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why are there no threads about factorio?
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>>1144473
the factorio addicts are optimizing their green circuit production
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>>1144473
Because its home is in /egg/, not here. It's not a strategy game.
>>
It's a solved game. Play it once and now you're just relegated to plopping down your blueprints. Download a library and you don't even have to think for yourself at all. The first play-through is great and has some interesting challenges, then it's just repetition ad nauseum. You have a perfectly balanced green circuit blueprint? Great, now build it 3 dozen times so you can advance to red and blue circuits. What great strategy, what mindblowing optimization!
>>
>>1144534
It kind of is
>>
we are busy minmaxing our factory and don't have time to post
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>>1144473
Kovarex is a brood war fag & initially he wanted to have some part of strategy game in factorio. No idea what happened to that sentiment though.
>>
>>1144473
Well there is one now
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>>1144583
n't
>>
>>1144473
too busy playing satisfactory. I respect factorio players, but I like the slower pace of satisfactory as well as the 3d aspect.
>>
>>1144473
I bought it but it's a monstrously time-consuming life sink-hole.
Dropped it after researching solar panels.
>>
>>1144749
>as well as the 3d aspect.
Any thoughts on Dyson Sphere? I'm actually having a hard time getting a feel on whether it's faster or slower. Mainly because I"m having a hard time getting into it.
>>
>>1144779
>monstrously time-consuming life sink-hole
Daily reminder, that it was okay before when there were only 3 colors of science packs.
If you think about it, the game is heavily padded and if you reduce all the duplicate shit colored differently the game's kind of bland, no?
>>
>>1144473
Legit not strategy. Can you supply an army with your factory? No. Only kill mindless roaches.
>>
>>1144534
>>1144995
I don't like Factorio much, but even I think it fits the /vst/ theme. It's basically tower defense with resource management. Two /vst/ aspects at the core of the game right there. So what if you can't command units? Can't do that in citybuilders or tycoon games/economy sims either and they're /vst/ staples. If the mods think >>739 MOBAs belong on /vst/ as well as tactics game (aka puzzle games), Factorio clearly does as well. /vst/ games are mostly defined by not belong to another genre, not by being particularly strategic.
>>
When's the pyanodon update coming out?
>>
Factorio is a puzzle game
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>>1144473
It's okay I guess.
>>1144534
>egg
Wat?
>>1144910
>Daily reminder, that it was okay before when there were only 3 colors of science packs.
Oh yeah, that's why I stopped playing.
Why did they make solar plug and forget but make both steam and nuclear autistic?
>>
>>1145388
>nuclear autistic
Well, to be fair, it's a thing that you set up once and it solves any future power problems.
>>
>>1145388
>>egg
Engineering games general on the /vg/ board.
>>
I just dropped bobs/angels, managing the ten billion byproducts is basically an unfun logistic-robot-fest. Not to mention the resource game is horribly unbalanced, due to shoddy mechanics the infinite ores cost hardly anything to mine. I haven't needed to lay a single railway because of that.
Have I just reached the limit of my autism??
>>
>>1144910
>when there were only 3 colors of science packs.
>when there were only
... there are more now?
Why? What fucking for?
>>
>>1145328
It's not even a puzzle game, since you can use blueprints between saves or even download them online. As such it's.... genuinely hard to classify what it even is. But it's a solved game anyway
>>
>>1144576
What about with mods and nu-Factorios like Riftbreaker, DSP, Mindustry, etc?
>>
>>1145427
There are 7 now. I'm glad there are still only 3 colors of circuit boards.
>Why?
Padding. It's the same thing with how endgame was "solved" by adding infinite research.
>>
>>1145427
>>1145428
imagine trying to sound dramatic on a eskimo paole dancing forum. over something so minor at that
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>>1145590
>over something so minor at that
Why are you like this?
>recycle your assets and change the color scheme
>and it in the game and call it a new feature
>player now has to waste twice as much time as before doing the same fucking thing
Job well done.
>>
>>1145642
>why is there factory management in my factory game
take your ritalin
>>
>>1145729
>I eat shit up with a gusto
>>
Yes, let's keep expanding the definition of strategy game until everything fits.
>>
>>1145798
Congratulations, you discovered why Chinese factories have to put giant nets on their roofs.

