Review, suggestions and my compliments.
imi0 opened this issue ยท 5 comments
I played (almost) through the pack and want to leave my feedback as an summary-issue here. I hope the format of one wall of text is OK? You can always ignore my feedback and just close this ticket. Spoiler: Its quite good as it is. ;)
I absolutely dig the beginning with you starting in an quite-established house and then you have to dismantle your precious stuff to get started. Very good! That was basically what hooked me into your modpack a long way :-D. That alone was way worth the time. (Also, kudos for granting the sleep charm!)
What I would change in the beginning is, to make the higher tier metals less accessible. I basically dug a mining tunnel down to bedrock and vein-mined a couple of stacks of wikidium and thadldu ore and were settled with armor and tools for almost the rest of the game. Can you maybe give the higher tier ores a higer Mining level, so you have to progress for better pick-axes from the Smeltery or Mekanism?
Progression through Ex Nihlio was good (already knew that mod, though), especially the interesting way of getting around to gravel. Liked that.
The dive into Create was very nice and good explained. (I didn't know this mod before, but got the hang of it easily). A small downer in the end. I went through the "creative" route and automated iron nugger production. Right after proudly finishing my machine, I realized, that I never going to need my create-machine again after I obtained enough iron for a singularity.. You could dampen this expectation/dissapointment trap by just adding some sarcastic forboding line to the text, e.g. "There are two routes forward: First, full autmation (which you won't need ever again, except for a proud display of your technical finess). Or an basic washing setup." ... (you might want to split the text then, getting this first header that is the same on both paths into an own node?)
Getting tinkers smeltery was easy for me, I did this mod many times before. Getting the blaze into the smeltery was a nice variant. Also, I liked the briefness and condensed usage of Immersive Engineering. Only super-slight feedback remark here: I mentally prepared for lots of big machines, just to realize that you don't even went into power production. Its good (immersive engineering is overused anyway)! But maybe this means the mod doesn't really deserve an own chapter? Even the "end" goal of the Garden Cloche is basically useless when compared to the extremely overpowerd Bonsai Ho.. I mean the "Hopper Botany Pot".
Mekanism and AE2 were good. (I knew the former, but not the ladder. Good explanations in both of them).
The Pam's seed chapter... well, you probably already recognized that your Pam's questline is way too grindy. (I actually unlocked all the seeds. WHY? :-D). Especially without any sarcastic text at the bottom quest, it feels a bit stale. What you could is one of these two suggestions: Either move the whole second part into an Appendix chapter for completionists. Or (and that is probably a lot less work and a lot funnier): What about some sarcastic comment in the last quest, that you must be very lonely and bored to get so far? You could also award some charm, e.g. the gluttony (although that one becomes obsolete with the absolutely overpowered Sophisticated Backpack's feeding upgrade. ;)).
The remainings of the 2nd part were good as they are. Although I haven't done the "Deliciously Creative" - it kindof comes too late in the progression (I had Tier4 mekanism stuff up and running.. why still toying with water-powered axle-machines.. :-/ ).. Which is maybe kindof a bummer? After you spent so much time in pictures and tutorials.
The "Baste the Rainbow" is very good. The grinding-cutting upgrade rewards are spot on. Also, not much to say about the Alloys.
The Thermal chapter is also nice and short. :). Maybe except you could rearrange the "Resonant Integral Components" a bit, so that its in a more exposed location and make it clear that this is the "end goal" and not the "Reinforced Integral Component". That confused me for a minute.. ;)
Industrial and the Powah were the same: Nice and short, good explanations.. Thumbs up.
Part 4 is where it starts to get a bit confusing. "The Slaughterhouse".. I would remove the whole vector plate section and put it into an appendix. I did the crafting, but more for completion sake.. Its not only not needed, but at this stage totally behind the progression. Also, alsmost all of the traps are useless to craft in this context. And finally, compared to the absolutely overpowered Mob slaughter / crusher, they just feel that they don't belong there.. The "Laser Drills" completely confused me. Why do I need laser drills? And what's the stuff about the "Ore Laser Base"? I have to say, that I am a guy who almost never read quests "in advance", but here I should have read the big text in "Ether Gas - May involve Explosions", as this starts to bring kindof-maybe sense into the laser drill thing. (The picture was immensly helpful too.) So my suggestion would be to remove any mention of an Ore drill from the text (or put it into a side sentence aka "you know that the original use of the laser drill is in combination with an ore laser base. Nothing for you to concern here, as you are stranded on this desolated planet lacking any natural resources.")
"Pack Yer Bags" is kind of on the completionist side too, but I didn't know the mod before and now I am grateful to know this absolutely overpowered shinanigan! ;) A suggestion here would be to separate the wheat from the chaff and reorder the upgrades in a way that make it clear which one you absolutely want to try out (for the upcoming adventures. Certainly the most overpowered "Food on the Run". Also the space upgrades and maybe the magnet) and which one are kindof "for completionists" (Boombox, Decorator).. Also, the piggybackpack from Tinker's is kinda too late here.. :(
Now the "Tool Tinkering" seems completely out of place. If you haven't made your tinkers tools by now, they are completely obsolete at this point (You have an Atomic Disassembler and Manyullyn alloy already!) Pretty please move it to the very beginning of the modpack, where Tinker's usually belongs ;) (in fact, I solved this questline WAY before any others around here..)
