I wonder if they wouldn't have rushed to defense but instead rushed to destroy dosh's silo, maybe they could've won. Depends where the defending guy was at the time of dosh's attack.
Idk if it's a dedicated game mode, but there's a server that hosts "biter battles" which instead of destroying silos yourself, you have to consume science packs in order to evolve the biters on the enemy's half of the map, with later science packs contributing more to evolution. Could be interesting to see what becomes of it
@@DoshDoshingtonThat's a fairly apt description. I watched a few and even played two rounds. Even though I lost both it's really interesting. Since you are attacked by stupid predictable biters instead of intelligent (YMMV) unpredictable humans, it lets you worry less about getting cheesed out, and instead focusing on pure production to prevent getting overwhelmed and also as your source of attack power. Tying evolution and biter count to your research adds a neat dynamic of "do you spam red science early on to pressure the enemy early game, or do you try to get higher tiers to add more late game power?". Even if you reach 100% evolution, the biters and spitters get modifiers that makes them even stronger, so there's still a tangible reward for going for higher tier science. Might be worth playing one or two rounds to see if it's something you'd enjoy.
@@DoshDoshington that would be so fun, balance Factorio for PvP, something like mod "base_pvp", which modifies units to make then work in a PvP environment, and also adds the automatchmaking, with even ELO XDD
Mindustry (a combat focused, open-source automation game) has a thriving pvp scene. The most common way they do pvp is by playing on a custom map with an "anti-rush wall" which is a structure that divides the map in two and is made of endgame turrets and optimised defenses (custom maps also have predetermined resources instead of random but that's only fun if there are multiple maps). The wall changes the game to rushing endgame resources to make endgame units (there are maps with weaker walls as well that result in mid game all-ins, but I have yet to see those maps appear on the big pvp servers). edit: Mindustry pvp is acknowledged in this video, though based on that footage what I wrote is still relevant.
@@WizardBrandon yeah, hex pvp servers tend to always people on them and that is very much a rush orientated format, so they are definitely popular as well but most pvp servers are anti-rush and have more players
Also, a thriving "Attack" game mode, in wich the enemy AI has gigantic base that we need to destroy. Honestly, one of the most fun ways to play Mindustry.
Getting your patrons to play for your (and our) amusement is an obvious-but-brilliant way to build on the fun of the last video. Would enjoy a series of these, every so often, especially if the spectator camera can be improved with modding.
When there are enough Factorio PvP teams for a league and enough viewers to financially justify those teams devoting a significant chunk of time to automation esports.
Curious if banning vehicles (maybe until a certain time limit) might help mix things up? That might change it into more of a base battle, of trying to place turrets and walls and artillery. I dunno, some "tourney rules" are definitely in order at least.
its wildly impractical but I wonder how PVP would look with space exploration. The toolset you unlock with that mod is truly wild, and the idea of players starting on totally different planets from each other and being forced to tech up far enough to engage each other is neat.
To be honest though, with how long space exploration is you’d never get it to work. You’d need 30 hours of work before they could even begin to fight eachother
If it takes 30 hours to get anywhere, then accelerate each team's factory and tech by 30 hours. This way, it doesn't take forever and come down to the best speedrunner.
@@MarcLucksch the dev has put (some) work into pvp, you tech umbrellas much earlier and they take much less energy block an emitter than the emitter does to fire
I was smiling like an idiot throughout this whole video - would absolutely love a couple more. Props to the guy that placed the "team beans bad" signs.
14:50 - Y'know you've got a point here, which makes me wonder if AAI vehicles would be enough to add that "RTS" element with the controllable vehicles. I could see a chain gunner rush being wildly effective and turn into counter play through no-mans-land skirmishes to cut off incoming attacks.
The thing i think that would make this better would be something like AAI vehicles and a mod called Robot Army which would make the gamemode more about massive robot army fights than small scale PVP engagements.
@@bend.n Okay, yeah, that makes sense. The whole idea was that robot armies would fundamentally change the game, so whoever changes the game first wins.
best way to do that is to make turrets strong so you dont instantly loose when one of the teams gets 10 chaingunner but they have an advantage in map control for their investment, but team that made a lot of defenses can easily hold on and produce science, also there needs to be something that stops turret rushing and BOOM! you have cheap mindustry in factorio
Would absolutely love to see some more PvP videos! Seriously this was so entertaining! Nothing makes game mechanics sing like some healthy competition, eh?
