4 ms·
I did take a look at it very early on in Early Access. I sort of did not like that it was so deterministic, like many games of the type. If there was randomnes
by billfruit 6y ago
I did take a look at it very early on in Early Access. I sort of did not like that it was so deterministic, like many games of the type.
If there was randomness like machines churning out defective parts, machines ageing due to wear and tear etc it would have been more interesting, would even perhaps lead to more interesting tradeoffs. Some type of risk vs reward decisions were not there, which to me is generally a fun component of games.
- otr 6y agoI'm sure there are mods (https://mods.factorio.com/ https://mods.factorio.com/) like that, and if not feel free to write one (https://wiki.factorio.com/Modding#Creating_mods https://wiki.factorio.com/Modding#Creating_mods). edit: now that I think about it factorio is purposely deterministic because otherwise it would break multiplayer almost totally.
- billfruit 6y agoMay be possible that it can be modded in, but I get a feeling would likely break the game, and things will go out of balance, since the core game perhaps was not designed for such probabilistic behaviour. Actually some amount of probabilistic behaviour including variation in the quality and rate of outputs of machines, even atleast variability between the different instances of the machines of the same type would have made it vastly more interesting is my view.
- bspammer 6y agoThere is probabilistic behaviour in the game for reprocessing uranium [1], presumably they found a way to keep the RNG in lockstep across clients. I'm pretty certain it's possible to make a mod that does what you've described, but I'm also pretty certain it would make the game less fun :P [1] https://wiki.factorio.com/Kovarex_enrichment_process https://wiki.factorio.com/Kovarex_enrichment_process
- lucb1e 6y agoThat's exactly why I like Factorio more than, say, prison architect. Where in Factorio you make your items move over conveyor belts, in PA prisoners/guards/etc. move in really stupid ways and you constantly have hallways clogging up on the rightmost tile while otherwise being empty (for example; there are many more aspects that are yolo in PA versus 'exact' in Factorio). Heck, one of the silly parts of Factorio is having to move your miners when the mine runs out. That's kind of "breaking down", though it's also predictable, and even that feels like re-doing work I've already done! It's really not my thing. Seeing your perspective, I'm not sure this is unifiable into a game that both sides would like. I guess we just like different kinds of games.
- infogulch 6y agoI think that's what the purpose of the game's enemies are: To give the player a meta-task that disrupts the abstract factory building mode that players can get stuck in.