the crutch is of course you can't actually process certain things with weaker machines, but that is a very weak and badly designed crutch to compel you to dive further into the machinery tree. the further you get the more you get punished instead of rewarded, and as you create higher tier machinery you're just paying more for higher efficiency of the same thing that i already have, and there's nothing interesting or attractive about that. most are just boring forgettable 1 block structures that are clones of one another but just built with different materials and are completely streamlined. all of the machines are mundane and look the same. Nowadays, i play gregtech on GT New Horizons, which undoubtedly has done the best job integrating the modpack out of anything, and i have to say i am extremely disappointed and left unsatisfied with the direction the mod has taken. combined with a UU matter machine and other machinery, anybody's imagination could wonder what the possibilities of what they could do were if you had one. the fusion reactor was the ultimate goal: a shiny dream that looked shiny, was ridiculously difficult to accomplish but very easy to assimilate what it was: a massive energy producer. it provided intuitive targets and goals for players to look forward to right off the bat. it respected the direction IC was heading in trying to reward players for building its machinery, and only then it would offer its additional difficulty to further provide rewards.ĥ. this can be attributed to AE2 and other mods compensating for this in certain older modpacks, but we'll get into why gregtech has lost the ability to be user-friendly not by gaming standards, but by limitation of the GUI.Ĥ. building the machinery was never a maze of crafting, and there were always options to cut time on repetitive tasks. despite each next piece of machinery being used for completely different purposes, it was weaved in a way which still made each machine more useful than the last.ģ. every new piece of machinery you were working towards was built differently, had a very different appearance, fulfilled a unique purpose, and was progressively more complicated to craft. each new piece of technology felt accomplishing and like the natural progression to the next step. it also directly rewarded the player for doing so, in a way that was time efficient.Ģ. it expanded on the idea of maceration in an intuitive way which was relevant to its own machinery. without dragging it on too long, i'll quickly list the reasons i thought it was good here:ġ. combined with IC's wiring system and machinery, gregtech took it to the next level and created more complex machinery that provided a lot of endgame content which was geared towards having creative mode amounts of resources in survival. To give you a bit of context, i first found out about gregtech back when equivalent exchange was the big mod(lol), and at the time i thought gregtech was genius(the version i first found was 4). i've been around since alpha, i've seen the best and the worst this game has to offer. Hi, i'm a game designer and a long time player and terrorizer of minecraft.
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