There are actually some pvp enhancing mods out there last time i checked one out(not sure if it ever got updated) it had better signals to spot player attacks, showed enemy players on minimap when within radar, better starting layout for defenses to stop early rushes, cliffs around bases, lots of customizations to pick from, a few premade maps to select as well, it had a lot of range changes to weapons to make it more fair and lastly it had different win conditions and premade bases that you could select. Last time i checked it out was like 3 years ago so no clue if its still around at all but the custom scenario's for PVP content get quite advanced and fix quite a few issues that vanilla pvp has
Oh and to add there was a "PvP MP Mod Pack" on the mod portal from around the same time that does a lot of similar things but also adds in the robot army mod
Round 1's Team Beans seemed like they were trying a raiding-based strategy, hoping to hinder Team Cube's research enough that they could get the upper hand. Team Cube focused on their side's research and production, which turned out to be a far superior choice. Dosh's strategy seems like a more refined version of that strategy. Instead of constant wimpy raids, build up the minimum strength for a surgical strike and then strike surgically.
Yup the antirush walls did exactly its job of making very early rushes not be devastating so progress may continue. The walls are very quickly stop being a viable defense against players as soon as military 2 is reached
I feel like it would be better to try to rebalance things so that raids are optimal, since that way it's more of an actual PvP match rather than a speedrun followed by a stomp.
@@eclipserepeater2466 The trick is that Factorio PvP isn't a standalone RTS. It's assembled from the technology tree and weapons of a completely different genre.
I'd love to see your community host further tournaments of this game-mode. I think it'd be a great way to keep your fans engaged. Maybe have teams of 4 compete in a bracket that spans over a few weeks?
There was actually a brief period in factorio history where pvp games got played for a bit, not sure it was the exact same win condition. But things like that are just modifying the exact format really, in any case things got pretty intense at times in some of those games, and even ended up including some of the speedrunners at times, meaning base buildup could happen surprisingly quickly. And the dynamics were a bit like you described, with a back and forth between various weapons and methods to try and resist. Though they certainly thought up some further things as well. For instance if you were good enough to stave off things like early car attacks, then a bit later in the game people might start dropping mines inside your base, which could be quite difficult to deal with as it could really hinder moving around. If things went a bit longer then even getting a modular suit with a point defense laser was possible, which also turned out to be surprisingly lethal. Automatic base repair via bots as well I think. If you're lucky some of those videos might still be findable on youtube and one could see what the actual exact setup was and how things played out.
So Space Exploration also has PvP. It's still in a testing phase, but it sounds interesting. Weapons delivery cannons can shoot enemy bases, but are shot down by meteor defenses. The laser for sending power insane distances also has a weaponized version, but is easily shot down by the umbrella. You could go in personally by spaceship, but then you're prone to enemy artillery. You could potentially speed up the three hundred hours by 3 times if you give both teams say 8 players, but I have no idea whether or not you're up for it.
Honestly, Dosh has inspired me to buy a bunch of games. I'm thinking about getting Factorio, after playing a ton of Mindustry, and I bought TowerClimb as well, since I found his video on it interesting. I also bought La Mulana for my dad, since he loves puzzle games, and challenged him to beat it without looking anything up. He's still at it ;). Love the content, and continue making great videos! :)
@@bruschetta7711 Not until V8 comes out, it will introduce Neoplasm units (organic life) on Erekir, they will fight both you and Malis (Erekir enemy faction)
Holy shit, you play Mindustry? Sick! Would love to see some gameplay of it. I'm curious as to what an experienced Factorio player would do in, say, a modded playthrough.
As someone who has actually done PvP. You really have to find the right people. I.E. veterans of this game, who are also sorta used to RTS. I.E. playing a round for 40 mins to 3 hours just to die suddenly. I cannot stress enough the importance of more people too. You almost constantly need somebody harassing while others build.
this actually seems really fun. i'd totally watch some factorio PVP livestreams, with dosh in the clouds or on the ground it's pretty entertaining. i think the metagame could be more dynamic with some workshopping
In order for pvp to work in factorio, it is necessary to make it possible to build biter nests, upgrade them and let them spawn biters depending on the incoming resources and then attack another team in, for example, 3 corridors as in dota or civwars. And of course rebalance all the costs.
To anyone interested, "AAI vehicles" mod adds a way to make Vehicles automated in a RTS-like way. There are ton of Vehicles mods that work with it, many are also by Earendel (the guy who made Space Exploration and AAI Vehicles). If you wish for more interesting ways to defend and attack, i'd recommend the whole "Xenos Oppresion" mod collection. It adds robot "soldiers" (they are actually small vehicles) that have a variety of weapons, each for a kind of job. There's also upgraded versions of said robots. The mod also adds some very cool vehicles, also with a variety of weapons. For pure strategic defense, i'd recommend the "Modular Turrets" mod, wich adds many turrets with their own advantages and disadvantages. There's Cannon turrets with longer ranges and good damage, but don't work well at close range. Some gatling turrets with high rate of fire, but low damage and limited cone of attack. And rocket turrets, with the best range, but low rate of fire and very bad at close range. There's even a shotgun turret!
