Lol sure
But it's not Earth and it's Factorio lore fiction
Lol sure
Oil doesn't "dry out" andnafira wrote: ↑Wed Jul 31, 2019 8:13 pmThis is the exact opposite of what you are supposed to do, and for 2 main reasons :netmand wrote: ↑Wed Jul 31, 2019 7:56 pm These new changes just got more exciting for me. Come on guys, a recipe that only outputs petroleum? How could you not like that? This change potentially enhances the game even after Advanced oil processing tech has been earned.
A way I've made supplying large amounts of metals was to make them at the mining site, so my trains are delivering 4k iron plate instead of 2k iron ore. Of course this sort of thing was too complex for me for oil outposts because there are too many materials involved, but no longer! why ship crude when you can ship petroleum:
Basic oil processing: 100 crude oil yields 45 petroleum which can contribute to make 4.5 plastic bars
Advanced oil processing: 100 crude oil yields 55 petroleum which can contribute to make 5.5 plastic bars
So shipping 25,000 crude from the oil outpost by tanker yields 13,750 petroleum using Advanced oil processing at the refinery/main factory which can contribute to make 1,375 plastic bars.
BUT shipping 25,000 petroleum from the oil outpost by tanker can contribute to make 2,500 plastic bars AND I don't have to deal with the logistics of the other materials (Water in, Light and Heavy Oil out). Of course at the outpost I'm using Basic oil processing but that doesn't matter since I'm still filling the tanker.
I dunno guys can we get out of some of our tunnel vision we have in proclaiming this change a total one way or the other? Can you come up with a way to make this change work for you?
1- Oil will dry out and you'll not use your refinery properly
2- Some recipe need crude oil
There's plenty other reasons.
Sure, at start it's easy money. But you don't learn the basics with this method, and when the time comes : Boom headshot ! *player left*
The new guy will get stuck in a problem of transporting different fluids, mixing them, for different purpose (like Sulfuric Acid which has now many uses).
That's the whole point : this gives bad advice to the player and don't teach him how to handle Oil properly. This is why we are complaining.
It's not for us, because we already know, it's for them.
Personally I have no problem with that. But imagine someone knowing that earth is round, seeing people tell "For now, just think that Earth is flat". It's a non-sense not to tell them "Earth is like a ball, but physics is for later, you're too young".
Not only is this true, but I want to add that the only time I use steam to play the game is when I'm testing new mods. So I will load a game, make a couple things, and quit. It has almost no achievements and would make their statistics worse. When I actually play, I use my independent copy, where my saved games are saved in my own backup framework instead of Steam's, and it's not even logged into my account (since I don't like the ElAdamo account name, preferring just "Adamo".) It would only be logged in when I'm joining a public multiplayer game.Hiladdar wrote: ↑Wed Jul 31, 2019 5:15 pm I personally do not like Steam's model, particularity for storing save games in a cloud. Although it is nice if you play on different computers is becomes a real pain trying to load in a 100M+ map, and post changes to a 100M+ map on a slower internet connection, or worst, more expensive when paying by the megabyte. For that reason, I use a stand along dumb box, that happens to be connected to the internet. The other draw back, is although I have won the game many times over and developed massive bases, they are not reflected on Steam as achievements.
Observe new player numbers, likely they spike whenever a steam sale is even if Factorio is never reduced in price. Shortly before the price increase a while ago there definitely was a spike. Wait for that spike to occur in rocket launch achievements. Bing. You got your approximation of how long new players on average need to reach rocket. Observe how big that spike is and you also got an approximation of how many of those achievements are because of new players and how many are from old players.mmmPI wrote: ↑Wed Jul 31, 2019 7:44 pm The 0% is unreal, but how would you know ? you can't, that's my point. "on average new player launch rocket after 3 month" , (just imagine i'm not saying it's a fact, it's just show how much data is missing for initial assumption to be correct) "During winter this time is /2", "same during the every holidays ", the list of things that makes this very unreliable is wide and impactful, how would you measure anything meaningful from steam stats have been discussed in many publications, it's not that simple.
There was a time long ago I found people here that refuse to use bots. Now it's such an important part of the game. What seems weird to me is all this talk of objecting to pushing bots back like they were in the perfect position before... to be honest in my recent play-throughs of 0.17.x I tech'd into bots way before I had the factory to make use of them. If anything I'm ok for them to come later but it would be nice if they started with a couple of speed boosts already applied.Adamo wrote: ↑Wed Jul 31, 2019 8:26 pmYou know I like you mmmPI, but this is wrong. The key to really doing factorio well is cutting and pasting. I almost exclusively build like this:mmmPI wrote: ↑Wed Jul 31, 2019 4:06 am
But this argument is counterproductive to my opinion, this basically means you prefer watching robots do a blueprint you got from internet/made once a few years ago when you started than play the game.
