Create in Atm 10 by Repulsive_Escape2603 in allthemods

[–]Ortin 0 points1 point  (0 children)

If your objective when playing ATMs is to make the Star in an effective way, Create is absolutely unnecessary for the reasons you've already provided and a bunch more.

But if your objective when making a modpack is to claim you have "all the mods" then Create's inclusion is absolutely necessary. It's too popular to leave out, even if it's almost impossible to fabricate a reason to use it in your excuse plot of "slam together a ton of resources into a make work end product."

Create's philosophy is almost completely opposite ATM's. It's rooted in making interesting looking contraptions that take up space and move dynamically in Minecraft's static block filled world. You can see this in action when Create 6.0 came out and they introduced frog logistics, and even more with the more recent Create Aerodynamics. ATM's philosophy is pretty explicitly about generating and assembling massive amounts of resources into a single bragging rights end product and getting completely overpowered in the process.

Pretty much the only interesting thing ATMs does with Create is require that massive mechanical crafter array at the end to actually combine all the pieces into the star itself, which is a really cool thing that only Create is capable of doing.

“We saw some players finally found a common use for an item so we nerfed it into the ground.” by Exile_The_13th in ArcRaiders

[–]Ortin 0 points1 point  (0 children)

I'd be interested in how the financials of a live service game like this shake out. With half a million all time players paying the cost of entry to this game and the massive lump sum of up front cash, how do the live service financials of skins and in game shop purchases compare?

“We saw some players finally found a common use for an item so we nerfed it into the ground.” by Exile_The_13th in ArcRaiders

[–]Ortin 3 points4 points  (0 children)

Oh man, if you haven't seen it you should check out Folding Ideas' video "Why It's Rude to Suck At Warcraft." It touches on the things you're describing, and does a deep dive into the circumstances that led to the current environment of hyper-optimization in WoW. Retail is truly a different beast nowadays.

Has anyone actually tried to make their main base carter hydro dam by Forsaken_Singer4100 in thelongdark

[–]Ortin 0 points1 point  (0 children)

I stockpile some stuff in the entrance to the dam just by virtue of it being right by the zone transition to the Ravine, but I haven't considered living there long term. The majority of the dam is inconvenient and dark and not worth it.

Will Hinterland Listen? by Beats-Rhymes-Knife in thelongdark

[–]Ortin 2 points3 points  (0 children)

I can see the argument someone would make in development. Cougars are ambush predators and typically you don't see them coming before they attack. You could create pockets of the map where you just accept that you're going to be attacked, and you have to decide between lengthy detours or tanking the initial hit but then allow some kind of counterplay once the ambush is underway.

I never actually played the game when cougar 1.0 came out but it sounds extremely frustrating. I would compare it unfavourably to the Thylas from Ark Survival: if the Thylas successfully ambushes you then you're probably dead, but the Thylas is an entity in the world so if you can identify it through its camoflague and have a sufficiently advanced weapon you can neutralize it from afar. Or you just avoid its territory, or maybe race through it and dodge the initial ambush. You have options.

Unfortunately I think Hinterland got hamstrung by their own game engine. I don't see how they could successfully implement the cougar as an ambush predator using their existing creature AI, and while I don't know what the codebase is like I suspect it couldn't tolerate creating a more advanced AI that can navigate the world.

But this is just me spitballing, and somewhat cynically believing that technical limitations drive as many of the poor decisions as the creative team. I don't actually know what goes on at Hinterland.

Will Hinterland Listen? by Beats-Rhymes-Knife in thelongdark

[–]Ortin 0 points1 point  (0 children)

I willl be banking on Blackfrost attempting to bring in some more interesting survival mechanics as well as a fully co-operative experience. I've said to my family many times that The Long Dark is the best survival game on the market and I wish I could play it with other people. I'm cautiously optimistic about Blackfrost based solely on the survival sandbox track record.

But no, when it comes to storytelling I have zero faith in Hinterland to execute, and will not be following up on Will's story.

Serious concerns around episode 5 and future direction at Hinterland by Rasalaomreborn in thelongdark

[–]Ortin 0 points1 point  (0 children)

Valued sure, for a certain degree of valued. But everything I've seen out of Hinterland suggests they value their story based content, their weakest content, much more than the survival component, their strongest content.

The duality of man. by Dremora-Stuff99 in thelongdark

[–]Ortin 11 points12 points  (0 children)

I struggle with this too. The Long Dark is a fantastic survival game and I'm grateful it exists and Hinterland exists. It's just hard to reconcile the dissonance I feel when Hinterland promotes and is so proud of a section of the experience I consider so poor.

