Back on topic:
I like the new blocks and machines GT adds, but I don't like it changing fundamental mechanics and recipes from other mods, determined by the mods' authors to be balanced.
What I did with my FTB Ultimate playthrough, was leave GT out until I reached pretty much end-game IC2-wise. By this point I didn't really care about tougher recipes. Playing this way allows a faster start but still a challenge once you're up and running (or flying, as it were.)
I would rather not waste my life playing a game longer than necessary to get the same amount of enjoyment in the end.
The End's asteroids are awesome. The fusion reactors are fun. The plasma generators are perfect. The multi-blocks are magnificent. But leave the rest of my game alone please.
The mod itself feels poorly done. While most of the time the blocks and items work the way they're intended, the English language has been butchered, the GUIs feel very cheesy (except the plate bending machine. I love that progress bar), and an unprecedented phobia of over-poweredness has left this mod consuming too much time and providing too little fun to compensate.
The solution I would be happy with, and to the best of my understanding, everyone else as well, would be to either:
A: include GT by default, but .disabled
2: include GT enabled, but include "easy" and normal configs. Easy set by default.
"Easy" meaning leave as much alone as possible, and only add new awesomeness. e.g. my fusion reactor won't explode when rained upon and mass fabrication stays useful. (Let the Matter Fabricator be a more expensive/more efficient upgrade.)
A mod should add machines that are actually useful, instead of disabling useful ones and making its own expensive and inefficient machines the only ones available.
Even then, if it's still too much work to play a video game (for crying out loud), then I personally won't use GT at all. But I don't speak for everyone.
Edit: I understand the well-intentioned attempt of balancing that GT performs, but in my opinion, it should at least ship with a config available that won't completely break existing setups. (e.g. AE auto-crafting)
I'm not sure I want Greg to be the one to "balance" my game.
The ingenuity "problem" will not be solved by a mod to make the game harder. People will just not use the mod. They'll still take the easiest route. The problem needn't be corrected by anyone but the culprit; the player.
If they want to copy Dire then they should be free to do so. It's not impacting anyone else's enjoyment of the game; only theirs. And if they enjoy it, then why is it a problem? Trust me: using GregTech doesn't force the player to be more creative. It forces people to use a wiki/guide more than ever. lol
I like the new blocks and machines GT adds, but I don't like it changing fundamental mechanics and recipes from other mods, determined by the mods' authors to be balanced.
What I did with my FTB Ultimate playthrough, was leave GT out until I reached pretty much end-game IC2-wise. By this point I didn't really care about tougher recipes. Playing this way allows a faster start but still a challenge once you're up and running (or flying, as it were.)
I would rather not waste my life playing a game longer than necessary to get the same amount of enjoyment in the end.
The End's asteroids are awesome. The fusion reactors are fun. The plasma generators are perfect. The multi-blocks are magnificent. But leave the rest of my game alone please.
The mod itself feels poorly done. While most of the time the blocks and items work the way they're intended, the English language has been butchered, the GUIs feel very cheesy (except the plate bending machine. I love that progress bar), and an unprecedented phobia of over-poweredness has left this mod consuming too much time and providing too little fun to compensate.
The solution I would be happy with, and to the best of my understanding, everyone else as well, would be to either:
A: include GT by default, but .disabled
2: include GT enabled, but include "easy" and normal configs. Easy set by default.
"Easy" meaning leave as much alone as possible, and only add new awesomeness. e.g. my fusion reactor won't explode when rained upon and mass fabrication stays useful. (Let the Matter Fabricator be a more expensive/more efficient upgrade.)
A mod should add machines that are actually useful, instead of disabling useful ones and making its own expensive and inefficient machines the only ones available.
Even then, if it's still too much work to play a video game (for crying out loud), then I personally won't use GT at all. But I don't speak for everyone.
Edit: I understand the well-intentioned attempt of balancing that GT performs, but in my opinion, it should at least ship with a config available that won't completely break existing setups. (e.g. AE auto-crafting)
I'm not sure I want Greg to be the one to "balance" my game.
The ingenuity "problem" will not be solved by a mod to make the game harder. People will just not use the mod. They'll still take the easiest route. The problem needn't be corrected by anyone but the culprit; the player.
If they want to copy Dire then they should be free to do so. It's not impacting anyone else's enjoyment of the game; only theirs. And if they enjoy it, then why is it a problem? Trust me: using GregTech doesn't force the player to be more creative. It forces people to use a wiki/guide more than ever. lol