And thus the league of competitive factorio battles was born. My suggestions: Increase the range of the default gun turrets so you can't cheese them with cars, start with some of the early research pre-researched, and give each team some supplies in a chest to knock out the early game. Might want to throw some extra gun turrets in there as well .
I would really like to see this on a massive scale - Instead of small teams placed close to each other and rushing to build, I want to have rival nations composed each of tens or hundreds of players. They will be placed an insane distance apart such that driving to the other ones territory would take 30 minutes of driving. And they will have several hours at the start of the game to build massive mega bases with insane manufacturing capacity, with which to produce a lot of weapons. Bugs are turned off, but re-spawns are also off, so sending a player to do battle is a real risk. This could be some kind of "war factory" mod, emulating two industrial super powers at war with each other.
I think biters should be on to give players something to do other than building. They wouldn't be a real threat anyway. Also, if there was a mod that disabled seeing pollution on the map, the teams would have to actually find each other, rather than just the pollution cloud
Yogscast recorded several PvP games over the years, going into 100+ players. I remember a specific one where both bases were decently far apart to the point that rail was set up to cross the distance faster.
That was a fun event! Great idea! I feel like this would work better if you started with already developed and highly defended bases but would have to venture out to get resources, leading to fights in the open and/or the teams need to be way bigger, like 10 people per team split into builders and fighters (switching roles regularly) to experience combat without letting the base sit idle.
I’d love to see how this game mode would play out with increased turret range and one of those anti-turret creep mods that adds a deployment timer. Love the content!
Dosh's reputation is so powerful that him confusingly throwing things down in ways that don't make sense, probably had his team mate in awe of what unprecedented strategy Dosh was pulling out.
I think a fun way to make PVP at least slightly more balanced (which either a mod creator or the devs would have to implement) would be if a little indicator showed up whenever an enemy enters your field of view. Gives radars more of a purpose besides minimap coverage (since now minimap coverage equals enemy alert coverage), and if a car suddenly shows up at the edge of your screen, you instantly know there's gonna be trouble.
@@davisdf3064 Considering that (competitive) RTS genre is already known for its complexity and high barrier of entry, I don't know if more complex RTS is going to succeed.
I think with a couple of tweaks and balance could be very interesting like: - having more defensive layers, stronger and stronger near the silos - tweaking ranges based on ammo type - reduce range and damage of personal weapons - give the player an even bigger head start - increase military science costs in terms of research - decrease other science costs in terms of research - decrease flamer and probably even artillery damage - increase silos HP and armour to receive damage only from higher weapons tier The top implementation would be to be able to "command" biters to throw waves at an enemy base or be able to spawn nests, etc... that could increase based on a military science
i can totally see this working with balanced early game remote controlled bots for "units" that teams could use to mess up others with, there is sooo much potential in this mode!
Factorio PVP looks like it has a lot of potential. It does seem like it would need some changes, like maybe increasing the turret range (would need to be tested, for unforeseen consequences) the stuff Dosh talked about at the end. I would also say AAI AI vehicles could be interesting but even a dozen of those can tank UPS in my experience so that may prove to be non-viable. A pity because it might give factorio an RTS feel so you can have some autonomous offense/defense.
The PVP mode is enjoyable to watch. You should consider doing more of these every so often. I would be even better with mods if that’s even possible. Rampant, and PVP would be an insane combo.
I feel like the way to improve pvp is to make it much faster than base game. Something like: - All research unlocked, except any that increase weapon damage - Starting base has lasers and basic power so they can't be as easily cheesed - Players start with construction robots and blueprints - Rather than winning based on destroying a structure in the enemy base, have it based on obtaining enough resources from outside of the starting walls like oil and uranium, so there's benefit in raiding bases but it's not required, keep the crazy combat outside in claiming resources patches Something that really makes it feel more action-packed I figure. There can be a number of strategies based on rushing and defence tactics, also preventing it from being 20 minutes of nothing before sudden victory, since destruction happens early but can be repaired just as fast. There's lots of options.
I don't know if you're reading comments but I had an abysmal idea for a run that would end in probable spaghetti. No idea if it'd be difficult though. "Want not, Waste not", simply put, you cannot remove, deconstruct, destroy, relocate anything once you've put it down. I always find myself ripping up my factories to redesign, so I thought it might be interesting for a run where you couldn't do that
man that would be crazy - just think of all those times when you accidentally put a belt the wrong way round or an inserter one space off - "oops, looks like i can't use that square anymore!". 100% want to see dosh try this
I think the biggest issue is that defense becomes useless when you can outrange it at all points. If the turrets had increased range so they were always able to hit, and then rebalanced such that yellow ammo beats man but loses to car, red ammo beats car but loses to tank and green ammo beats tank. If that happened you would have the initial choice of going either offensive - trying to reach the next tier of weapon before the opponent gets the defenses for it, or do you go defensive, beating back your opponents advance. Third option is that you hope your opponent goes defense and you just completely ignore them while you put all your focus into building the rocket. You can also fool your opponent by choosing to play as if you were rushing the rocket, but immediately jump up to tank and rush a hopefully yellow or red ammoed base. I think a lot of interplay can happen if defenses were actually possible.