Factorio is a game for autists who think networks are fun, not for autists who think video games are to be consumed like fine wine and caviar. If you can’t recognize this you should fuck off.
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>>1145729
>oh boy, oh boy I just made a green circuit board and now I need to make a red one
>oh boy, oh boy I just made a red circuit board and now I need to make a blue one!
:O
What about each assembler tier invalidating the previous one?
Belts?
Science packs themselves are just peak garbage concept being there just for the sake of having something to do.
At least military goods have purpose as an end product even if the combat and tower defense sucks.
>>
>>1145436
>What about with mods
Valid point. It would probably keep the game interesting for a whole while longer. Still doesn't solve the fundamental problem of repetition though. I like figuring out stuff, but I hate scaling already solved things up with massive parallelization. It's realistic, but I prefer lean designs, which doesn't gel well with Factorio. It's the old tall vs wide debate - I want to build up without constantly having to quintuple basic resources.
>nu-Factorios like Riftbreaker
seemed to action and combat heavy for my taste
>DSP
I hear good things about it. Never really looked into it, but the basic premise once again seems like a blueprint-fest where you literally cover whole planets with basic shit so you can finally get to interesting new stuff. Am I wrong about this?
>Mindustry
Love it. Did everything there was to do on v5. Played a lot of v6. Very good marriage between wave-defense and Factorio-style production. I'm at a point in v6 where I have a distribution center set up and now it's kind of dumb because I can send thousands of each resource every minute to a map with no infrastructure. It's an elegant solution to the repetition problem, but at the same time the game just ran out of new stuff so there's no point in facerolling my way through every last sector.
>>
>>1144473
/egg/ is like 99% Factorio general, you should go there. I would agree it's far from a strategy game, even though there are (poorly implemented) mods to add controllable units. It is, first and foremost, a logistics simulator, and is much closer to its original inspiration which was IndustrialCraft and other such Minecraft mods. Still a great game though.
>>
>>1144576
>>1145428
I'm not a real Factorio fan, I just find it somewhat neat for some time. The issue is - the question of it being or not being a solved game is absolutely irrelevant. Almost 0% of Factorio's appeal is built around challenge and solution.

It's not a puzzle game. It's appeal draws almost entirely on aesthetic satisfaction. I don't mean visual aesthetics of things looking pleasing, but rather the aesthetic pleasure of production arrangement.

It's essentially a House Makeover game for a different demographic - instead of a girl finding out that these drapes really complement the flooring and furniture by making it all feel cute, it's a boy finding out that this arrangement of green circuit boards has higher productivity and makes it all feel cute.

And that's entirely okay. Hell, 60%ish percent of people playing Paradox games seek pretty much the same enjoyment in them and another 35% are misguided VN readers.
>>
>>1146743
>a solved game
People are using this term/expression wrong and it bothers me.
>>
>>1146743
>and another 35% are misguided VN readers.
hm?
>>
>>1144473
I'm currently playing factorio space ex + Krastorio. It's hard but I keep working through.
>>
>They were developing an engine and factorio is just a byproduct of their efforts
If narrative around production was framed like that I wouldn't have this hard to contain urge to shit on factorio like I do currently.
>>
>>1144995
You can with AAI Programmable Vehicles, gives you the genuine RTS experience of A-moving a bunch of tanks into your enemy base.
>>
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>>1145427
Because alien science packs were removed.
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>>1146848
>Paradox
Anon might be talking about the gaymers who play HoI4 for its glorified webnovel mods or EU4 for its anime portrait mods.
>>
>>1144473
Give me settings for a game where the fucking ayys actually pose a threat. Is Death World good or too tedious? I want to actually use the car with mg to mow down bugs while going to the oil well and gathering barrels. In normal gameplays I skip that since I either build trains or make a massive noob bus.
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>>1145388
>Why did they make solar plug and forget but make both steam and nuclear autistic?
maybe one of the devs has stock in a solar panel company
>>
>muh padding
it's not like there's anything else to do in the game, so more of the same is just positive.
it's barely a game.
>>
>>1145590
>Simple question on gameplay changes, for I didn't play it since '18
>Lol, dramatic much?
I'd suggest touching some grass
>>
>>1148899
I'd argue that there is a limit on how much you can stretch it. Originally, it was about building a sufficiently large and yet functional industrial complex, with all the logistics, so you get a rocket. Extending that, by adding extra steps to it, feels kind of pointless. What's the point, beyond seemingly being done solely to pretend the game is still being expanded and in works, so it is still worth the full price? Feels dishonest, given that the build from years ago was perfectly functional. I mean fuck, I've played this game even on an XP rig.
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>>1148911
Based no-nonsense poster.
Also - checked.

