The bad Idea is simplification. I rather have a Problem I can't solve at first try than coasting along on something that doesnt even feel like a logical factory builder anymore.mcdjfp wrote: βFri Jul 19, 2019 6:55 pm [...]The issue is new players dealing with the fact that buildings stop when any one output is blocked. In my opinion delaying this lesson is a bad idea as the lesson will still have to be taught eventually and the simpler the factory is at the point the lesson is taught the better.
For me the removal of the Pickaxe is an good example for this. Yes, it's in a way good you dont have to craft picks anymore but it takes out a cruicial point of the game: Micromanagement. And all of you who say Factorio isn't about micromanagement but macromanagement.
You clearly dont understand what balancing, thoughput limiting and ratios are. That are terms that perfectly describe the micromanagement.
In order to make it 'simpler' you sacrifice something that made factorio unique in its gameplay. And rather than simplifying the game i would expand on the content. Like something differnet than just 'infinite' researches because here comes in motivation. From the beginning I am keen to launch that big f***ing rocket to get myself off of Nauvis. (exept it doesnt do that but whatever) But then the game as challeing at it is already gets dull. There is nothing to work towards to. Mining prod 1000, yeah, sure, but what does that bring other than 'build outpost, rinse and repeat' ?
I know that the basegame isn't supposed to incoorporate mods (but did anyways) but how about content after teh rocket launch? So you have to work towards, maybe a uplink station for com's to work so you really can get off this planet, or you can find 'friendly' mobs who have also a problem with biters - and are willing to accept your polluting if you are ridding them off the biters in thier near visinnity - but turn hostile if you manage to build that oilrig right smal center of thier town (or whatever)
Simplification to attract new players is the wrong way. It will always be. Don't make it oh so easier to get into it. I have played 0.17 with Space Exploration installed and oh my did I like it. But not because 0.17 is a good version of the game. I personally find the new GUI ugly, the pickaxe change unessesary and some of the 'new' stuff abitary. So I reverted to 0.15 and probarly will stay there. I know I'll miss stuff like placing splitters on top of belts and vice versa. But that is just a QoL feature that was needed - but we worked without it for years. The bot restaint from your personal roboport is genius - but we also worked without it for quite some time and sometimes it even worked better than right now. the undo function of the blueprint... QoL that, in my opinion, does not improve the overall gameplay, but simplifies or rather gets rid of the punishment for doing something wrong in the first place.
Factorio had this nice niche place of being unique. Now it feels sometimes like 'just another' game.