You can’t hide from pyanodons forever dosh
Can't be worse than other things he has done.
Idk, Pyanadons is pyanadons
@@RiskOfBaeroh it can
@@RiskOfBaer I can beat Seablock, SE and Cube in the time it takes to get to Purple science in Py. It's far, far worse
I’ve been playing Pyanodons since I was just out of the womb. I’m 40 now.
Dosh: We attacked their base, but they strangely weren't there.
Other team: We attacked Dosh's base, but they strangely weren't-WAIT A MINUTE!
lol!
"annnnd its a base trade"
in ur base
killin ur doodz
I wonder if they wouldn't have rushed to defense but instead rushed to destroy dosh's silo, maybe they could've won. Depends where the defending guy was at the time of dosh's attack.
Everyone back to the base
Idk if it's a dedicated game mode, but there's a server that hosts "biter battles" which instead of destroying silos yourself, you have to consume science packs in order to evolve the biters on the enemy's half of the map, with later science packs contributing more to evolution. Could be interesting to see what becomes of it
So it's like one of those warcraft competitive tower defense maps except runs off of industry. Interesting
they have to rebalance it though, cause both teams rush for flamethrowers and then thats kinda it for like 2 hours
Interesting
@@DoshDoshingtonThat's a fairly apt description. I watched a few and even played two rounds. Even though I lost both it's really interesting. Since you are attacked by stupid predictable biters instead of intelligent (YMMV) unpredictable humans, it lets you worry less about getting cheesed out, and instead focusing on pure production to prevent getting overwhelmed and also as your source of attack power. Tying evolution and biter count to your research adds a neat dynamic of "do you spam red science early on to pressure the enemy early game, or do you try to get higher tiers to add more late game power?". Even if you reach 100% evolution, the biters and spitters get modifiers that makes them even stronger, so there's still a tangible reward for going for higher tier science. Might be worth playing one or two rounds to see if it's something you'd enjoy.
@@DoshDoshington That is a reference I am pleasantly surprised you made and I understand. Congratulations
p.e. teacher has joined the team kinda vibe
When the physics professor asks you to teach the class, but you actually know what you're doing xd
I genuinely appreciate this encouragement to try PVP because it's fun but one has to have actual friends to play which might be the limiting factor.
Such is life
Maybe after 2.0 Wube can focus on what really matters, Ranked Factorio Matchmaking
@@DoshDoshington that would be so fun, balance Factorio for PvP, something like mod "base_pvp", which modifies units to make then work in a PvP environment, and also adds the automatchmaking, with even ELO XDD
@@DoshDoshingtonwith Battle Royal mode
@@AlguienEnSuCasa Wube's official support would be interesting, but even without that, mods balancing Factorio for PvP have been around for years.
finding friends that play factorio is very hard
3 Dosh videos in a month Holy Cube.
Cool beans
new cube just droped, actual cube, bishop goes to cube gets cubed
Holy bean, you mean.
@@bingusbongus9807cube storm, incoming!
@@alexkaplan1136Cool beans
"This base is crap but it is exactly as good at it needs to be." Feels so ominous.
I’m still kicking myself for leaving the silo undefended.
"Fight for me, thats why I pay you!... Well actully...."
“Well actually sir you don’t pay us at all”
“That’s why I allow them to live”
Mindustry (a combat focused, open-source automation game) has a thriving pvp scene. The most common way they do pvp is by playing on a custom map with an "anti-rush wall" which is a structure that divides the map in two and is made of endgame turrets and optimised defenses (custom maps also have predetermined resources instead of random but that's only fun if there are multiple maps). The wall changes the game to rushing endgame resources to make endgame units (there are maps with weaker walls as well that result in mid game all-ins, but I have yet to see those maps appear on the big pvp servers).
edit: Mindustry pvp is acknowledged in this video, though based on that footage what I wrote is still relevant.
imo rush is a perfectly valid strat to make beginner units actually viable in some cases.
most t1 units are actual garbo if you exclude rush
@@WizardBrandon yeah, hex pvp servers tend to always people on them and that is very much a rush orientated format, so they are definitely popular as well but most pvp servers are anti-rush and have more players
15:26 Mindustry Mention
Also, a thriving "Attack" game mode, in wich the enemy AI has gigantic base that we need to destroy. Honestly, one of the most fun ways to play Mindustry.