>feels dishonest
Yes it does. The things left on the list are releasing an overpriced DLC and then selling the company and the IP. Though maybe I'm wrong.
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>>1149139
>releasing an overpriced DLC and then selling the company and the IP.
It's reverse order: you sell the IP and then the new company keeps shitting DLCs
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>>1144534
I think its home should be here fuck you.

>>1144576
Lies, building a 1000spm self contained module, train network and construction hub as well is an enormous task and takes time. And that's vanilla.

Throw mods in and the game becomes quite different.
>>
>>1144593
It kind of has an RTS element in it. The devs have mentioned it before.

You can place blueprints in map view and robots come along and build it. No need to move your character at all. It's really the only way to manage a very large factory.
>>
>>1144473
i just made a really long train and built some walls, still have no idea how you can make a mega factory but the tank and nukes are pretty cool
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>>1145031
>So what if you can't command units?
You actually can. I think. It might've been a mod I was using. It's been a while.
>>
>>1145462
Lmao. 2 of the science packs are tutorials, 2 are optional so the "challenge" is the three left, and all of them get you to engage with a new part of the game. It's all very well made.
>red
learn to mine and assemble
>logistics
use belts and inserters
>military
optional, but build this shit to defend from biters
>chemical
time to put on big boy pants and start working with liquids(new) you have to get from far away(new) that also attract biter attacks.
>production
scale up production big time, deal with logistics bottlenecks, also here's modules to optimize your production lines
>utility
Time to get into robots and power fantasy instawin shit and then wrap up the game
>space
post-game here's a huge time and resource sink if you want to deal with logistics of moving enormous quantitites of stuff
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>>1151229
This guy gets it.
>>
>>1151229
>>1151243
>game solves problems it never had by adding useless things
Yes, I've red the same factorio friday facts devblog.
>>
>>1151229
>optional: defend your base
>challenge: oil
>utility: drones
Did you even play the game or did you just watch let's plays?
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>>1151468
>optional: defend
no, optional - make military science. You could go through the whole game with just turrets. Learn to read.
>challenge:oil
the majority of players drop out before making a red circuit, oil transit and processing is a huge filter and got reworked to be made easier so that retards don't get overwhelmed by side products, maybe even reworked twice I don't remember
>utility: drones
it's literally called the utility science pack and it's made out of drone frames
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>>1151197
You can make Skyrim an RTS with mods
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>>1144749
I’m playing satisfactory as well as the factorio demo. My main gripe with satisfactory is I feel so slow. Need to go to my copper ore? I have to walk 150 yards there and back. I’m still in the beginning but still.
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>>1151636
Satisfactory only gets worse the longer you play. Scaling up anything takes 10x longer late game because you need 10x the resources and the devs refuse to implement blueprints. Manually placing hundreds of power lines and conveyor splitters/mergers can take hours in a big factory.

In factorio there's a point where you get robots that will automatically place buildings you designate so you don't have to run across your entire base. Eventually you can just copy paste a section of your base and double your output as long as you have the input ready to go. Less time wasted redoing something you already solved and more time moving on to the next production puzzle.
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>>1145426
>due to shoddy mechanics the infinite ores cost hardly anything to mine
Have you considered reducing the size/richness/frequency of ore patches during worldgen?
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>>1148169
Death world is hard as fuck which is what makes it so fun, you actually have to think about your defences in order to survive because the attacks are constant and always escalating
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>>1146916
>>1146890
Have players make your game content and make it playable for free for you.
You make all the money selling it.

Why don't all game devs do this?
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>>1144473
this game filters people with ADHD so hard
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>>1152797
Even if they don't players will still mod the game against their wishes.
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>>1152797
You don't make money from the mods themselves or if it spawns something successful, which gets penny-pinching panties in a twist. And shareholders are the biggest penny-pinching retards of them all.
Actually, this got me to wondering. Is there any other "big" company besides Valve out there with a history of hiring modders, or are they just the best at it?
>>
>>1152971
Wube hired Earendel for his graphic design skills but obviously they're not 'big'
I can think of a few more indie devs that hire or get help from fans/modders though.
>>
>>1144473
Because it is an object-placement game that's been completely solved around 5 years ago.
>>
>>1152802
everyone I know who likes it is diagnosed ADHD
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>>1144593
Right now, adding in advanced combat without retooling the game around it wouldn't be all that great. Your focus is mostly on expanding production of your factory, adding in more waves just taxes the player's attention and slows down the rest of the game.

