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You have to give the game some time. If it's good (like Factorio is) it might just pull you in. You also need to be in the right mood for that particular game.
by kennu 6y ago
You have to give the game some time. If it's good (like Factorio is) it might just pull you in. You also need to be in the right mood for that particular game. Sometimes you have to try a game many times until get pulled in.
- TylerE 6y agoI’ve tried several times but it just repels me. It has the worst tutorial I’ve ever seen and all the inventory management is just super awkward with weird UI. That’s coming from someone with hundreds of hours in OpenTTD and the like
- chipperyman573 6y agoWhat's wrong about the tutorial? It walks you through the first 5% of the game. The remaining 95% unlock in a way that makes it obviously an improvement to something you have already. Personally I really liked it.
- TylerE 6y agoIt’s incredible opaque. The old tutorial was actually better. The new one they introduced is really bad. Not only does it not explain things, but some of the mechanics actually work differently in the tutorial. This is a pretty good breakdown https://forums.factorio.com/viewtopic.php?t=72407 https://forums.factorio.com/viewtopic.php?t=72407
- jfim 6y agoThey've actually decided to remove the tutorial introduced in 0.17 and go back to the 0.16 one. https://factorio.com/blog/post/fff-342 https://factorio.com/blog/post/fff-342
- hobofan 6y agoTo get beyond a certain point in this game you will need a exact understanding of certain mechanics and advanced patterns. I doubt most people would come up with advanced patterns (e.g. how to build a well working main bus, or a conveyor balancer that works well) by themselves and learn that from the wiki. If you purely stick to everything you learn ingame, you will probably hit a wall after 20 hours or so.
- pmoriarty 6y ago"all the inventory management is just super awkward with weird UI" That's funny, for me Factorio has one of the best and well-thought-out UI's I've ever seen in any game (especially for a game this complex).[1] [1] - With the exception of the circuit network, which is too easy to turn in to spaghetti code and a nightmare to debug.
- TylerE 6y agoPart of it, frankly is that I hate pixel art. Give me antialiasing and decent kerning, dammit!
- zo1 6y agoIt's not pixel-art. All their "entities" are actually 3d models that are rendered into isometric images. And they've also slowly been regenerating all their images with high-resolution models + renders.
- TylerE 6y agoIt’s rendered to fixed resolution sprites. That’s pixel art.
- imtringued 6y agoPixel art by definition involves the careful hand placement of individual pixels to create an image. What you are talking about is just a 2D game.
- TeMPOraL 6y agoWhich makes it better than the 3D you yearn for. You can't do as high-quality and as stylistically consistent graphics with real-time 3D rendering; the computing power simply isn't there.
- TomMarius 6y agoPixel art means making a picture while zoomed in to see individual pixels, placing them manually nearly pixel by pixel (only the most basic shape tools are used, and no anti aliasing).
- 7777fps 6y agoI agree, and I dropped Factorio for a year before going back to it and sinking a few hundred hours into it. What changed? Well partly some UI improvement, but mostly it was a mindset change. The inventory is rubbish because you're not supposed to have inventory. It's a game about JIT supply chains. Instead of building things and working out what to build from them, start from the end and work backwards. I also had to learn to not get bothered by overproduction and stop trying to buffer overproduced goods.