"Jetpacks".. I did not know this mod before, but it seems nice. You hinted that people might want to stop at iron ("will probably do in a pinch") and claim, that the only reason to go on is if you want to "fly further and faster". Personally, I will from now on never use of any jetpack below Tier 5, but not because of speed and range (actually, I would love to be slower in the emerald jetpack. Way too clunky). But my reason is that the hover mode is actually hovering in Tier5 and not slightly descending, which I find annoying. I am not sure whether that is a default setting or custom to your modpack, but if its a default setting, its maybe worth mentioning, so people like me who just can't stand the "not hovering" mode, will also keep going for the emerald.
The next two chapters through the end and nether are a really nice idea of progression. However, my grief that I have with these are the fact that the end-goal is the nether star, for which my automated wither farm already produced like.. half a stack. So that was a big downer once I realized that. One idea could be to make these alternate progression lines? So for people (like me) who prefer automation to exploring, they build the wither farm (although... its not that complicated in the end.. ^^) and for exploration like guys, they go through the ender dragon and the nether? Or you could get the wither farm behind the nether quest line? (E.g. make the "Purple Laser Lens" requiring a nether star in the recipe together with an dependency on the achievement of the fortress to hammer down the quite nice idea of "Going through the dimensions"?)
Finally, part 5.. "The Ultimate Singularity"... Here I hit the Grind-wall dead on. :(. I assume this is work in progress, because after such a nice and non-grindy modpack, you just throw some "Make 2000 of everything"-ish quest out? ;-(. Also, keeping track of all the singularities is quite tedious (I'd say, even worse than the Pam's grind..). So I stopped on this quest.
I skimmed briefly through the following quests and they seem to be really nice with a grand finale of the Energized Thadlduvium" where you combine all the goodies and knowledge you obtained. Good job here. I hope you find some better idea for the "Ultimate Singularity" and maybe I'll truly finish the modpack in some future update :). Even if not, it was an enormous fun. Good job, man. ๐
PS: Is there any place where you would accept one-time donations? I don't like the patreon concept..
PPS: The "other" singularity is in part 5 (quest "Singularity") is also a bit on the waiting side, although by far not that click-heavy as "Ultimate singularity". Even with this setup (which I believe should be optimal?), it will take like 20 minutes? of just waiting..
Also, the text claims its "256000 items" but it seems to need 524288 instead?
Thanks for all the feedback, I appreciate you taking the time to let me know your thoughts. Some nice ideas in there.
Also, thanks for pointing out the mismatch in number of items - must have snuck in as a change I didn't notice when I upgraded some mods recently. I'll get that sorted. (Thanks also for your other feedback during your playthrough)
The ultimate singularity should be easy enough to get through of you've made all the quantum singularities along the way (there's a quantum singularity for each of the "big" singularities, and it's essentially just one un-upgraded storage drawer full for each). Yes, it is a bit of a hassle, but it is still a significantly shortened "end game task" compared to most packs I think, so while it is little bit more of a grind, I'm not sure it's totally unreasonable.
Anyway, I hope you really enjoyed it, and thanks so much for the kind comments. If you would still like to donate, you can do so through PayPal if you wish, but it's really not necessary - just spreading the word about the pack would be payment enough!
Thanks again!
Yes, I agree that the ultimate singularity is "easy enough" to get through and that's actually my point exactly ;).
Reading my feedback again, I think "grind wall" was the wrong word (and definetely too strong of a word) for my point I wanted to make about the quest.. My feeling when seeing the quest was:
"Ok, I perfectly know what I have to do to get this. The setup is extremely simple (SRG into smelter into . Its just the same stuff for like 20 different resources, that also are very hard to distinguish"
And since all the questlines are kindof ending at this point, there is not really a lot of things I can do while I wait for the 2000 items. (I know that there is always something to do in minecraft ;-), but your whole modpack builds on the idea of guiding the player though mods with a line of quests and funny texts, and there isn't much to do that don't involve similar "completionist" quests at this point). Hm.. while I wrote this, I guess I could have gone through the optional Create-chapter again. :-D.
It might be also a special problem for me in that I did not bother to really automate the creation of any of the metals before, e.g. I just had one chest with the quantum singularities and one thadldo piping either through a rainbow furnace or directly into my storage bus. When I ran out of e.g. iron, I just went to the chest, find the iron singularity (which was already a bit frustrating, as they all look the same) plugged it into the generator, waited 10 seconds and removed it again. There was never really a need to automate that before.
Maybe you could hint the need for "lotsa stuff of everything" over and over before in other quest texts, so the player like me does this last step of automation here and there during progression? E.g. in one of the "Alloy Alloy", where you made bronze, hint something like: "Oh, and you might want to fill a drawer with that shiny stuff, you probably need a lot of it later."
Or - if you are feeling bold - you could even remove e.g. the quantum singularities for some selected items like bronze and build-in the need for "lots of this stuff" clearly and early. Best way: introduce a "smaller" quest giving out some goodies that e.g. take 400 bronze in the "Alloy Alloy" chapter, together with a final "Oh, and I hope you did not just grind out these ingots but properly automate the process, because you will need a lot of them later again." This way, you teach the player to automate gathering in the "normal" ways via automating the smeltery etc.. earlier in the progression, so you get some diversity in how to obtain the Ultimate Singularity.
Then again - that might backfire. (I can imagine players who did not automate bronze really rage-quitting ^^)
Another (very small) idea would be to make a shaped craft for the singularity where you order the items that go into it in a way that groups the related singularities together, so the first impact is not like "omg, just a plaing shopping list of things", but looks like a nice and interesting picture to fill in..
(And finally: its really not a big deal. The pack is already very nice and I had a lot of fun. :D Thanks for spending your time creating it)
PPPS: 256000 items were correct. My bad, I did not do the part "change the output mode to produce singularities". Ops. well, now I got spare singularities... ๐คฆโโ๏ธ