That being said, a mode with a simplified tech tree, a new type of science you can't manufacture that requires you to expand (Like the old alien science), and highly expansive biters could work well, where the challenge is less about factory scaling and more about efficiency while fighting biters. Maybe make ore patches tiny but infinite like oil so expanding is more about getting resources faster than handling your dwindling supplies.
>>
>>1155360
I'd fucking love more advanced combat.

I've made biter extermination as efficient as possible with spidertrons and 4-16 artillery wagons. Im ready for more. Orbital weaponry, chemical and biological warfare, a big fucking chainsaw! Maybe throw in some befriend the aliens path as well to appease the less combat oriented players aka pussies.
>>
>>1155425
Based and combat pilled.
>>
>>1155425
Space Exploration has all of these besides the chainsaw
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>>1144473
It's kind of a boring game to talk about. What exactly could be said about it that wouldn't just be trading information from the wiki? It's lore is weak on top of that. Strategically it's a straight line and repetitive.
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>>1155425
I'd say make the befriend path less "befriend" and more "obscure your location so you don't attract far too much attention." There's some neat ways to reduce pollution in the game right now, but ultimately you're still going to wind up attracting at least a little attention.

Making stuff like subterranean assemblers, planting new flora to absorb some pollution, or noiseless drills could be great if you were in a map completely filled with biter nests and all you can really do is keep a few small patches clear at a time. Like, the enemy is too aggressive and expands too quickly where trying to go toe to toe with them is a losing proposition, so you have to think about efficiency at the start of a map before you really get going.

You kind of get that feel if you turn up biter expansion to a max of 2 minutes instead of 30, you can clear them out, but without a huge investment they'll push right back into the territory you just took.
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Why are there no games about Factorio?
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>>1155629
>Why are there no games about Factorio?
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>>1155509
When im done with my massive construction hub blueprint and 1000spm module in vanilla im gonna try this out, looks awesome!

>>1155517
For me there's plenty. Im at the very late stage UPS optimization of a huge factory. This presents a shitload of challenges the wiki can't outright solve for me.

>Train network deadlocks, I had to redesign my blueprints entirely to help avoid this
>Balanced resource unloading at train depot vs just using 1 huge balancer
>Circuit conditions for setting train limit at ore stations

The logistics challenge of scaling up is real.
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>>1155548
Yeah that would be cool too. I've seen people make solid use of efficiency modules on some inhospitable deathworlds.

I mentioned befriending them since that concept art they showed for the expansion looks like a brain of some kind. Could be some kind of biter intelligence or maybe just a new bug to kill, who knows.
>>
i never figured out how to use blueprints or electronic circuits. still technically "won the game".

someone said they did a run with no belts and no pipes. giving yourself obstacles like that sounds like it could be fun and would force you to rethink a lot of things.
>>
>>1157651
Make a factory that's entirely powered by coal or some other form of solid fuel.

>Steam generators only
>Burner inserters only
>Burner miners only

That'll piss off the local wildlife.
>>
>>1157696
Can you put nuclear fuel into inserters?
>>
>>1157753
according to the wiki, yes
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>>1157696
to me that doesn't seem like it would require creative solutions to things, you'd be doing the same shit but more slowly and with more polution.
>>
>>1157696
That's not too interesting, nests take polution and output biters. You just need military inputs, to churn polution into dead biters
>>
>>1145031
>so what if you can't command units?
spidertron remote
>>
One of factorio's real issues is that its too simple, when its base game. But, the actually fun difficult mods crank up the tism and other mods needs to blow your brains out. Like, Bob's is better than base, but there are some things on it that are a fucking pain. Angels+Bobs is a goddamned nightmare that makes LTN and other mods that are easy shortcuts a nesseciaty. And Py's are well just Py's. But yeah, Factorio's issue is that trying to balance the fun complicated shit, with all the other useless bullshit is hard when you ramp up the production complexity.
>>
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>>1157866
Nice digits, but your take is shit. The "all the other useless bullshit" is what your average joe likes about the game and not the factory autism, which passes only by proxy due to people enjoying basebuilding in general. You are also mixing up tedium with difficulty.
>>
>>1144808
In Satisfactory you also explore the island, which takes up a lot of time, for better or worse. But the automation part seems pretty long, and they're still adding more to the end. Oh the other hand DPS feels very short and doesn't have much of and endgame. By the time you can build spheres you don't even need them for anything other than the infinite research topics, and it only takes 20 hours or so with Factorio experience.
>>
>>1145426
Just get rid of infinite ores, that's why it's a separate mod.
>>
>>1144473
just got this game today, do you guys play with enemies on or off? Did the tutorials and they seem like mindless wave autospawns.
>>
>>1158642
off, building the factory is the fun part of the game and biters aren't a threat, they just get in the way. Turn them on if you're playing mp with braindead tards that need easy tasks to feel like they're progressing
>>
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>>1144473
if i get into it, i know i'll get addicted and not stop playing it for a very long while, so fuck you OP. no thanks
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>>1158642
Played it with biters the first time and it was fairly tedious and pointless. Even on my first play-through with default settings I launched my rocket (aka finished the game) without ever seeing goliath bugs (their last evolution form). They did annoy me a bunch though, but all you have to do is clear out all nests within your pollution plume with a tank and they'll basically leave you alone.