Happy to see this game get some recognition
The hubris required to write "beans taste bad" in the middle of team beans's base
Getting your patrons to play for your (and our) amusement is an obvious-but-brilliant way to build on the fun of the last video. Would enjoy a series of these, every so often, especially if the spectator camera can be improved with modding.
I would watch this as a big live event!!!
Factorio League when?
When there are enough Factorio PvP teams for a league and enough viewers to financially justify those teams devoting a significant chunk of time to automation esports.
Check out Factorio War by Yogscast, they did several Factorio PvP games over the years, I think the biggest one topping around 100vs100 ?
@@BlueTemplar15 yogscast played Factorio?
@@Systox25 Well yes, they, and their sub-channels have a bunch of Factorio videos ranging from 8 years old to 14 hours old...
@@BlueTemplar15
I saw that but it’s more vod like.
This was truly incredible to participate in, I'll gladly take my "almost beating dosh" trophy now
B E A N B O Y S
-Dosh"Beans"Doshington
Bean Boys Incorporated
Unpunished "Big Bean" Doshington
Im more of a CUBE ARYAN myself
Your territory is forfeit to bean boys incorporated
Four teams definitely makes the dynamic more interesting.
I am all up for more matches being commentated by dosh
Maybe have a tournament or something
Curious if banning vehicles (maybe until a certain time limit) might help mix things up? That might change it into more of a base battle, of trying to place turrets and walls and artillery. I dunno, some "tourney rules" are definitely in order at least.
@@tylerdeverell3965 it'd be cool but i feel like artilerry would be pretty op
Ive been trying to play PVP with someone for like the las 1,5yrs, so Im extremely glad seing it now on your channel so I can actually enjoy it finally
bruh same, I wish there was a place to do public battles or something
ah yes mindustry hex factorio edition
No unit production but its close enough
@@bobbycrofts9241I mean, if you can get remote spidertrons...
Gets v6 zenith blast compound flashbacks
Mindustry PvP gave me PTSD
@@s0LLagalit's pretty fun though
its wildly impractical but I wonder how PVP would look with space exploration. The toolset you unlock with that mod is truly wild, and the idea of players starting on totally different planets from each other and being forced to tech up far enough to engage each other is neat.
To be honest though, with how long space exploration is you’d never get it to work. You’d need 30 hours of work before they could even begin to fight eachother
@@Delmworksand then it’s just: Whoever gets the Energy Emitter on the Sun first wins
If it takes 30 hours to get anywhere, then accelerate each team's factory and tech by 30 hours. This way, it doesn't take forever and come down to the best speedrunner.
@@MarcLucksch the dev has put (some) work into pvp, you tech umbrellas much earlier and they take much less energy block an emitter than the emitter does to fire
sadly its been 2 years and still isnt supported properly
The Mindustry reference was great!
Oh my god two in two days? Woo! Even if it's short, I'm glad to see it.
Mindustry is great
Even a lower effort Dosh video is still a Dosh video, gotta get the popcorn
Mindustry mentioned‼️‼️‼️
I was smiling like an idiot throughout this whole video - would absolutely love a couple more. Props to the guy that placed the "team beans bad" signs.
Nice to see mindustry being cited 😮
14:50 - Y'know you've got a point here, which makes me wonder if AAI vehicles would be enough to add that "RTS" element with the controllable vehicles. I could see a chain gunner rush being wildly effective and turn into counter play through no-mans-land skirmishes to cut off incoming attacks.
that was way more fun than expected! I would watch more of this sort of video. thanks for giving the pvp another try
The thing i think that would make this better would be something like AAI vehicles and a mod called Robot Army which would make the gamemode more about massive robot army fights than small scale PVP engagements.
ive tried pvp with aai vehicle chaingunners and the person who makes like 10 chaingunners first instantly wins
@@bend.n Okay, yeah, that makes sense. The whole idea was that robot armies would fundamentally change the game, so whoever changes the game first wins.
@@bend.nMaybe modifying vehicle material and research cost would work?
@@bend.n yea Eriandel's idea of balance is goofy. Man shouldn't have been allowed within 60 ft of official dev work
best way to do that is to make turrets strong so you dont instantly loose when one of the teams gets 10 chaingunner but they have an advantage in map control for their investment, but team that made a lot of defenses can easily hold on and produce science, also there needs to be something that stops turret rushing and BOOM! you have cheap mindustry in factorio
Would absolutely love to see some more PvP videos!
Seriously this was so entertaining! Nothing makes game mechanics sing like some healthy competition, eh?
I'd love to see more stuff like this. Your commentary style is perfect for this. Even just a quick and dirty weekly addition to your normal content.