If you think placement of things generate gameplay, then robots are good when you copy/paste few parts here and there when you fiddle around doing one small build. This spares you the annoyance of switching materials lots of time.
Make a small unit by hand. Use ctrl-c to copy, and ctrl-v to paste this into a line of stuff. Use ctrl-x to order my robots to pick up the line of things and then ctrl-v to order them to put it down where I want it to go.
This is peak factorio construction, and it's what I try to train my new players to do right away, because people are already very familiar with using ctrl-c/x/v to move things around in the rest of their computer work. Moving bots back does push this further away.
Just going to share a story of my friend, who is learning the game right now, and he was in the phase of struggling learning to do oil when this change dropped. I think it's related to this and similar points made in the thread.nafira wrote: ↑Wed Jul 31, 2019 8:13 pm That's the whole point : this gives bad advice to the player and don't teach him how to handle Oil properly. This is why we are complaining.
It's not for us, because we already know, it's for them.
Personally I have no problem with that. But imagine someone knowing that earth is round, seeing people tell "For now, just think that Earth is flat". It's a non-sense not to tell them "Earth is like a ball, but physics is for later, you're too young".
I am unsure i was unclear or if you just disagre, i wanted to say that small CTRL C-CTRL V are the thing, that's what i praise in bots, when you design stuff, you just placed 4 filter inserter and wires and combinators and filter splitters, it function, now you don't have to do all those clicks clicks again just because you realise you have not left enough room for that one extra belt.Adamo wrote: ↑Wed Jul 31, 2019 8:26 pmYou know I like you mmmPI, but this is wrong. The key to really doing factorio well is cutting and pasting. I almost exclusively build like this:mmmPI wrote: ↑Wed Jul 31, 2019 4:06 am
But this argument is counterproductive to my opinion, this basically means you prefer watching robots do a blueprint you got from internet/made once a few years ago when you started than play the game.
If you think placement of things generate gameplay, then robots are good when you copy/paste few parts here and there when you fiddle around doing one small build. This spares you the annoyance of switching materials lots of time.
Make a small unit by hand. Use ctrl-c to copy, and ctrl-v to paste this into a line of stuff. Use ctrl-x to order my robots to pick up the line of things and then ctrl-v to order them to put it down where I want it to go.
This is peak factorio construction, and it's what I try to train my new players to do right away, because people are already very familiar with using ctrl-c/x/v to move things around in the rest of their computer work. Moving bots back does push this further away.
OK, I think we're actually on the same page, here. You might like it on our server network. I have the same experience when I go to public servers, too. Everyone just uses the main blueprints available throughout the community. It leaves me wondering: if we aren't designing machines, what are we even doing? Where's the artistry? There are some things I like to do on public servers to counter that spirit, though, which we can talk about in another thread.
Of course it doesn't dry but it's losing a lot (nearly everything). It gives so few that it barely useful to have them when you can have 6000% Oil when expanding a bit, while your old 7 pumps gives you 170% ...netmand wrote: ↑Wed Jul 31, 2019 8:50 pm
Oil doesn't "dry out" andI guess you've never beacon'd a pump jack.Oh and, "the exact opposite of what you are supposed to do"? I object to you trying to tell me what I'm supposed to do.
You may have a valid point about other recipes needing crude oil, oh what would I do? what would I do? Incentive to play more of the game I need not.
I may have learned this game the wrong way. Who's wrong anyways?nafira wrote: ↑Wed Jul 31, 2019 9:19 pmOf course it doesn't dry but it's losing a lot (nearly everything). It gives so few that it barely useful to have them when you can have 6000% Oil when expanding a bit, while your old 7 pumps gives you 170% ...netmand wrote: ↑Wed Jul 31, 2019 8:50 pm
Oil doesn't "dry out" andI guess you've never beacon'd a pump jack.Oh and, "the exact opposite of what you are supposed to do"? I object to you trying to tell me what I'm supposed to do.
You may have a valid point about other recipes needing crude oil, oh what would I do? what would I do? Incentive to play more of the game I need not.
