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Minecraft has endgame and even a you won screen when you beat the ender dragon. You can just totally ignore it and keep playing.
A building game without any endgame would be like 7days to die or space engineers.
Some do a loop endgame. Like you finish it and then start over again or continue, maybe even with a newgame+ mode.
I think that its good to have endgame as an option. Just not as the only option.
And Minecraft certainly isnt popular because of its endgame that only consists of a bossfight and a creditsscreen. So he still kinda is right.
There is actually 1 or 2 scenarios in factorio where you have to repair a pre-existing factory (which is always the same) so this would be kind of a "level up" of that idea, leading toward a more characterized and unique map every time you create one
This is a fascinating concept. It could be particularly useful for newer players. Trying to piece together someone else's ideas from the fragments of their design could help you come up with new ideas and understand the game better, without just being told what to do by reading a guide.
Space Engineers did something similar, asking players to contribute their own designs to be used as derelict ships and abandoned stations that would appear at random in the world.
Inviting players to submit parts of their factory or whole smaller factories to become ruins would help lesser known players with good ideas to gain recognition and spread their concepts among the community.
Exactly, and not only that, by doing this you're also giving a purpose for player to be wanting to wander around the world just thinking to what awesome artifact they might end up discovering so you become like an archeologist in an alien world, furthermore this factory you might find are now overun by aliens so in order for you to explore and reclaim them you have to prepare your asenal and fight, so with a properly tuned combat and maybe more weapons, this would add quite a lot of fun to the game.
If you think about it, part of terraria and minecraft (and other survival sandbox out there) success is due to exploration of uncharted territory and caves and dungeons, basically you build your "safe house/stonghold" and then you explore, and back and forth between the two, you ammass strenght by exploration and bring it back home and trough it you also improve your home, it's a loop of fun.
Factorio has the building part in it, but the world simply feel "lifeless" and lack character which in turn doesn't offer meaningful reason to explore and expand (you know is the same green land with the occasional empty desert in all directions) to most player (unless you like building for the sake of it instead of building as stepping stone for exploration) and you basically can get trough it without even care at all for exploration and combat, all the resource you need are near and easy to get - no challenge. :\
Imo they should make it like an RTS or an RPG. For an RPG they could just make it so that you earn experience from killing the enemies, and you have to level up your character to get bigger and stronger and fight tougher enemies. Currently there is no need to expand, you can just build one small base and win the game like that. But if you had to go out hunting and travel further and further to kill stuff, you would have to expand your base to help you explore further. There could even rare loot from enemies that provide you with some useful gadgets. Instead of just some weapon slots and armor, you could have a few more slots and have more items to fill them.
The easiest thing would be to just make it more of an RTS though. There is already a mod that uses the biter AI to control a squad of tanks. The end game should be that the aliens are infinitely growing stronger, so at some point you need to go and kill them all before they get too strong to handle. So build your factory to a decent level, but then start producing tanks and gunships, artillery, support vehicles to bring ammo and fuel. Then you can head out with your army to wipe out the enemies like an RTS.
So I'm definetly against the concept of a game timer in this type of game. There is one already but that's reasonably manageable for a player, infinite growth is a completely different thing, turns the game into something you have to rush (or you feel like you have to).
You should have super strong aliens in some areas of course but you shouldn't be pressured like that to go and take care of it imo.
I do believe if inf scaling is added it should be optional
Maybe you struggled last 5-10 hours barely holding up against the aliens while thinking eventually you can do it, now you realize you can't compete with them anymore, and forced to roll back to a 5-10 hours old savegame? Not a solution against deep frustration, infinite scaling should be optional stuff indeed, if added.
Im no coder, but it cant be too hard to create some form of elite biter/spitter spawner that has significantly more hp and defence than a normal, then make a few spawn far away from spawn.
NOT "find uniqe stuff in Alien Bases"
NOT "like an RTS or an RPG"
i agree with that: so could add more stuff like these but i think that can shortly destroy the Main Theme in this Game. and over all that would be bad.
add more Stuff that we can Automate!
or bring more Difference in the old stuff (saltwater and normal water) (Fracking)
Seasons i could imagine... with Cold and Hot mechanics... that have influence on some things like the real world but maybe its not usefull for fun.
if u Add to much in a Game, then the Game is not authentical and ... "weak" Factorio is goot how it is. is a Gem in this sea of Games.