Can't describe how much joy I experience every time you use UT99 music in the videos man. Respect! Incidentally, shows just how old we are :)
Same, I LOVE IT!
woah unexpected mindustry mention ‼
There are actually some pvp enhancing mods out there last time i checked one out(not sure if it ever got updated) it had better signals to spot player attacks, showed enemy players on minimap when within radar, better starting layout for defenses to stop early rushes, cliffs around bases, lots of customizations to pick from, a few premade maps to select as well, it had a lot of range changes to weapons to make it more fair and lastly it had different win conditions and premade bases that you could select.
Last time i checked it out was like 3 years ago so no clue if its still around at all but the custom scenario's for PVP content get quite advanced and fix quite a few issues that vanilla pvp has
Oh and to add there was a "PvP MP Mod Pack" on the mod portal from around the same time that does a lot of similar things but also adds in the robot army mod
7:30 oh yeah Biter Battles showed us that land mines do a LOT of damage when you know where the enemy is coming from
I would love to see you run more of these, even if it’s more of an occasional event 👀
two dosh vids in a week. god damn
we eatin good tonight
Round 1's Team Beans seemed like they were trying a raiding-based strategy, hoping to hinder Team Cube's research enough that they could get the upper hand. Team Cube focused on their side's research and production, which turned out to be a far superior choice.
Dosh's strategy seems like a more refined version of that strategy. Instead of constant wimpy raids, build up the minimum strength for a surgical strike and then strike surgically.
Yup the antirush walls did exactly its job of making very early rushes not be devastating so progress may continue. The walls are very quickly stop being a viable defense against players as soon as military 2 is reached
I feel like it would be better to try to rebalance things so that raids are optimal, since that way it's more of an actual PvP match rather than a speedrun followed by a stomp.
@@eclipserepeater2466 The trick is that Factorio PvP isn't a standalone RTS. It's assembled from the technology tree and weapons of a completely different genre.
I'd love to see your community host further tournaments of this game-mode. I think it'd be a great way to keep your fans engaged. Maybe have teams of 4 compete in a bracket that spans over a few weeks?
There was actually a brief period in factorio history where pvp games got played for a bit, not sure it was the exact same win condition. But things like that are just modifying the exact format really, in any case things got pretty intense at times in some of those games, and even ended up including some of the speedrunners at times, meaning base buildup could happen surprisingly quickly. And the dynamics were a bit like you described, with a back and forth between various weapons and methods to try and resist. Though they certainly thought up some further things as well.
For instance if you were good enough to stave off things like early car attacks, then a bit later in the game people might start dropping mines inside your base, which could be quite difficult to deal with as it could really hinder moving around. If things went a bit longer then even getting a modular suit with a point defense laser was possible, which also turned out to be surprisingly lethal. Automatic base repair via bots as well I think.
If you're lucky some of those videos might still be findable on youtube and one could see what the actual exact setup was and how things played out.
IF this becomes a thing, people will start making maps and mods to improve the experience. This has ALOT of potential to be fun.
im happy to see more PVP, LET THEM FIGHT
So Space Exploration also has PvP. It's still in a testing phase, but it sounds interesting.
Weapons delivery cannons can shoot enemy bases, but are shot down by meteor defenses.
The laser for sending power insane distances also has a weaponized version, but is easily shot down by the umbrella.
You could go in personally by spaceship, but then you're prone to enemy artillery.
You could potentially speed up the three hundred hours by 3 times if you give both teams say 8 players, but I have no idea whether or not you're up for it.
3 videos in less than a month? where is the real Dosh? you damn impostor
Honestly, Dosh has inspired me to buy a bunch of games. I'm thinking about getting Factorio, after playing a ton of Mindustry, and I bought TowerClimb as well, since I found his video on it interesting. I also bought La Mulana for my dad, since he loves puzzle games, and challenged him to beat it without looking anything up. He's still at it ;). Love the content, and continue making great videos! :)
Mindustry referenced in a Dosh video!!! Hes gonna play one of my favorite game, thats definitely what that means!!! 💯 🔥
I'd love that honestly, but he probably won't, cause Mindustry's factory building is less interesting than Factorio
@@davisdf3064 more straight forward i would say, it also doesn't have biters
@@bruschetta7711
Not until V8 comes out, it will introduce Neoplasm units (organic life) on Erekir, they will fight both you and Malis (Erekir enemy faction)
This last pair of videos have been great! I'd love to play PvP with a big group like this, it looks fun!
Holy shit, you play Mindustry? Sick!
Would love to see some gameplay of it. I'm curious as to what an experienced Factorio player would do in, say, a modded playthrough.
MINDUSTRY WAS MENTIONED WOOOOOO
this sounds like a lot of fun.
As someone who has actually done PvP. You really have to find the right people. I.E. veterans of this game, who are also sorta used to RTS. I.E. playing a round for 40 mins to 3 hours just to die suddenly. I cannot stress enough the importance of more people too. You almost constantly need somebody harassing while others build.
if you want factorio pvp play mindustry and not whatever this is
please do more of player vs player factorio its very fun to watch. I love that factorio can be competitive.
