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Personally I start a new base whenever I want to try out new ideas, and the old one has run its course.
Ok then Fine to this question, I get a mod that you scrap old replenish existing one.
Generally saying, no need but start new if your base already fill up the whole map.
I've played MP with both larger and smaller communities, followed a couple of playthroughs from different content creators (Zisteau, KoS, Nilaus, xterminator etc.).
As for the content creators, a game/base is usually "done" once the goal is reached that they themselves set out to do at the start of it or they give up (i.e. Nilaus Space exploration, he gave up after a while).
Most of the time this constitutes to exploring everything the game/a mod has to offer but sometimes they simply set a fun challenge. Right now for example, Nilaus has set a goal to "launch every Twitch subscriber into space" in a death world. So that one clearly will not end until that's done.
As for solo players, some give up as soon as they feel the base is too much spaghetti and they'd rather start fresh and challenge themselves to do better and this is a process that repeats and sadly, most of the time this results in them losing interest in the game before launching a rocket. (3 friends of mine have had that occur to them)
Most of the solo players will give up after launching a rocket or a few. Only a relatively small portion will decide to go for "XK science per minute"
In multiplayer, this tends to be reversed. Communities generally have a set amount of time that a map runs (i.e. 2 days, 1 week, a month) and it is the challenge of the community to break their previous records of launching rockets in that timeframe. It isn't always fair due to how maps are different and in multiplayer, how many people play at a given time.
Due to how public games work however, more players doesn't necessarily mean better. Having a well coordinated team of 5-10 people each doing their own task are almost always much more efficient and faster than 30 people overlapping the same parts of construction (4 malls, yay). Another drawback is that people tend to want the same resources for that fancy new research that came out so they can run faster even though they might not have contributed to the base yet at all.
Solo games; yeah how can I explain that. I usually quit and restart when my situation becomes either so OP it's not a challenge anymore, my base becomes an unmanageble chokehold (usually because I fubarred my rail network), or when I enter a deathspiral (coal ran out, no outpost and the inability to handle the nest guardian the next patch)
Having said that some of those games last a couple of days....some a couple of weeks...and ironically I've entered a 'save my base' status in my latest game and I'm going to redesign. That game has gone on for a couple of months now
If we talk about actual playing time...usually between 200 and 500 hours.
-I did new game when they changed science packs from requiring biter nest remnants.
-Had a 1 rmp (rocket per minute, not including science packs). Ended when I reached the goal of 1 rpm.
-I did couple of new games for achievement runs. Those ended with rocket, except the "getting on track" achievement which ended when I got it.
-Did couple of death world runs Those ended with rocket.
-Had a 1k spm base with "fun" production lines, (ie not 8 or 12 beacon lines). Ended when I reached my goal of 1k spm.
-Had 2 different megabases running simultaneously with different concepts, those ended because I stopped playing the game and now the recipes have changed again.
-I did a new run to get a feel for the new 1.0 game. This ended with rocket.
-Now have a 1k spm base going towards 10k spm megabase. This is still going. The goal is 10k but I would continue until I can't sustain a decent ups or recipes change again.
That's probably why I really wanted an "actual" Endgame or more interesting/challenging Biters. However, I mostly play Vanilla and when I get really tired/bored with it I'll play a Modded game. So far Krastorio has been my favorite since it feels like Vanilla 2.0 and Endgame is more interesting.
Clearly the game was made to be played past the rocket. All the time the devs put into optimizing the game so you could get to the massive scale and you chose not to? To me that's what makes factorio special, the size of things. Even the whole copying and pasting system with blueprints and construction bots, that's made for large scale construction, not just launching one rocket.
Of course to each their own.