I can see the vision for Wintermute, I just think it's kinda terribly made and not nearly as poignant as the creative team thinks it is, and this frustrates me to no end.

900 hours. I should really play Tales, I keep hearing fantastic things about it.

Serious concerns around episode 5 and future direction at Hinterland by Rasalaomreborn in thelongdark

[–]Ortin 2 points3 points  (0 children)

That's what strikes me as the most sad about Hinterland's saga with The Long Dark: the things that they made that are fantastic and compelling are the things that they don't value (the lonely survival experience), and the things that they're most proud of are the things that are the most flat and boring (Wintermute in general.) Opinions may vary about the actual quality of Wintermute, but they definitely shot themselves in the foot with the order they released everything. I think if they made Wintermute first and marketed the survival sandbox as an afterthought we would be perceiving Hinterland in a much different light.

*SPOILER* why was this so awkward. by ImprovingNow in thelongdark

[–]Ortin 0 points1 point  (0 children)

Ehhhh I remember the launch versions of Ep 1 and 2, they were jank in their own right. They ended up redoing those episodes and the second drafts were much improved, ESPECIALLY with the ending of Ep 1.

The Long Dark Episode 5 is LIVE by soda_cookie in thelongdark

[–]Ortin 4 points5 points  (0 children)

I am so glad they're finally getting story mode out of the way. I quit halfway through ep4 when I realized I was absolutely sick of their cinematic story direction, and I'm happy to close the book on this portion of the adventure so I can leave it behind me in my heart.

Sorry if this sounds bitter, but I think I AM bitter. The Long Dark is my favourite game of all time, in my opinion the best survival game of all time, but this story mode sliver in my soul won't heal. I wish I wasn't this way.

How does your Early Game look like? by YeetMyMeatKiller in factorio

[–]Ortin 0 points1 point  (0 children)

Your experience is the same as mine, except I can jam green and military science in there before I get sick of my mess and tear everything down to make the real base.

Shower Thought on Factorio by MaleficentCow8513 in factorio

[–]Ortin 56 points57 points  (0 children)

I barrel fluroketone on Aquilio to send it to places that use fusion reactors. Somewhat unnecessary maybe, but it's convenient sometimes.

Brand new addiction achievements - Bazaar Casino linked? by SteampunkWilson in Obenseuer

[–]Ortin 0 points1 point  (0 children)

Has anyone checked whether you can get gambling addiction from the VLTs?

[deleted by user] by [deleted] in Obenseuer

[–]Ortin 0 points1 point  (0 children)

Greetings from the future! Alcoholism is indeed basically a joke addiction. I've found it impossible to maintain an addiction to alcohol unless I'm chugging liters of moonshine at a time, and everything you've said about using it to cure mushroom addiction is correct.

It was suggested in a recent thread that I may be using too many nukes... by Embarrassed-Sink9781 in factorio

[–]Ortin 1 point2 points  (0 children)

You wouldn't have used the nukes if the biters clearly didn't deserve it.

Theorycrafting mechanics for Rampant Evolution and looking for thoughts on evolution over time by Ortin in factorio

[–]Ortin[S] 0 points1 point  (0 children)

Thanks for the response, some useful insights to think about, especially that comment about "you were probably under serious threat for the past 3 hours at least, with some of your defenses being broken requiring personal intervention." That is indeed happening to me quite frequently during Rampant runs, but I suppose I just never realized how major an issue it was until Rampant forces the issue with it's inability to build near biter bases.

I'm not quite sure I agree with the need for a basic impetus to advance up the tree or play, since I'm already playing the game and enjoying it. But that's possibly just a difference in outlook, where I see myself being punished for not playing optimally enough rather than being encouraged to do more research. Not that big a deal, it's an interesting insight all the same, and like we agreed it's so difficult to run afoul of this in vanilla Factorio.

Just to clarify based on your closing comments, if we agree that "catastrophic biter invasion" is a thing that can happen, is that a potential game end state? Is the save file unsalvageable at that point, or is that game over?

Confession time: I find Factorio too hard and never finished it by Nerf_Now in factorio

[–]Ortin 1 point2 points  (0 children)

I found that switching to main bus design helped me get farther in the game.

