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World of RoboFarmCraft • View topic - Game progression rate
Page 1 of 2

Game progression rate

PostPosted: Tue Jul 21, 2015 6:43 pm
by Denis
This is a subjective issue to be sure. To each his/her own and all that. I'm just a single point in a cloud of data, blah blah blah.

Also, the game improves with each release so a version 1.0 player will have a different experience than I (we) did, so perhaps this is not relevant.

My first impressions of this game were the subject of a long post and I want to underline that I might represent a portion of the target audience that just don't get (obvious) things (easily). In any case, it wasn't love at first sight. I had to "stick with it" as I was pretty much lost on how things work and what I was supposed to do. Again, most of this is perhaps simply the fact that the help wasn't implemented (and yes, I didn't read much of what was written).

So at first I had some trouble getting a grip on how things worked. Wiring things, finding where I was, what I was supposed to do, etc.

But I got help from worfc and rdka and passed that first phase and I got into it and found myself liking it more and more and wanting to come back to it. I still had things to say on how to improve the game of course, but I was hooked. I think the success of a game relies on various subjective issues, but one thing that is most important is if people "stick with it", because once they quit you can't win them back (as they're not listening to your arguments).

So there was a time I was enjoying myself.

You can think of it as a grinding-budget: there is some amount of bother that I'm willing to go through for something that looks promising.

As I said on this board, there was many times I would have liked to be able to program the robot instead of micro-managing it. But you hang in there because the good stuff is just over the horizon. Well, I'm still waiting on that good stuff and the grinding-budget is all spent...

I can no more program the robot than I could before[3], so having the robot do things for me seems as much work as if I had to do them all by myself (ok that's an exaggeration, but it helps with making a point sometimes!). I have to deal with a limited inventory, and the amount of raw materials I need for the next phase of progress seems huge.

The reason I cannot really program the robot at the moment is that gates are very expensive (resource wise) to make (at the moment), and I spent those (gates) I crafted to make other things (like genetic mutation oscillators). So automation of the grinding part is not yet an option (for me, perhaps I'm missing something obvious — again).

At the moment, the amount of stuff I need to make things, and managing inventory, and dealing with stuff on the ground and chests and whatnot, and the fact that there is no improvement in sight (from what I can see in the near future) would simply make me trash this game and go on to the next. The only reason I stick with it is that I'm not playing a finished game and I'm doing it to help test things out, so my expectations are not the same. If there was no dialog (with worfc or others), and I was trying this game to see if I liked it, this is where I would have quit.

Now again this caveat: I'm much less tolerant to grinding than I used to be. Yes I play a FM in CL, but I've been playing it for 15 years[1] so much of the grinding is behind me (you mentioned I was getting old, well I am).

It's also hard to say if the appeal of the later-game of worfc would make me stick around under normal circumstances. There is much appeal (to me) to this concept you have for worfc[2] (or I wouldn't have registered to test it). What I mean is that a version 1.0 experience with sufficient data/info on what's coming ahead might make people stick through this part of the game. So perhaps this would not be an issue.

But I've played less recently, and mostly only because I feel guilty not to test things out, and partially because I'm curious if I'm mistaken and this phase I'm in and that is bothering me is shorter than I expect it to be.

-----------------------
[1]: and I've quit a couple of times along the way, but eventually came back
[2]: gah! spelling checker keeps changing 'worfc' into 'work'
[3]: less than before actually, since the changes in the way bumper work, I can't easily have a logic circuit to power down when I get to the stone wall while moving in diagonal because it would take many more gates than it used to take before the change (and more than I currently have).

Re: Game progression rate

PostPosted: Tue Jul 21, 2015 7:28 pm
by worfc

Re: Game progression rate

PostPosted: Tue Jul 21, 2015 7:31 pm
by worfc
P.S. Thanks to the bug you found, it wasn't possible to make silicon. I'm going to guess that put a damper on gate-creation. I'm uploading a hot-fix for that RIGHT NOW!

Re: Game progression rate

PostPosted: Tue Jul 21, 2015 8:12 pm
by Denis
I'm not leaving just yet. As I said the game-as-you-describe it appeals to me, it's just not there yet (or I'm not there in it). My post was meant to point out that the progress rate needs adjusting because you'll loose people at the point I'm in at the moment (if they're like me, under similar circumstances). I'm just playing less[1].

Bug: it was possible to make silicon, it's just the button that is at the level of the "Short:" section (I call it the BOM button) that freezes things (and not just for silicon). It seems to freeze for things that I'm far from being able to make, like Steel mill, but for things like Steel bar too.


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[1]: and the loss of progress, again, because of the 'save name' thing doesn't help.

Re: Game progression rate

PostPosted: Tue Jul 21, 2015 8:23 pm
by Denis
P.S. the hot fix seem to have fixed the BOM button issue. I tested some of the troublesome items and they show their BOM. So I saw the BOM for the Steel Mill...

1824 clay
4040 copperwood
9376 ironwood
64 plastiwood
4080 beachwood and
22818 wood

Seriously? that's more than 42k items! The maximum inventory is 4000 items btw. Just saying.

Re: Game progression rate

PostPosted: Tue Jul 21, 2015 8:28 pm
by worfc
Well, I beg your patience as "I'm just one guy", but I'll do my best to make my millions so I can hire a team of experts to help me balance the game. :) If you need a break, that's cool, I'll plod along as well as I can.

Silicon: the BOM button (that's what I call it, too) hung because, at the time you pressed it, silicon required a steel hammer, and steel required silicon.

* Fixed in latest hot-fix.
* There's a unit-test now to help me never-again screw-up the data that way. (Assuming I run the unit-test every release ;) )

Also, (and this won't be in until next release, but it would make the hot-fix, if you found me another crashing bug <G>)...

* I lowered the price of gates ~30%. Actually, I had to raise the price about 50%, but now it makes 2. (Had to do it that way because there's no decent way to spend 1.3 iron, for example.)
* I made gate-tree-seeds a learn-by-fail thing, but with a decent head-start on the % chance.

In theory (THIS HAS NOT BEEN PLAY TESTED. LUCKY YOU! ;) ), this will make gates a little more affordable, but also put a little distance between crafting and farming gates.

Feel free to let me know if I totally screwed the pooch on that change. :)

Re: Game progression rate

PostPosted: Tue Jul 21, 2015 8:29 pm
by worfc

Re: Game progression rate

PostPosted: Tue Jul 21, 2015 9:01 pm
by Denis

Re: Game progression rate

PostPosted: Thu Jul 23, 2015 3:15 pm
by noivad

Re: Game progression rate

PostPosted: Thu Jul 23, 2015 3:41 pm
by worfc