Since then I've been playing without. It's just a disparate aspect of the game that seems very much tacked-on to me. I didn't like it, but I still think you might want to keep them enabled for your first playthrough? It's a part of the Factorio experience and a bunch of tech and buildings are specific to dealing with biters, so you'd be missing the point of a whole branch of the tech tree if you turn them off. I think it's a misguided marriage but I can only say that with confidence because I've experienced it. Plenty of other people think deathworld is amazing. It's also not terrible in principle - I very much enjoy Mindustry - just for Factorio it's not my cup of tea.
>>
>>1144593
>>1149238
>>1155360
There's a mod that lets you build combat robots that automatically deploy and attack biters and you can order them around.
I'd like to see an expansion that adds proper RTS elements.
>>
>>1158689
Try cranking up the settings and installing rampant AI mod. If your machine can handle it.

It goes from the bugs being a minor annoyance to the scene in starship troopers where they overrun the colony. They'll also hunt you specifically as well.
>>
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>>1158642
On because I like killing bugs. If you want a real challenge play deathworld with a desert start. Playing with them off is fine if you're a casual and just like building giant bases.
>>
>>1158689
>It's just a disparate aspect of the game that seems very much tacked-on to me
I'd argue the opposite, it feels vestigial to me, a remnant from the Brood War influences early on in the design process that isn't intended to be a significant challenge or the main attraction
in its modern form it's just there to disrupt the low ambition spergs like me who would otherwise spend 36 hours manually loading smelters because they don't feel the need to ramp up production yet
it's a glacial ramping up of pressure because it's just intended to be a garnish that forces you to improve at a more-than-glacial pace or risk losing progress
for an on-video example of this, Rockleesmile during the initial NLSS playthrough was quite content to trundle along as a glorified human inserter with no grand design or purpose, just doing tasks he was told to do by the others with no real ambition or drive of his own
and there's nothing wrong with that, but it would have taken him yonks to get into the real meat and potatoes like assembling machines and trains and such, and he likely would have given up at various points without an obvious carrot to spur him on
fast forward through biters undoing some of their progress, him dying once or twice playing backup on base clearing, and all of a sudden he's found a purpose and drive, and that drive is to build bigger guns and squish bugs
I'm pretty sure for the entire rest of that first campaign before it fell apart due to group dynamics he only built turrets, ammo, tanks etc because he was completely focused on killing, and had interest in the rest of the game only so far as it could fuel the war machine, and was constantly hassling the other guys like hey let's go clear a base, make me more ammo, someone needs to automate armour, etc etc
but it's been years since I watched it so that might be Flanderisation
>>
>>1155509
>Iridium Piledriver
Please stop, I can only get so erect
>>
>>1151279
>game that is entirely about solving these exact problems has too many of these problems to solve
OK.
>>
>>1160945
>game has multi things going for it yet I'm blinded by autism and only see one
OK
>>
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>>1160945
>>1160990
>supplies ingredients to an assembler
>look at me I'm solving problem
>I'm a heckin engineer
>>
>>1160990
The game is literally, entirely about building production lines and using them to feed into new ones to build more. If this bothers you, you may be a retard like this guy here >>1160993
>>
>>1161004
Don't bully retards anon.
>>
>>1160945
My problem is setting up a red circuit production is too boring but I need it to get drones to make it less bad to make it
What's the solution the game's given me?
>>
>>1161004
>entirely about building production lines
Lying kike. 3rd of your production is military arsenal, yet you go
>muh production lines
>>
>>1152971
Stardock hired at least one sins modder in the past few years. The other examples I can think of are even smaller.
>>
>>1164081
Post factory



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