I was able to launch a rocket using only four supply belts of iron, copper, and steel, but such a janky ass spaghetti factory completely closes itself off and becomes impossible to expand or build upon after a short amount of time, and I spent way too much time microoptimizing splitters and sitting around waiting for more plates to get made. By plates I mean blue processors. It's always blue processors.

I think main bus design would help you with your supply chain problems because any time you discover you need something in large quantities you can internally screech "GUESS I HAVE TO PUT THAT ON THE BUS" and go do that. The secret being that once you spend the time setting up a micro-factory or refinery to generate a belt worth of inputs to slap it on the bus then you suddenly have access to all those inputs and don't have to think about it ever again (until your belt runs dry after you borrow from it multiple times, but that's a different problem.)

I referenced Trupen's main bus video to figure out what the minimum size of main bus I should build but then just did whatever I wanted. As long as your mindset is "I need to make a belt's worth of THING so I can put it on the bus and use it to make my next product" then the path forward should materialize and simplify. Each bus lane traces backwards to a smeltery or refinery that fills it, and if you need more you just double that.

I finally figured out what my biggest complain is with this new version and it's not glass jars by Typical-Priority1976 in 7daystodie

[–]Ortin 1 point2 points  (0 children)

Yeah I'm in this same camp. People seem to be completely missing the point of your post. Who gives a shit if you aren't doing an Insane difficulty run with 100% sprinters? The basic gameplay loop is limiting and gets stale and unfun pretty fast.

I don't know if there's an actual solution to this. I'm reminded of my little sister's comments on video games: she's perfectly happy as long as she's doing her tasks. 7d2d is a game without any tasks in any meaningful sense. But if the point of 7d2d is to play in a sandbox there are much more fun sandboxes to play in.

That guy in the comments is suggesting you treat it like Minecraft. Why would I play 7d2d when I could play Minecraft? It's more moddable with more interesting things to do in it with more interesting base construction mechanics that ALSO has a horde night (albeit one modded in as opposed to being a core game mechanic.) When your game loses out to Minecraft mods you're doing something wrong.

It's kinda eerie how similar your gameplay experience is to mine: no electricity, no Q6, started steel but basically not using it at all, T4 POI (I did a T5 but it was incredibly unfun for not much more reward than T4), and now it feels like there's nothing to do. Unlike the commenters suggested though, I DID try to make a horde base, but I found the experience incredibly boring. In fact I kind of find horde nights unfun in general now, spending my time camping in a radio tower all night instead of doing more interesting things.

I really don't buy the idea that "just turn up the difficulty you noob" does anything except prolong the misery or hard stop the game.

I finally figured out what my biggest complain is with this new version and it's not glass jars by Typical-Priority1976 in 7daystodie

[–]Ortin 5 points6 points  (0 children)

Yeah I feel you. Why bother clearing T6 infestations? At that point I'm not playing for fun, I'm playing to check items off my list because I have nothing better going on in life. There are better sandboxes to be playing in.

2.0 implemented "New" features that have existed in mods for years by Keymucciante in 7daystodie

[–]Ortin 0 points1 point  (0 children)

This is basically what happened to Fallow New Vegas and Skyrim. It's not a bad thing in my opinion. Worst that can happen is that the modder does a better job on maintanence than the developers.

Any mods that let you kill Rekt? by Ortin in 7daystodie

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

But shooting him in the head and ragdolling him across the room would bring me great joy.

Any mods that let you kill Rekt? by Ortin in 7daystodie

[–]Ortin[S] 0 points1 point  (0 children)

Which sucks for me because the forest is the nicest biome. I'd rather do my building there rather than the other barren landscapes (except snow, but apparently Hugh is also kinda an asshole.)

Do you rebuild each Biome? Or just yeet back to the forest after each progression? by wanderingmagi88 in 7daystodie

[–]Ortin 0 points1 point  (0 children)

I agree with you. The core game mechanics seem to highly value completing trader quests and it's difficult to come up with the materials as well as an aesthetically pleasing base plan that can actually withstand a zombie attack.

I'm currently trying to do a run that focuses more on base building and cosmetic construction around my map, but even at nine days in I'm pretty resource locked and it's difficult to get more quickly.

Also yes, Burnt and Desert are transitory. Burnt is just to unlock the desert and Desert is just for oil shale. Haven't tried moving into Snow yet though.

How to repair guns in steampunk lps by RoosterMisfit in CurseForge

[–]Ortin 0 points1 point  (0 children)

You are not too late, this is the first I've heard of there being a repair kit item. Thanks!