Dragon carrying team Beans to victory. As is tradition.
Biter Battles is a PvP mode, with an active player base. We play each weekend, captains games (like raked matches) with up to 50 players.
Factorio PvP tournament sounds like a cool idea. You know, just a thought
this actually seems really fun. i'd totally watch some factorio PVP livestreams, with dosh in the clouds or on the ground it's pretty entertaining. i think the metagame could be more dynamic with some workshopping
Could you imagine, factory, in factorio?
In order for pvp to work in factorio, it is necessary to make it possible to build biter nests, upgrade them and let them spawn biters depending on the incoming resources and then attack another team in, for example, 3 corridors as in dota or civwars. And of course rebalance all the costs.
Honestly this could be a pretty fun miniseries! I'd love to see what it would look like with some teams that have a little practice
This has so much potential. I just think the PvP needs a little refinement.
To anyone interested, "AAI vehicles" mod adds a way to make Vehicles automated in a RTS-like way.
There are ton of Vehicles mods that work with it, many are also by Earendel (the guy who made Space Exploration and AAI Vehicles).
If you wish for more interesting ways to defend and attack, i'd recommend the whole "Xenos Oppresion" mod collection. It adds robot "soldiers" (they are actually small vehicles) that have a variety of weapons, each for a kind of job. There's also upgraded versions of said robots.
The mod also adds some very cool vehicles, also with a variety of weapons.
For pure strategic defense, i'd recommend the "Modular Turrets" mod, wich adds many turrets with their own advantages and disadvantages.
There's Cannon turrets with longer ranges and good damage, but don't work well at close range.
Some gatling turrets with high rate of fire, but low damage and limited cone of attack.
And rocket turrets, with the best range, but low rate of fire and very bad at close range.
There's even a shotgun turret!
PvP seems like a good idea with more area in between ^^
This exactly. Rail worlds lotsa water
was wishing 4 sum more factorio pvp videos yesterday.... next thing i know my fav factorio youtuber posts this.... YIPPEEEEEEEEEEEEEE!!!!
And thus the league of competitive factorio battles was born. My suggestions: Increase the range of the default gun turrets so you can't cheese them with cars, start with some of the early research pre-researched, and give each team some supplies in a chest to knock out the early game. Might want to throw some extra gun turrets in there as well .
lol i would love to see a part two to this, because this was fun.
holy shit mindustry mentioned
Honestly this could be a regular video series on the channel, super fun to watch!
WTB mindustry pvp vid
I would really like to see this on a massive scale - Instead of small teams placed close to each other and rushing to build, I want to have rival nations composed each of tens or hundreds of players. They will be placed an insane distance apart such that driving to the other ones territory would take 30 minutes of driving. And they will have several hours at the start of the game to build massive mega bases with insane manufacturing capacity, with which to produce a lot of weapons. Bugs are turned off, but re-spawns are also off, so sending a player to do battle is a real risk. This could be some kind of "war factory" mod, emulating two industrial super powers at war with each other.
Maybe 30 minutes is a bit too much and 15 minutes would be enough, but it's a cool idea
and you couldnt see where the enemy teams are, so you are forced to explore or place radars which are slower.
I think biters should be on to give players something to do other than building. They wouldn't be a real threat anyway. Also, if there was a mod that disabled seeing pollution on the map, the teams would have to actually find each other, rather than just the pollution cloud
@@michalek6437 honestly, regarding minutes of driving, even 5 would be a lot.
Yogscast recorded several PvP games over the years, going into 100+ players. I remember a specific one where both bases were decently far apart to the point that rail was set up to cross the distance faster.
That was a fun event! Great idea! I feel like this would work better if you started with already developed and highly defended bases but would have to venture out to get resources, leading to fights in the open and/or the teams need to be way bigger, like 10 people per team split into builders and fighters (switching roles regularly) to experience combat without letting the base sit idle.
The idea of two engineers having a gun brawl with some Hi Point .22s that can't hit nor hurt each other is wildly funny to me 😂
With the ammount of materials used to make armor in the game, that armor better be bullet proof
You slander HiPoint, as punishment, you can have a Tarus Curve
I’d love to see how this game mode would play out with increased turret range and one of those anti-turret creep mods that adds a deployment timer.
Love the content!
Dosh's reputation is so powerful that him confusingly throwing things down in ways that don't make sense, probably had his team mate in awe of what unprecedented strategy Dosh was pulling out.
We need more factorio PvP!
TWO DOSH VIDEOS IN A WEEK THIS IS UNPRECEDENTED
I think a fun way to make PVP at least slightly more balanced (which either a mod creator or the devs would have to implement) would be if a little indicator showed up whenever an enemy enters your field of view. Gives radars more of a purpose besides minimap coverage (since now minimap coverage equals enemy alert coverage), and if a car suddenly shows up at the edge of your screen, you instantly know there's gonna be trouble.
