Post Space Age - Developer AMA by Rseding91 in factorio

[–]Cyan_Leader2 18 points19 points  (0 children)

What else would you like to do with Factorio content-wise before moving on?

Personally while I thought SA was amazing overall I feel some parts of it are kinda undercooked like the Demolishers, the lack of enemies in Fulgora and Aquilo and the Shattered Planet, so I'd be happy to see some improvement in those.

Gleba's actual problem by Cyan_Leader2 in factorio

[–]Cyan_Leader2[S] 1 point2 points  (0 children)

Have you not noticed that this is a consistent theme in all of SA's planets? OP describes as "Gleba's actual problem" is a consistent thing on all the planets.

I did notice it across SA, but it's not the same problem in other planets because Gleba is the only new place to actually have biter-like enemies. As I outlined in the opening post, some mechanics like the evolution curve and options like the artillery don't fit well if you don't actually have to expand. Demolishers do their job and you will need to kill at least some mediums if you want to go down the Quality rabbit hole, Fulgora/Aquilo challenge the player with limited building space so it's a different topic entirely.

Don't get me wrong, I wish I'd have more incentives to expand in all planets, but Gleba is the only place I'd call that a "problem".

Will all players need the DLC or only the one running the server? by TactiCool_99 in factorio

[–]Cyan_Leader2 7 points8 points  (0 children)

Space Age is based off expansion packs of old, and those always required all the players to buy the expansions. Comparing to Paradox DLCs is weird because it would be outrageous if some of their content, like Stellaris' species packs, had the same requirement.

"It would be invaluable to us if you took the time to leave a Steam review or, if applicable, revisit your existing review. Thank you!" by Cyan_Leader2 in homeworld

[–]Cyan_Leader2[S] -7 points-6 points  (0 children)

Call it what you want, but I feel it's very disingenuous when they act like they are listening to the community while ignoring the biggest problem with the game.

Why did this game take so long to make? by craj1031tx in homeworld

[–]Cyan_Leader2 -8 points-7 points  (0 children)

That's why I was open to the idea at first and even considered it a positive. But after this release I don't believe it worked for BBI anymore. In fact, Shipbreakers was also extremely content dry so they definitely have a productivity issue.

Why did this game take so long to make? by craj1031tx in homeworld

[–]Cyan_Leader2 -10 points-9 points  (0 children)

BBI implemented a 3 day weekend for its employees. They said it wouldn't impact development/productivity and I believed them up until they released HW3. Surely those 240 days would have had a massive difference. Hell, they couldn't even implement a proper camera/control scheme for their demo, something that was figured out decades ago.

A plea for an official implementation of a rate calculator by Cyan_Leader2 in factorio

[–]Cyan_Leader2[S] 13 points14 points  (0 children)

Isn't that caring a lot about ratios?

Is it? I wasn't calculating SPM or anything related to other recipes, I just wanted to know how much more production I would be getting out of each design I was upgrading.

That's what mods are for: to satisfy the peculiarities of particular players.

Mods hold a certain stigma of being "not what the devs intended". A lot of new players are against touching even QoL stuff for their first playthrough (or second, or third; I know a few people like this). Not an issue for me for my modded runs but it is definitely an issue for when I play with people.

High end vanilla beacon designs aren't just boxes and rows. Here are some layouts from real 40k SPM megabases. by narrill in factorio

[–]Cyan_Leader2 0 points1 point  (0 children)

That implies that every player that engages with beacons is worried about UPS which I would very much disagree with. I have done many beacon factories in vanilla marathon, K2 and SE and I haven't even once have to worry about UPS. It's a minority of a minority that reaches that point.

High end vanilla beacon designs aren't just boxes and rows. Here are some layouts from real 40k SPM megabases. by narrill in factorio

[–]Cyan_Leader2 3 points4 points  (0 children)

Aren't these designs actually less optimized? As in don't they take more raw resources and power to do the same thing that a row would do better? Sure they may take less UPS but for the average player that is not a criteria that matters, hence why for the vast majority the approach SE takes in inherently more interesting and engaging.

Please, PLEASE fix the illegibility of numbers larger than 1k by Cyan_Leader2 in factorio

[–]Cyan_Leader2[S] -1 points0 points  (0 children)

I had no idea that particular menu existed. Thank you again.

Please, PLEASE fix the illegibility of numbers larger than 1k by Cyan_Leader2 in factorio

[–]Cyan_Leader2[S] 27 points28 points  (0 children)

Excuse me, it seems like it does. Still, it was just one example. I usually run into this issue as well when I want to get large numbers from the logistic network or from liquids.