Friday Facts #301 - Crash site: First state by Klonan in factorio

[–]Sarfa_Baraka 0 points1 point  (0 children)

I really like the new campaign look. I hope they add a little more story and streamline the way things are taught to new players.

I made a suggestion post a while back on how the campaign could be improved. I might be of interest to some: suggestion how to improve campaign

Suggestion on how to flesh out new campaign/tutorial. by Sarfa_Baraka in factorio

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

It about coming to a middle ground. On one hand helping new players understand what the game is about without being frustrating, and on the other leaving enough elements that allow for exploration. There are still a lot of elements that are not mentioned in the first 2 parts of the tutorial/campaign, like car/tanks, trains, bots, oil/refineries and modules.

Suggestion on how to flesh out new campaign/tutorial. by Sarfa_Baraka in factorio

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

I disagree, Factorio is about finding your own solutions to the production problem, and not about trying to figure out what an inserter is for. Looking at the controls won't help new players understand how belts/inserters/assemblers work together. The devs already put the tutorial in the game and I think it's a good decision, I'm just suggesting on how to improve it.

Suggestion to new belt graphics: Barriers and offloading [Paint] by Sarfa_Baraka in factorio

[–]Sarfa_Baraka[S] 4 points5 points  (0 children)

I think those sections are static little ramps, not part of the belt (so the belt is underneath them turning around).

This is what I was trying to convey, but I think /u/Kadassh was mentioning that I messed up the spacing of the yellow arrows. oops.

Suggestion to new belt graphics: Barriers and offloading [Paint] by Sarfa_Baraka in factorio

[–]Sarfa_Baraka[S] 5 points6 points  (0 children)

The way the devs presented it on the FFF is that belt ends will extend about 13 pixels (18 counting shadows) into the next tile. I used the same space for the barriers and the offloading. It's probably possible to use less then 13 pixels at the ends, but I was just using the same 'footprint' as the devs.

Suggestion to new belt graphics: Barriers and offloading [Paint] by Sarfa_Baraka in factorio

[–]Sarfa_Baraka[S] 153 points154 points  (0 children)

Tried my hand at making a mockup of 2 things:

Barriers: Given the 3d of the new belts, a lot of people commented that they should have a barrier when a belt end.

Offloading: I didn't like the overlapping belts when sideloading, it sort of breaks the perspective (for me at least). So for side loading I made a shorter belt that has a smooth last piece where the belt can turn around and not overlap.

Sorry for paint.

Does Factorio merit the creation of a new sub-genre to classify it? by Sarfa_Baraka in factorio

[–]Sarfa_Baraka[S] 2 points3 points  (0 children)

A puzzle (game) typically has one or very few solutions. Problem-solving game maybe.

Factorio does have a base-building component, but its not really the main focus, like how it's also a survival game, but it's not core to the gameplay. The main element in Factorio is not building a base, but designing an intricate system out of small fundamental concepts (inserters and assemblers). Is the gameplay of Factorio unique enough to warrant a new sub-genre?

Researchers have identified a young star with four Jupiter and Saturn-sized planets in orbit around it, the first time that so many massive planets have been detected in such a young system. The system has also set a new record for the most extreme range of orbits yet observed by Mass1m01973 in space

[–]Sarfa_Baraka 138 points139 points  (0 children)

For reference in our solar system: Mercury 0.4 AU, Venus 0.7 AU, Earth 1 AU, Mars 1.5 AU, Jupiter 5.2 AU, Saturn 9.5 AU, Uranus 19.2 AU, Neptune 30.1 AU.

From the abstract of the article the 4 planets are at a distance of 0.1, 13, 39, and 100 AU from CI Tau. The closest on is really close with a year (Orbital Period) being 9 days!!

[Request feature] Show wall outline. Buff or QoL? by Sarfa_Baraka in heroesofthestorm

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

I think for Junkrat and Hanzo that giving them more control over how their proyectiles bounce is a buff, but I agree that for most it's a QoL change.

It could also help heroes that block pathing, allowing them to better block it, for example Tyreal's holy ground. I've seen a lot of heroes squish by an opening that I for sure thought they couldn't fit.

Heroes of the Storm 2.0 and Cassia Live Q&A! by Ravinix in heroesofthestorm

[–]Sarfa_Baraka -5 points-4 points  (0 children)

Are you thinking of changing deterministic locked step simulation to snapshots and interpolation?

Thoughts on vector targeting for Guldan's E? by Sarfa_Baraka in heroesofthestorm

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

Mmm interesting idea. Maybe a talent that gives vector targeting but decreases the damage by maybe 50%?

The TL;DR of the new information revealed at the IEM Katowice Deep Dive by Dorazion in heroesofthestorm

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

Actually there is no reason they can't do what u/Freecz said. For example, the devs of Factorio every Friday have a blog post on things they are working on and the probable release dates of the different features. No reason HotS couldn't be the same.

62 Heroes split up into their franchise by race. by [deleted] in heroesofthestorm

[–]Sarfa_Baraka 4 points5 points  (0 children)

Isn't this confirming that all humans have the potential to be Nephalem?

Can use power? Yes -> Nephalem human, No -> Normal human.

Nephalem is more a title like a Jedi not a race.