After this and the last videos we will see the rise of PvP factorio, mark my words! The new Starcraft lol
the Pyanodons mod: "you cant run away, nor hide dosh. i will always be there"
Factorio PvP, the future of RTS
Factorio and Mindustry are great bases for more complex RTS games.
Mindustry even has RTS controls already (in Factorio, you need a mod)
@@davisdf3064 Considering that (competitive) RTS genre is already known for its complexity and high barrier of entry, I don't know if more complex RTS is going to succeed.
I really liked this video! I would definitely watch more Factorio PvP gameplay in the future.
I think with a couple of tweaks and balance could be very interesting like:
- having more defensive layers, stronger and stronger near the silos
- tweaking ranges based on ammo type
- reduce range and damage of personal weapons
- give the player an even bigger head start
- increase military science costs in terms of research
- decrease other science costs in terms of research
- decrease flamer and probably even artillery damage
- increase silos HP and armour to receive damage only from higher weapons tier
The top implementation would be to be able to "command" biters to throw waves at an enemy base or be able to spawn nests, etc... that could increase based on a military science
i can totally see this working with balanced early game remote controlled bots for "units" that teams could use to mess up others with, there is sooo much potential in this mode!
Dosh is spoiling us this week with 2 videos!
would 100% watch more of this - space age pvp runs could be very interesting!
The uploads tickle my cube...
Finally, Dosh is starting the first Factorio pvp league. First tournament prize is gonna be a pallet of Bush's Baked Beans.
Team Cube, team Beans, team Furnace Stack, team Train Ramp. That’s the mental name assignment I went with. This is a neat mod.
A factorio playthrough where you can only scavenge assemblers/ furnaces/mines etc from the Ruins Mod could be interesting
ThtOneDragon is a legend for jumping in though!
Honestly id love to see a josh mindustry vid
Dosh not josh
@@DunryanJosh
Haha only kidding, I'm just Joshington you
Factorio PVP looks like it has a lot of potential. It does seem like it would need some changes, like maybe increasing the turret range (would need to be tested, for unforeseen consequences) the stuff Dosh talked about at the end. I would also say AAI AI vehicles could be interesting but even a dozen of those can tank UPS in my experience so that may prove to be non-viable. A pity because it might give factorio an RTS feel so you can have some autonomous offense/defense.
The PVP mode is enjoyable to watch. You should consider doing more of these every so often. I would be even better with mods if that’s even possible. Rampant, and PVP would be an insane combo.
I feel like the way to improve pvp is to make it much faster than base game. Something like:
- All research unlocked, except any that increase weapon damage
- Starting base has lasers and basic power so they can't be as easily cheesed
- Players start with construction robots and blueprints
- Rather than winning based on destroying a structure in the enemy base, have it based on obtaining enough resources from outside of the starting walls like oil and uranium, so there's benefit in raiding bases but it's not required, keep the crazy combat outside in claiming resources patches
Something that really makes it feel more action-packed I figure. There can be a number of strategies based on rushing and defence tactics, also preventing it from being 20 minutes of nothing before sudden victory, since destruction happens early but can be repaired just as fast.
There's lots of options.
I don't know if you're reading comments but I had an abysmal idea for a run that would end in probable spaghetti. No idea if it'd be difficult though.
"Want not, Waste not", simply put, you cannot remove, deconstruct, destroy, relocate anything once you've put it down.
I always find myself ripping up my factories to redesign, so I thought it might be interesting for a run where you couldn't do that
man that would be crazy - just think of all those times when you accidentally put a belt the wrong way round or an inserter one space off - "oops, looks like i can't use that square anymore!". 100% want to see dosh try this
Okay a dedicated factorio pvp meta sounds interesting and full of cheesy meme potential. Thanks for making this vid mate 🙏😃
team team's last member rushing in to protect their silo was just too good
Mindustry!
2 videos in a week? Doshers EATING rn
I think the biggest issue is that defense becomes useless when you can outrange it at all points. If the turrets had increased range so they were always able to hit, and then rebalanced such that yellow ammo beats man but loses to car, red ammo beats car but loses to tank and green ammo beats tank. If that happened you would have the initial choice of going either offensive - trying to reach the next tier of weapon before the opponent gets the defenses for it, or do you go defensive, beating back your opponents advance. Third option is that you hope your opponent goes defense and you just completely ignore them while you put all your focus into building the rocket. You can also fool your opponent by choosing to play as if you were rushing the rocket, but immediately jump up to tank and rush a hopefully yellow or red ammoed base. I think a lot of interplay can happen if defenses were actually possible.
this was very fun to watch! PVP seems pretty cool