honestly the thing that kills Satisfactory is the handcrafted map.
the game is good for basically one playthrough and then you learn where everything is and realize that there's exactly one good spot on the entire map to build a central base if you want to be reasonably close to most resources.
The map is fine. The only real challenge the game has to offer is making your factory layouts work with the terrain, and a procedural map likely wouldn't be able to make that interesting. >there's exactly one good spot on the entire map to build a central base if you want to be reasonably close to most resources
Not really. The northern forest start is good if you want to blaze through the first few tiers and the research trees, but in the long run, it's got problems with scaling and expanding. Of course, the game is so slow that you might as well just start there anyway to get through the research and get a good supply of materials and then frick off somewhere else to build bigger.
Because what's the point of building shit if there's no necessity to drive you towards it? Might as well make a scavenging and base building game without any zombies. What the frick's the point?
>Because what's the point of building shit if there's no necessity to drive you towards it?
once combat is trivialized by progression, you have the same problem. the drive of factory games is ultimately to make number go up; the biters in factorio are there to check your ability to expand and make number go up until you can deal with them. DSP checks you by severely limiting your mobility until the late game. it doesn't really need combat.
>once combat is trivialized by progression, you have the same problem.
Which only goes to highlight how your hostile environment should necessitate progression, and without this you "have a problem", i.e. the game becomes boring garbage. It's also why mods expanding on the PvE aspect are so popular for these sort of sandbox games. Despite being "sandbox" just fricking around without any challenge gets stale ridiculously fast. The "sandbox" should be a means of figuring out a challenge put towards you, not be the entire gameplay experience by itself. It's why minecraft will always be trash outclassed even by low effort shovelware like 7DTD.
8 months ago
Anonymous
>The "sandbox" should be a means of figuring out a challenge put towards you
I suppose we play these games for different reasons, then. I enjoy the challenge of logistics and coming up with novel designs and layouts. For me these are puzzles, and I find these parts intrinsically fun without requiring external pressure; not to say I don't enjoy nuking biters with artillery from halfway across the map, but they're not the reason I play the game.
without something unexpected to respond to, you're playing cookie clicker with extra steps.
Choosing to forego factory advancement to make a few more planetary shields, risking attack to get those few valuable resources early, all that balancing things is actual gameplay, thinking, decision making.
>without something unexpected to respond to, you're playing cookie clicker with extra steps.
a bit reductionist since some of these games can be relatively complex. one of /egg/'s favorite factorio mods recently is nullius, and that one doesn't even have biters; the challenge is in managing byproducts and reducing inefficiencies. captain of industry was also popular and it doesn't have any real external pressures; the main challenge is getting infrastructure up and carefully managing limited resources. same story for oxygen not included. the common thread here is that the enemy in these is you and your lack of planning.
i suppose i'm challenging that "uhh, it's an enemy, and it wants to destroy your shit" is the only way to create tension or pressure in a factory/automation game.
DSP doesn't have complex atmospheric/temperature/etc. systems like ONI. It doesn't have byproduct managing on a large scale. The terrain is not a problem.
It already HAS you "shooting" components across a solar system.
Rallying against adding combat to it in this way feels like autism to me, bro
8 months ago
Anonymous
>Rallying against adding combat to it in this way feels like autism to me, bro
I'm just skeptical. Combat works in Factorio because you are on a 2D surface and you are constantly fighting to maintain a boundary. There really isn't a boundary in DSP; once you have control of a planet, what is the front? I just don't see how they're going to do it without it becoming "slap protect-o-tron 9000s on a planet to stop the invasions"
8 months ago
Anonymous
>i haven't read any of the devlogs on it so I don't know why the players are excited for it
ah, now this begins to make sense.
>once you have control of a planet, what is the front?
all of the combat is interplanetary. Protect o trons to soak damage, orbital cannons to fight back, arming your mech to go and take over AI controlled planets
your skepticism comes from ignorance and that's not a good look
this. the 1.0 for minecraft was a total marketing ploy and nothing else. plenty of games do the same shit. forcing it upon them solves nothing aside from changing the apologists' tune from "but it's early access" to "but it would have still been early access if there wasn't a time limit"
i've played plenty of great EA games where it wouldn't have existed if the devs had to get all funding upfront. people just need to stop giving money to >we're two ideas guys that only know javascript and we're going to make a game where you can do LITERALLY ANYTHING please buy our early access
games.
>a month and a half without a devblog post >half their devblogs are talking about features that "won't be in the next patch, but the one after that for sure" >no talk of NPCs, something that was spoken of years and years ago >the game itself is a tedious grind coupled with insanely risky jank-ass combat
play it for 500 hrs.
It's pretty fun, but it would be better with factorio combat
Its also being published(?) by the same guys who got Valheim under them
Just a straight up worse game than factorio or dsp.
honestly the thing that kills Satisfactory is the handcrafted map.
the game is good for basically one playthrough and then you learn where everything is and realize that there's exactly one good spot on the entire map to build a central base if you want to be reasonably close to most resources.
yeah it's so baffling that they chose to go that route
The map is fine. The only real challenge the game has to offer is making your factory layouts work with the terrain, and a procedural map likely wouldn't be able to make that interesting.
>there's exactly one good spot on the entire map to build a central base if you want to be reasonably close to most resources
Not really. The northern forest start is good if you want to blaze through the first few tiers and the research trees, but in the long run, it's got problems with scaling and expanding. Of course, the game is so slow that you might as well just start there anyway to get through the research and get a good supply of materials and then frick off somewhere else to build bigger.
