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Something makes me think it did not do the result they wanted
How they worked in update 2, or how they worked at the beginning of update 3?
Because after over 300 hours on my day 1 to 2 weeks ago map, I never had any animals respawn, at all, anywhere. It was rather boring not having anything to go hunt.
In update 3, mobs are supposed to respawn in areas you do not have a powered facility.
They now use respawn zones
In order to stop a respawn you need 5 constructed objects and one has to be powered. It then creates a 300m radius that will stop any respawn zones in that vicinity
_____
The most recent hotfix attempted to lower the agressiveness of the despawning mechanic and fix an error that caused the angry flies to infinitely soawn even though the egg spawner plant thing doesnt.
Its also possible for mobs to follow you. I have seen spiders stalk explorers for kilometers ( r/satisfactorygame and youtube videos)
that was not my question to the poster. He said don't fix what wasn't broke, and he liked how it was "originally". I was asking a clarification question to the poster on if he preferred to never have creatures respawn.
i said i dont feel it needed changing...
Thank you for the clarification, I understand what you are saying. For those like you, I would love for there to be a slider, from off to respawn in 5 minutes, LOL.
I had over 300 hours on one save game before switching over to update 3. I spent most of my time growing my factory of course. But there is only so much of that I can take, LOL. Sometimes I just needed to go out on an adventure to find something to smack. That became hard when I had nothing left to kill. I think that last 50 hours or so, I went over every inch of the map without running into another creature.
Now, them spawning within 50 meters of any part of your base does seem a little broken.
Edit: I normally hate comparing games. But in Ark, we had 2 sliders. 1 for creatures spawning near base, distance wise. The other slider was how often creatures would respawn. These would be really nice additions.
Yep, I understand. That is why I would prefer a slider over a rule the game devs themselves set. People with you will not be happy with respawning at all, and you aren't wrong. People like me were unhappy with no respawning at all, and I am not wrong. With a slider the player controls, both sides should be happy with the result. (Assuming no bugs and it actually works as intended, LOL.)
Now the game as I signed up and bought into was for the former, a builder and factory construction game and from the very first I really enjoyed playing it.
However from this update 3 (only on the experimental branch) the game has taken a fundamental change in direction (possibly caused by the ‘get good’ group of players who have maxed out the game and require some more ‘exiting’ game play).
The end result is a sort of hybrid game that tries to cater for both types and fails totally for both. What they have done is brought in a sort of re-spawning system of hostiles to keep the FPS brigade happy, the only problem is when you are starting out or at a low level this increase in hostiles is detrimental to the more passive player who just wants to build and construct as before.
They have also brought in a ‘token’ generator system where you have to make tokens to unlock extra tiers of items that were unlocked by making stuff before. This whole thing seems ‘artificial’ because you just make stuff to put in the ‘Sink’ that grinds it up into, what, it just ‘vanishes’ no output, just a time and product sink.
I’ll watch the experimental branch but if it continues the direction it is going I for one will probably find another game to play as that will not be the game I paid for.
That happens so much with early access gaming, you love it when you buy it, and then it gets finished and is nothing like what you liked, and why you paid for it...
I don't know is this "fundamental change of direction" you're talking about, but you are way off the mark. Nothing has changed regarding the core gameplay, it's still the same gameplay loop that is just as friendly to the passive builders out there.
Monsters respawning is definitely not done to "keep the FPS brigade happy", that's is a ridiculous assesement. This game's combat or FPS mechanics are not good enough to attract any FPS players, and there is no person who plays this game that does so becuase they want to kill monsters. They are simply an obstacle for you to overcome. There are also ways to completely isolate yourself from them, if you're having troubles with them respawning in your base then that's a problem you created yourself. I don't have to deal with respawning monsters in my base, since I didn't built it on top of an area that is their spawn point. If you're a passive player, pick a starting zone that doens't have as many hostiles and don't build near them. It's not rocket science. Having to pay some attention to that is not killing the game for anybody, even passive players had to deal with the monsters multiple times before. Nothing has changed.
AWESOME Sink is not confusing or unintiutive either. It obviously exists for a couple reasons:
- It helps dispose of the excess of some materials that would otherwise eventually brick the whole production, since we now have recipies that produce byproducts which you have to get rid of somehow. A sink is a better option than making 100 storage containers as a buffer.
- It gives an incentive for people to go bigger with their factories much earier in the game. Previously, you had zero incentive to scale up your production, with some areas you could literally stay in one place for almost the whole game because there were so many pure nodes all around you. Now you have a system that rewards you for going big. What are the rewards? Optional base building elements that you previously got for free, and golden statues to show off. USeless you say? Perhaps, but that's not the point. The point is we now have A GOAL. And actual eng game goal that we can pursue. For some people, including me, this was the biggest problem with the game. Zero goals and challenges to pursue. Now, we can challenge ourselves by buying all the statues. And if you did the math, you'll know that this is one hell of a challenge to achieve in a reasonable timeframe. You could even make it into a speedrun. A very long speedrun, but still a competitive challenge!
- Yet another mechanic to interact with. Games with lots of mechanics are more fun than games with less mechanics. Taking some optional things and putting them as a reward from the sink is making the game more interesting, because there's yet another thing to interact with. It's called good game design.
You know another great thing about Resource sink? You can completely ignore it! It's entirely optional, you don't need any of the rewards from it to build a factory. And if you want to get those cool optional things, getting a bunch of them at the start is very easy. All you need to do is stuff the sink with the high tier items you find near the wrecks. Just shoving a couple of compuers in there will get you dozens of tickets immediately. You can actually unlock every single building element you used to have that way, at basically no effort at all.
The game is definitely not going in any weird direction, it's just your imagination. There is no "FPS crowd" (god, I grin every time I write that, it's so dumb), or a community of hardcore players they are trying to appease. It's still the same game, there has been no change in direction, it's simply getting more and more complex as time goes on. As it should.
From what I've seen the split is between things that are more cosmetic or less vital going into the sink while the basics needed to keep a factory growing were kept in the hub.
Other than maintaining power I don't really see the difficulty of funnelling products that aren't being required in large quantities into the sink instead of spending time breaking down and rebuilding the factory each tier.
Only downside is that waiting for tickets will grate those folk who have little patience and want stuff NOW. The rest of us will likely hook up a sink or two and go off to play the game, with perhaps a handful no doubt looking for a trainer or cheat engine way to get them because NOW.
As for respawns, I'm fine with that as long as it's not inside a base (clipping looks to be an issue for respawns) and the timer isn't crazy fast. One of Caledorns videos from before they patched showed him clearing multiple beehives, entering a cave spending barely any time there and finding all the hives back on leaving again, a bit too quick.
You're right, resource sink is literally optional. none of the things you find there are required to build a base, they are all either variants of existing stuff, or optional things like wall mounted power poles.
Also, it's as you say, feeding the sink is not hard. All it takes is finding some resource nodes you're not using, building a small factory there and feeding it all to the sink. Done. I did that with quartz, and just left it run in the background. It gave me a steady income of tickets and allowed me to buy every item that we used to have in the hub after the first 20 hours or so of the game. With just two quartz nodes.
As for people who are "impatient" and want the things noooooooow, there's also an easy solution. Go get some computers, or even supercomputers from the wreckages. Feed them to the sink and you'll immediately get enough tickets to buy everything that you used to have access to, and more. Done, you have access to it immediately. You can do it as soon as you start the game, but I'd wait until I have at least automated some basic resources so my time out there hunting for hard drives and computers is being used efficiently. If you know where to find them, it should take you less than an hours to run to get them and then back to base.