I'm removing your quotes of me so this post isn't a minefield of quote pyramids.
I think you misunderstand me slightly. I don't want DF to be like MOO1 and I certainly don't want it to be like a normal 4X: I want to look at the way MOO1 is not like normal 4X games. Instead of this nonsense of ordering individual buildings built on colonies of millions of people - and having no real idea what the effect of changing the build order is - you say "build factories" and they go and build factories. Policy, not implementation.
Yeah, that pissed me off in MOO2, or Master of Magic--I'm the galactic emperor, FFS! I'm not going to waste my time selecting every farm building on every world in a multi-parsec empire! It is more adequate in DF however, to spend a little time with each individual dwarf. Scrolling through each dwarf's labor screen constantly is not at all fun, however. Optimizations are necessary in other areas--for example, a placed bed should default to making the enclosed space containing it a bedroom, with the standard ability to (q)uery it into something else if need be. As is, laying out living quarters absorbs a prohibitive amount of game time.
I think the fear of "playing itself" is misplaced. I don't want the game to make decisions for me (albeit that some sensible defaults might help the process along a bit - for example, a job priority system would probably default to doing Clean Fish before Fishing), but I do want to automate away anything I can do which is repetitive and requires no thought. For example (once I can check fortress stock at all) I could maintain x stock of y by checking the fortress stock every fifteen minutes or by manually tracking whenever I use a y, and ordering new ones built immediately. Boring, repetitive, requires no skill on my part - automate it. But I don't expect to be able to say "build me a farm" (that said, a macro language for standard constructions wouldn't hurt, but that really is wishlist stuff).
Here I completely agree. Macros are present in the d# versions, and the fan utility Quickfort (found somewhere in General Discussion) allows you to build, mine and place items from a spreadsheet template, which is great for modular forts. But yes, this stuff should be in-game, eventually. I think Toady has some conception of these problems, given the auto-loom and auto-butcher features, it just needs extension as you say to more tedious maintenance aspects of the game.
Well, quite. As I mention, dwarfs only have about half a dozen distinct states. A dwarf is healthy, hurt, or dead; if hurt, they will or will not make an eventual recovery. Now the modelling of injuries in hideous detail is amusing once, and thereafter it contributes basically nothing, and represents a vast diversion of development effort. Furthermore the current system is very hard to balance compared to a simpler one - to write a creature that will, say, provide a reasonable challenge to well-trained dwarves is tricky at best without copying an existing one. Look at the way totally random creatures have become King of the Beasts. Carp?
I don't agree here. It's amusing more than once for me, to begin with, to see limbs and heads fly everywhere in a heated battle. I can see why some don't care if Urist McConscript lost his fourth finger, right hand, but I like the organ system, spine injuries, eye gouging and severs very much as they are. More than this, having weapon/armor/skin materials interact will provide a lot more complexity and flexibility in combat--your corps of uber marksdwarves isn't going to be too effective against magma men, for example. Your sword-wielding adventurer isn't going to slice up a colossus. This could be coded in with standard rock-paper-scissors balancing, but it'd be nice to have something more. As for buggy critters, that's to be expected I think, and enjoyed or not as the case goes.
Well, quite, rather than being added where they are most needed to paper over known gaps in the game. (Blah, blah, yes, it's his game, he can work on what he likes. But the question was what _I_ don't like). For how many years, now, have dwarfs been incapable of responding sensibly to being on fire, and fire itself a slow-burning but irresistible contagion which isn't actually very like fire?
Fire looks pretty good spreading on a grassland (or blowing up booze), but your point here stands. I'm sure we all have our ideas of where Toady -should- be working on the game. Given my experience with these sorts of indie projects, it's amazing he's still working on it at all. That doesn't mitigate the criticisms, which often hit home, but it does provide some context I think,
But I don't think there is any effort to strike a balance there at all; sim complexity is added without any real consideration of the gameplay effects.
Well, the fluid mechanics have quite celebrated game effects and several utterly practical uses. What aspects are bothering you? The preponderance of plants? This comes mostly down to flavor and happy dwarves, no? Do engravings of fort history feel as worthless to you? I agree they aren't core mechanics that deeply influence your play, but they're not awful to have around.
But, again, is there ever going to be a real effort to ensure the procedurally generated antagonists are equally varied and interesting? Procedural content can go too far. Consider a roguelike; the individual levels and monsters therein are procedurally generated, even the depth and branching of the dungeon may vary, but you never turn up to find the dungeon consists of two rooms, three asthmatic goblins, one cheese ration, and the Amulet of Yendor.
It will seem like it will never happen until it happens.
But what you say is true--challenges must be heavily sought out by the player, as opposed to being provided in a balanced way by the game in a way that they are present in most areas. That is a problem. Who hasn't wandered into a Nethack level that consists of mostly Leprechauns and Nymphs, though?
The current - and even the projected future - situation where interesting terrain features are scattered all over the world and a given site has only a small proportion of them strikes me as analogous to that. So what's the answer? Use Site Finder to find the spot in the world with them all. Why not just _generate_ a spot with them all and have done with it? The terrain in the rest of the world is basically irrelevant either way.
The idea would be to have enough diversity of elements and enough varied challenges that result from their unique combination in a given site/world, such that there is no "boring" site, though there may be easier/harder sites. Right now you have a choice of laughably easy or moderately tough sites. This needs work. Certainly a mature fort even in a peaceful area should attract many dangers and powers from the outside world.
Sure, eventually there might be _so many_ fascinating terrain features that any site will have a good selection and a site with them all would be obviously mad. That strikes me as being a very long way off, though, and right now a reversion to the 2D model where you just get a site with all the good stuff wouldn't hurt.
I note, however, that very few people seem happy with sticking to the 2D version, which is readily available. Since that good stuff is static, its dangers are static, and the formulas for dealing with them remain the same. If DF allowed for more and more interesting and challenging features to be accessed by digging deeper, unique to a site/biome/world/whatever, that to me would be more satisfying than a scripted site where everything is expected after one solid playthrough.