>Not really.
please make efforts to not use this phrase. It's childish, dismissive, and detracts from everything that comes after
Ms. Pendleton I quit your fricking English class 6 years ago why do you insist on following me?
dsp also still in early. is it further along than satisfactory?
DSP is essentially complete unless you want combat, and I still don't understand why everyone wants to shoehorn it into every factory game.
Because what's the point of building shit if there's no necessity to drive you towards it? Might as well make a scavenging and base building game without any zombies. What the frick's the point?
>Because what's the point of building shit if there's no necessity to drive you towards it?
once combat is trivialized by progression, you have the same problem. the drive of factory games is ultimately to make number go up; the biters in factorio are there to check your ability to expand and make number go up until you can deal with them. DSP checks you by severely limiting your mobility until the late game. it doesn't really need combat.
>once combat is trivialized by progression, you have the same problem.
Which only goes to highlight how your hostile environment should necessitate progression, and without this you "have a problem", i.e. the game becomes boring garbage. It's also why mods expanding on the PvE aspect are so popular for these sort of sandbox games. Despite being "sandbox" just fricking around without any challenge gets stale ridiculously fast. The "sandbox" should be a means of figuring out a challenge put towards you, not be the entire gameplay experience by itself. It's why minecraft will always be trash outclassed even by low effort shovelware like 7DTD.
>The "sandbox" should be a means of figuring out a challenge put towards you
I suppose we play these games for different reasons, then. I enjoy the challenge of logistics and coming up with novel designs and layouts. For me these are puzzles, and I find these parts intrinsically fun without requiring external pressure; not to say I don't enjoy nuking biters with artillery from halfway across the map, but they're not the reason I play the game.
so no combat at all? whats the opposite force working against you in dsp then?
So far nothing, but in a month they will add the self replicating bots who will try to kill you like the factorio bugs.
without something unexpected to respond to, you're playing cookie clicker with extra steps.
Choosing to forego factory advancement to make a few more planetary shields, risking attack to get those few valuable resources early, all that balancing things is actual gameplay, thinking, decision making.
>without something unexpected to respond to, you're playing cookie clicker with extra steps.
a bit reductionist since some of these games can be relatively complex. one of /egg/'s favorite factorio mods recently is nullius, and that one doesn't even have biters; the challenge is in managing byproducts and reducing inefficiencies. captain of industry was also popular and it doesn't have any real external pressures; the main challenge is getting infrastructure up and carefully managing limited resources. same story for oxygen not included. the common thread here is that the enemy in these is you and your lack of planning.
i suppose i'm challenging that "uhh, it's an enemy, and it wants to destroy your shit" is the only way to create tension or pressure in a factory/automation game.
DSP doesn't have complex atmospheric/temperature/etc. systems like ONI. It doesn't have byproduct managing on a large scale. The terrain is not a problem.
It already HAS you "shooting" components across a solar system.
Rallying against adding combat to it in this way feels like autism to me, bro
>Rallying against adding combat to it in this way feels like autism to me, bro
I'm just skeptical. Combat works in Factorio because you are on a 2D surface and you are constantly fighting to maintain a boundary. There really isn't a boundary in DSP; once you have control of a planet, what is the front? I just don't see how they're going to do it without it becoming "slap protect-o-tron 9000s on a planet to stop the invasions"
>i haven't read any of the devlogs on it so I don't know why the players are excited for it
ah, now this begins to make sense.
>once you have control of a planet, what is the front?
all of the combat is interplanetary. Protect o trons to soak damage, orbital cannons to fight back, arming your mech to go and take over AI controlled planets
your skepticism comes from ignorance and that's not a good look
>automation game that isn't factorio
>released
HAHAHAHAHAHAHAHAHAHAHAHHAHAAHAH
>sandbox scam
>finished
of course!
>3 years
Yes, yes... very good... HOWEVER...
ok this is just ridiculous. steam should have a policy for early access duration.
>dev slaps a 1.0 when the timer runs out and push out a half finished turd
you cant win with EA, it should be banned altogether
this. the 1.0 for minecraft was a total marketing ploy and nothing else. plenty of games do the same shit. forcing it upon them solves nothing aside from changing the apologists' tune from "but it's early access" to "but it would have still been early access if there wasn't a time limit"
i've played plenty of great EA games where it wouldn't have existed if the devs had to get all funding upfront. people just need to stop giving money to
>we're two ideas guys that only know javascript and we're going to make a game where you can do LITERALLY ANYTHING please buy our early access
games.
damn i was thinking 7 days to die was king but pz beats it by a month
>a month and a half without a devblog post
>half their devblogs are talking about features that "won't be in the next patch, but the one after that for sure"
>no talk of NPCs, something that was spoken of years and years ago
>the game itself is a tedious grind coupled with insanely risky jank-ass combat
It's still just bad Factorio.
They're updating to UE5 while in EA, lol. They just don't want to release because EA updates create more anticipation and sales.
The game has had basically nothing substantially changed for about two years. I doubt it'll ever be finished.
Imagine if someone harnessed the weapons-grade autism required to play Factorio for 18k. We genuinely could be living on Mars right now.
play it for 500 hrs.
It's pretty fun, but it would be better with factorio combat
Its also being published(?) by the same guys who got Valheim under them
>18k hours
nice bait
you are like a baby
Don't bother, a better 3D Factorio is coming out.
https://store.steampowered.com/app/983870/FOUNDRY/
buy an ad shill
take meds
touch grass
vile artstyle
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fricking lol, dropped
i do have my eye on techtonica, desynced and the crust but we'll see how that goes.
I'm not sure about this game's mining gimmick.
mind that the game was on epic for a year before the steam launch