Disclaimer
: I do believe that Dartcraft needs tweaking, but everyone complaining seems to forget that
the mod (and the pack) are still in Beta and that
short of uninstalling the mod or changing the config files, any change will take time to implement. (A lot of the knee-jerk responses I'm seeing seem to be along the lines of "omg Dartcraft is OP, needs to be changed/taken out of the pack RIGHT THIS SECOND" as opposed to "hmm, Dartcraft is OP, in the next update the author should _____.")
DoctorOr, I'm responding to you directly, so I want to make myself clear: I actually half-agree with you, but half-disagree as well.
I have similar issues with MPS in that it becomes a singular choice. In the end, the smart players will use MPS for travelling and building, but do mining with dartcraft power drill instead of that stupid hand. Then when they go fight mobs like the wither or the TE bosses, switch to a full Dartcraft suit. And the problem is that everybody will do exactly that because that path is so clearly Best Methodology.
And that's
their problem. People don't
have to be "The Best" or "The Most Efficient" in something that's there primarily to test its functionality--it's called "self-control" and "responsible playtesting". I'll use Dartcraft to get me up to the point in the game where I can actually
afford to make some machines that require a bunch of constant babysitting, and once I'm able to
handle some finicky power system's decision to randomly explode (because I have the
resources and
experience to remedy the situation), I'll move on to the deeper, more complex, and more customizable mods in the pack. (The experience bit is key--if it takes me a month to get all the resources I need to start playing with the tech mods and Thaumcraft [aspects/research], and then something happens each month [server reset, world corruption, Real Life] that forces me to stop playing, I will never get to experience the full experience that is Feed the Beast beyond extremely simple basic-level machines.
I'll give you an example. I am in love with bees. Seriously, they're one of the coolest things in the pack, and they are the reason I'm still playing. Slight problem: I have
never gotten into bee breeding, because by the time I've gotten all of my resources together and built enough machines and power generation to be able to fuel both the Forestry machines dealing with bee products AND had enough wood to spare to build the apiaries (or I have enough supplies and storage to have a 'base starter pack' for when I start walking thousands of blocks in search of an apiarist villager who'll trade wood for apiaries as advertised), something happens and I'm unable to continue playing on the world/server (and not to mention, I get pretty burnt out with all the infrastructure I have to build just to get to my beloved bees). With Dartcraft? As soon as I've got Fortune I or II on something so that Redstone supply is no longer holding me back, I'll have everything I need to start experimenting--I'll likely have my first cultivated bees--EVER--by tomorrow. (That said, you'll note I said Fortune I or II--that's the self-control part telling me it won't be as fun if I go for overkill, and I do think the progression of Fortune should be more exponential than it is currently.)
Will Dartcraft become my ONLY way to ever progress to that point? Of course not. Eventually I'll find better ways of getting started from the early game. But it's allowing me to finally access something I really love but could never get into before, and I see that as a positive thing.
That's the thing about "beginner" strategies like Dartcraft--players will play them for a while, when they're not good at the game, and then move to a more nuanced strategy when they're ready. In a lot of ways, Dartcraft is like E. Honda's Hundred-Hand Slap or Chun Lee's kick in Street Fighter, or Ike in Super Smash Bros. Brawl, or the "noob tube" in the Call of Duty games: it has a high ratio of player skill in to power out. It's...aw, heck, I'll just slap an Extra Credits in here and let it make my point for me.
So the question becomes: is Dartcraft a First Order Optimal (FOO) strategy? I think that we'd all say yes. Is it the good sort that will quickly get overshadowed? This is where I, unfortunately, have to say "no". I already have a fair amount of skill built up from playing FtB in the past. I
know the sort of depth that's waiting out there for me, so I know that Dartcraft isn't the be-all end-all of the FtB experience. Will a newer player know that?
I don't know.
It's tempting to say "no, the newer players will always use Dartcraft because it's OP". But that's not the real issue. There
are better options out there...the problem is that they require far too much skill to execute. The real problem isn't that Dartcraft is too easy or OP (it is a problem, but just a minor, easily tweakable one); the real problem is that the majority of tech mods require a lot more knowledge and skill than the average player will develop by the time they interact with said tech mods. Thermal Expansion is an example of a mod that recognizes this and tries to make things more intuitive, but a.) it's only one mod, and b.) even it requires a certain amount of skill to get into. To expand on the latter point, how would a brand new player even
know they should get into Thermal Expansion versus knowing they should get into other mods? Tinker's Construct? "Oh, what an interesting book in my inventory, I should probably check this out." DartCraft? "Ooh, shiny ore/sweet spoils bag/awesome, a dungeon! Hey, what's a 'Force Gem' do? *NEI* Hey, that's not too hard to make, I should do that!" Thermal Expansion? Erm...DW20 spotlight? Maybe?
"But what about the other mods?" you might ask. Fair point. There are lots of other mods that can attract players' attention--Forestry with bees, Applied Energistics with Quartz, Thaumcraft with infused stone (although it's severely lacking in terms of an intuitive way to get the Thaumonomicon--'make a wand and click a bookcase' would only be intuitive if that were stated via achievement the way that Vanilla's "press F to open your inventory" tip does), Buildcraft with oil, IC2 with rubber trees--I could go on, but you get the idea. So why am I not singing the praises of these mods? Simple. With DartCraft and Tinker's Construct, once you see it, it's pretty simple to get started. TiC is a deep system, but it's not enormously difficult to get into it. DartCraft still requires some wiki-diving, but the Force Engine is fairly simple to get just from NEI. With most of the other mods though, it goes somewhat like the following:
"Ooh, what's that funny striped block I just found? A--a beehive? What? There's bees in this game? What can I do with them? Oh, honeycomb? Why would I--OH! These things can make diamond! And redstone! And emerald! These things are awesome! What do I need to--hmm, centrifuge? OK, sturdy casing--oh wait, that's not too bad. What else? Hmm...carpenter? Wait, what is impregnated wood? Squeezer? OK, what do I need to..." *some time later* "OK, I have my machines--wait, I need power for these? What kind?" *a bunch more time looking up Buildcraft stuff* "OK, so finally now that I've got all this junk together can I FINALLY get to--" *combustion engine and/or power conduit blows up while player is looking stuff up in NEI and/or the enormously daunting and complex wikis* "goddammit!"
High skill in for only moderate power out. Some mods are better at this than others, but the bottom line is that until that skill level is dropped a little (particularly with in-game documentation), players are going to devise their FOOs (with or without Dartcraft) and stick to them because everything else is just insane. In that sense, Dartcraft (and on an even larger scale, Tinker's Construct) have really helped us by making it possible for us to point out the problem, so that said problem can be addressed.
...that was FAR longer than I intended. Oh well.