And I know theoretical number of beacon you can have (even if perfect disposition is never achievable), but the goal for a beginner is to factorize infrastructure to be efficient. It's one of the things he has to learn.
Play as you want once you know the game, but don't learn the game the wrong way.
The goal (I think) is to guide the player to many solutions : belts, bots, trains, manual actions, plan, etc. to help him understand what suit him the best.
For you it's direct production, so be it.
For me it's banks with deposit and withdraw platform, and a central base to start, outsourcing production once expansion is advanced. I use bots and belts.
Devs made it clear with bots debate : they want people to explore the whole game, without taking any input on "the OP'ness" of a solution (look at Nuclear Power, which is more than simple and powerful).
They'd rather make a system very good like rail (it was a nightmare in 0.15), and signal UI than "nerfing" the game. This is where I'm judging that they pretty much failed on this recipe. One output doesn't seem in spirit of the game nor in the will of this update about Oil. It doesn't change the very beginning, nor the end, but the journey is harder and unfair.
Now, as Koub said it in FFF305, let's wait and see. I'm pretty confident they will reverse or adapt it, and it won't prevent me from updating to 0.17.60.
If not, it won't change anything for me, just for others in the process of learning.
Not sure you're going my way ^^ since my last sentence can be interpreted either way ("learn by yourself, at the right time" or "it's to complicated, piss off").Adamo wrote: ↑Wed Jul 31, 2019 9:11 pmJust going to share a story of my friend, who is learning the game right now, and he was in the phase of struggling learning to do oil when this change dropped. I think it's related to this and similar points made in the thread.nafira wrote: ↑Wed Jul 31, 2019 8:13 pm That's the whole point : this gives bad advice to the player and don't teach him how to handle Oil properly. This is why we are complaining.
It's not for us, because we already know, it's for them.
Personally I have no problem with that. But imagine someone knowing that earth is round, seeing people tell "For now, just think that Earth is flat". It's a non-sense not to tell them "Earth is like a ball, but physics is for later, you're too young".
At first, he thought I broke the oil with my carbon mod. Once I got it through to him that the refinery recipe was actually a vanilla change he stopped for about a minute (we were playing multiplayer), and then finally said, "what the hell. That's stupid. Now there's only one oil coming out of this? What's the point?"
Anecdotal, sure. Have I introduced the game to hundreds of people, for a large n in my statistics? Of course not. I'm at maybe a dozen or so. I've been playing at least two versions longer than anyone else has claimed in these two threads (in fact, I remember when oil was first introduced -- go take a look at the version 0.9 release threads for the history). So maybe my experience counts for something, maybe it doesn't, I dunno. But it's my opinion that new players who are going to play this game don't want it to be simplified, they want help understanding how it works, and they want the help from the game so they can feel independent, rather than having me hover around telling them what to do (which I don't do -- I just let them explore, and give advice where warranted).
I think you're missing the context of that we've been (and devs have participated) in many discussions where the general agreement has been that coming up with some way to introduce bots, or some sort of less-advanced bot, to the early game would be a good thing. Those of us who have been around for years and talked or listened should be familiar with this. We've all been waiting for a solution on that or to be part of the solution. And instead, now, this other change has pushed them back. It's not a direct result of this change, but the push-back is a secondary result based on the context of the history of development and development discussions.netmand wrote: ↑Wed Jul 31, 2019 9:05 pm There was a time long ago I found people here that refuse to use bots. Now it's such an important part of the game. What seems weird to me is all this talk of objecting to pushing bots back like they were in the perfect position before... to be honest in my recent play-throughs of 0.17.x I tech'd into bots way before I had the factory to make use of them. If anything I'm ok for them to come later but it would be nice if they started with a couple of speed boosts already applied.
Agree. I think it's lullaby time.
I do not contest the general usefulness of statistics, but i would like to highlight some stuff that in this context makes some of the applications you propose difficult.meganothing wrote: ↑Wed Jul 31, 2019 9:01 pm Observe new player numbers, likely they spike whenever a steam sale is even if Factorio is never reduced in price. Shortly before the price increase a while ago there definitely was a spike. Wait for that spike to occur in rocket launch achievements. Bing. You got your approximation of how long new players on average need to reach rocket. Observe how big that spike is and you also got an approximation of how many of those achievements are because of new players and how many are from old players.
This glosses over details. The more often those spikes occur the more reliable your prediction gets. Naturally you have to observe and take into account other reasons why spikes might occur and try to make sure they are not relevant. The more careful you are the better your numbers get.