my pollution is entirely out of control before I can effectively defend myself."
It's not like anyone, to my knowledge, is out bug hunting at that level. They're just minding their own business, building the blueprints they usually do, only now the biters are close enough that their pollution has aggravated the crap out of a half dozen bases in twenty minutes.
And all they really have to do is back up, take a deep breath, and keep the operation small a little longer. I'm currently working under a little system that has not upset anyone, just yet:
- Gather resources with one burner drill and one furnace per resource patch.
- Retreat to a water source and wall off a small area large enough for a steam engine, four labs, and a little red science production line.
- Crank out a bunch of red science. Lights. Walls. Turrets. Heavy armour. Get equipped.
- Wall off resource patches and put small drilling operations on them, defended by turrets. (I am here.)
- Transport resources to a convenient location for your green science production line.
And I think that should take me far enough down the tree that biters stop being an issue - if I treat them proactively and go eliminate their bases before pollution forces the confrontation. The car and the AP ammo are just a hop, skip, and jump down the tree in green science.
EDIT: It strikes me that my first three steps are basically the stages of the campaign.
Ah that's fair. I assumed it was about the campaign.5thHorseman wrote: βMon Mar 04, 2019 6:00 amCDarklock and I were discussing biters in general there.
In my view the pollution mechanics sound good on paper... but only on paper. The mechanism they introduce doesn't translate well into some kind of auto-adjusting difficulty setting. What's going on is not very transparent to the player and there are ways to game the system. All in all I would be in favor of ditching the whole pollution thing as it is right now to make space for something better.
Splitting for 2 assemblers is easy. Simply put them next to each other with power poles on the outside. Then the belt comes in from the side, hits a splitter and then 2 loaders to feed the 2 assemblers. Also balances nicely.Ranakastrasz wrote: βFri Mar 01, 2019 7:33 pmLoaders can't replace inserters. Assemblers at least do not need a while belt of resource input, and the mess of splitting a belt into 2 assemblers is something inserters are just plain better at.MoleOnDope wrote: βFri Mar 01, 2019 7:29 pmI believe loaders/feeders are intended as tools for playtesting by the devs or modders, so they're deliberately not made for vanilla.
Inserters would be pretty much useless compared to loaders/feeders
Loaders would be good for loading/emptying chests, trains, and..... Thats about it. Rockets maybe?
I think it could be adjusted quite easily. Only spawn enemies on the side we came from. This not only makes sense in the narrative so far because it's where the enemy base is. But this also allows a new player to not be in panic mode, defending all sides at once, while still maintaining a level of challenge. I still don't agree with the ramping but this single change would make it work.rantingrodent wrote: βMon Mar 04, 2019 3:51 pm Dynamic difficulty is hard to get right and I think everyone needs to remember that this is aiming at something good and probably not missing by much. The tutorial must apply production pressure in order to teach the thing it's trying to teach, and it can't do that predictably if it doesn't increase the pressure in step with the player's skill and progression. Since the tutorial favours an approach with few explicit hand-holdy steps, the game has to rely on some kind of heuristic to figure out where the player is and what size of force they can deal with. They chose a combination of research and pollution, which produces a really wild result if you play with the typical veteran playstyle of overbuilding infrastructure. New players are never going to play this way, because it's entirely a product of prior Factorio experience. New players have no idea how much they'll need of any particular thing until they encounter such a need. On the other hand, new players can become fascinated with a thing they just learned and overdo it a bit, which is a thing we want, and might run afoul of the same problem.
My suggestions:
1. Dampen biter aggression in the tutorial to control towards a particular ratio of attacking biters to active turrets (not a hard cap, just a tendancy towards) since the intent is to apply pressure, but overrunning the player's base doesn't teach anything
2. When several non-wall buildings are destroyed, especially production buildings, trigger a temporary hard cut off in biter spawns to ensure there's time to mop up the current wave and rebuild. In tutorial terms it feels much more fair for the game to pull its punches when it looks like you're not keeping up, and give you the space to say "ok, I need to produce more ammo and feed it in more efficiently. how do I do that?"
With the intent of giving the player some breathing room if the biters are overwhelming their defenses. Being given space to rebuild is much more instructive and satisfying than having to restart the tutorial, even from an autosave point.
Haven't played the scenario yet, but is there enough info for a new player to guess what a "strong enough" defense is? If he overdoes the defense, would he fail?
It requires you to product x per minute however the amount of ammo assemblers comes out to 2 which is by far not enough. 4 wasn't enough towards the end. It required you to stockpile 100 ammo which is nothing compared to the amount needed.meganothing wrote: βMon Mar 04, 2019 4:19 pmHaven't played the scenario yet, but is there enough info for a new player to guess what a "strong enough" defense is? If he overdoes the defense, would he fail?