Paid DLC Deserves More Elements Impacted by Quality

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Green Cat
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Paid DLC Deserves More Elements Impacted by Quality

Post by Green Cat »

Due to my comunication issues I wrote and had an AI make it more clear. However, I do wish to apologise if some what I try

The DLC is not free—it costs a lot, and one of the reason we pay to access it is the Quality system.

The legendary tier especially is hard to get, meaning mass production of certain buildings is near impossible unless you are extremely lucky or build a dedicated megabase.

What am I referring to?

Cliff explosives should have a larger area of effect with higher quality.
Storage (like train wagons) should have increased space.
Electromagnetic Plant's bonus productivity should scale with quality. Yes, a 250% productivity bonus is a REAL legendary item. And to get the legendary version, we need to be in the endgame. To mass produce them, you would need to dedicate your base and more—meaning there is nothing game-breaking here. It’s a REWARD for all the hard work, and a feature we deserve since we purchased the DLC specifically for these new items and quality materials.
Labs need more module slots. Actually, any building should have more module slots available as quality increases. Legendary quality should live up to its name! Let’s not even start with Beacons. What better way to showcase a Legendary Beacon than with multiple module slots, showing off how good our base is without droop of FPS and UPS in Non DLC Factorio poducing the same ammound. That’s the idea—endgame, when we’re doing mass research for infinite research, we can’t scale the base infinitely due to PC limitations. A Legendary Beacon with multiple modules would let us redo the base to improve everything through such legendary beacons, without risking hitting PC limitations.
Trains should receive extra speed and acceleration.
Tanks, armor, and similar items should receive increased resistance. For example, legendary bots should have 100% fire resistance, so no more destroyed bots from flamethrowers.
Legendary night vision should let you see as clearly as during the day. Take it a step further: each tier could reveal something hidden, even during the day. Uncommon would let you see clearer at night but nothing else. Rare could allow you to detect something when near enemies. Epic could give you clear view of this something when close enough to enemy only. Legendary would let you see the enemy’s attack range from a distance, even during the day, and show the areas where enemies would notice you if you stepped in. Mabe even where the enemy spitter will hit? All you need to do is rebrand the nighvision's name.
Roboports should have much larger range and coverage.
Efficiency modules should reduce the penalties of other modules, so that with enough beacons, you could cancel out penalties like speed, quality, pollution, and more.
Just like with Science packs, why can’t the same be done with ground-related items like landfill, concrete, and so on? So, instead of filling just one square, it could fill multiple. The same goes for belts, rails, pipes, and other items.
Inserters, bots, etc. should have a larger "hand" size at higher qualities.
The list goes on, and I’m sure it’s clear what I mean.

To move on, I hope my point is understood: “You can adjust via mods” is not an acceptable solution for a new core mechanic offered through a paid DLC. Missing improvement on unuique buildings (as I mentioned above), but they get a health or maybe a speed bonus? that's not quality. Plus then the issue is not the mecanism itself but the fact that some compromises where made because somehow, who belive that getting a Legendary items, is gamebreaking and unacaptable. People not only paid for the DLC, they did tons of research, exploration, and more, so the rewards is a better quality that got nerfed since someone say it's not "Fair" for use to get better bonuses after everything we did? Or that the values are to big??? I already wrote about the PC limitation, hier bonuses means we can have a working factory, working on infinite reasearches, and never needing to "Ok, do I expand and my PC will slow down OOORRRR Do I leave my game running for days while I do other days?". Yes, this is what I mean, the quality system could solve this issues without needing mods. You could have a factory working on higher level of infinite research without needing to WAIT days to finally be able to enjoy <- In case someone forgot, I mentioned beacons and more with mutiple moduls slots = increase of everything without needing to add more that could cause FPS/UPS drop.

On the point I just raised, a 25% increase for the Tier 3 Quality module is a joke—this is a compromise that makes zero sense. You want us to WASTE resources because someone was inspired by gacha games and decided to add this to Factorio? For thoes not are, the gacha mentality is: You want the SSS rank item? Well, farm for days until you’re lucky enough to get the rare ingredients or lucky enough to pull it. When I 1st got on Fulgura, I set up a base to farm some Tier 2 Rare modules while working on other things, and I ended up with fewer than 10 Tier 2 Rare modules. Again, I don’t understand. We paid to access the quality system, yet after tons of research, we’re penalized the more advanced the tier becomes? Before end game, at Tier 2, with MAX EPIC quality, I can say it’s NOT fun. I can’t enjoy any of the rare items because it’s NOT WORTH trying to get them. If the percentages were higher, I could play the game, obtain Rare items, and once I unlock rare items, I could go for those, upgrading everything further. And legendary items? Don’t even get me started. But, as it stands, unless I use mods, it’s not worth trying to get them until the endgame, and of course. Meaning regadless if mid game, or end game, uncommon, rare, are more a waste of time then they are actually worth the time to get them. This should not happen

I want to play the game—not work, rush, or compete. And now, I have no choice but to use mods to FIX an unreasonable compromise.

Dear devs, please include a Quality module that increases the tier 1 and 2 percentages. It would allow access to rare items more easily. Will it ruin the progression, or actually improve the experience because you’re playing Factorio 2.0 DLC Space Age, which has a new element that elevates the experience beyond the non-DLC version? Heck, why not just get rid of the gacha mecanics but using the recycling.... What do I mean? new settings for the recycling. You give it 10 normal plates it will give you 1 uncommon plate.... I will make a separate suggestion for this.

If it’s so game-breaking, why can’t we get infinite research for the modules? Just as we have infinite physical damage research, the Space Age DLC could give us access to a new research path that adds extra percentage bonuses. Then, higher tiers would require different science packs, requiring a progression from Tier 1 to Tier 2 and lastly Tier 3. And of course, after that, we could endlessly continue. This way, we could use all four modules on one building, as they’d provide such a bonus that we wouldn’t even need more of them and once again, we can continue infinite research without pc limitations
danbopes
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Re: Paid DLC Deserves More Elements Impacted by Quality

Post by danbopes »

TLDR (Via AI):

Main Argument: The quality system in the DLC should offer meaningful upgrades, making higher-tier items genuinely rewarding. Many current bonuses are too limited, making it hard to enjoy the potential of "Legendary" items without mods.

Suggestions for Improvements:

Upgrades Should Scale: High-quality items (legendary tier) should significantly enhance gameplay, like expanded AoE for explosives, increased storage, and productivity boosts for endgame items.
Buildings Deserve Better Quality Perks: Labs, beacons, and other buildings could benefit from more module slots and significant boosts, reducing the need for additional base expansions and helping with PC limitations.
Balanced Bonuses Across Tiers: Mid-tier items, like Rare or Epic, need more accessible drop rates so players can experience these benefits before the endgame.
Simplify the Quality Mechanic: A recycling system (e.g., exchange common items for uncommon ones) would remove the need for “gacha-like” grinding, making it less frustrating.
Add Infinite Research for Quality: Like with damage bonuses, infinite research for quality could give progressive boosts, enhancing gameplay without straining PC performance.

Overall Message: Players bought the DLC for these upgrades, so bonuses should be substantial, not nerfed.
SHADOW13
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Re: Paid DLC Deserves More Elements Impacted by Quality

Post by SHADOW13 »

I agree, noticed some items don't scale (ignoring Health), like Storage tank

my suggestion is that EACH item that has quality - should have their primarily stat/purpose scalable (in Storage tank example, the capacity)
and in some cases secondary stat/purpose where needed wanted

having items scale only on Health is rather sad and in my opinions those items should have no quality
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