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Well, yes. The devs are pretty upfront about this on the game's page. Satisfactory is about exploiting an alien world in order to build and optimize a factory in order to exploit the world even more in order to build more buildings and optimize the crap out of your factory. Reading the rest of your post, I think you just bought the game with incorrect expectations in mind.
Doesn't matter, i don't regret buying it.
The game is good at what it does, also if it does not change.
And i know its gonna be a cool sight once i progressed (a lot) more.
Like i said i just have the feeling i am missing something here.
And Snip, that does not have to be turrets and fortifications.
Only made a few suggestions.
Could be just me but i am getting tired and bored after playing a short session.
Bored like playing a flight simulator and flying from point A to B.
In its current state i am not playing to have fun but only to reach my goal.
Yeah i think i expected something more, anything goes.
I like the fact that it's not just about resource management like Factorio, although I loves me some Factorio, but this game has a lot more building and exploration elements.
I just spent hours building a giant bridge so my tractor could transport quartz to my factory. Setting it all up was fun from a resource perspective, but building the bridge, fighting the monsters along the way and finding all sorts of treasure meant I had to work a bit to set up just one element of the factory.
This game has a lot more depth to it than I thought at first. At least work your way through the first 4 research tiers to really see what the game has to offer.
You only played 2.5 hours so far...You barely scratched the surface.
Its about exploring to find stuff to research to build stuff to research more stuff to build more and greater stuff etc..
If thats not your thing..refund..oh wait..to late
Game is awesome by the way..(for a exploration/builder game.) its early access..who knows what comes in the future.and with modders..)
Some examples:
Megabase: Move resources into one location and process them in a single place -> focus on efficient layout / vertical build.
Distributed factories: Local processing of materials and shipping the higher tier products to other factories -> train network and hubs, small factories, scale by adding outposts.
Full usage of resources: max out all the nodes you can gather in an area -> reach for 100% efficiency
Final product/min: set a goal for eg. 1 turbomotor per minute and make it happen.
Limited location: restrict yourself to one area and make the best out of it.
Build a base & expand it vs. build a base to build a base to build a base.
A mix of the above, or any other extreme you can think of.
Luckily Satisfactory has alternative recipies which also give lots of opportunites to play around with.
In the end its about overcoming challenges that go with your design decisions, see how it unfolds and what comes of it.
Game requires you to get imaginative and technically creative. Thats the best way to describe it, though I personally now use mods because life without mods is a life lacking.
lets take a look at some other games that almost were perfect for me:
astroneer:
+ good focus on research, producing resources, and exploration.
- very little in terms of automation (when i originally played), power network is finicky and short ranged, CONNECT TETHER. the classic infinite tether in a row game
subnautica:
+ amazing focus on exploration and building
- hunger and thirst bar, making early game very difficult. if something important gets damaged good luck
factorio:
+ amazing focus on producing resources and automation, get to see items move along conveyor lines
- you are forced to explore for resources, can never have true automation due to resource pools being limited, constant threat of bugs, 2D pretty much creates a meta for factory building, "bro just dont make spagget factory"
satisfactory combines everything i liked about these three games into one game.
I'll keep playing and maybe it will grow on me, but there feels like something is missing. It is in EA, so who knows what might be coming.
I'd say this game is more like Craft the World without combat, rather than Factorio without combat. In CtW you build stuff to unlock more stuff to build, which feels a lot like this, but it had combat that kept you from getting bored with a simple build->unlock cycle.
Even with modding I don't think a good defensive mod will be possible, because none of the buildings seem to have damage models; imagine trying to create that for every structure, and how would you handle broken belts - destroy the entire span instead of one 'tile' of it?
Once your factory spans half a city state, you might change your tune a tad - Definitely getting Factorio vibes if anything here after a couple hundred hours.
for buildings just have a overlay texture that has cracks.
also imo whats missing is four things:
more focus on exploration and dynamic fluids/landscape, more fauna and a way to capture them for display/exploitation. and light elements.
for exploration a no hard reset friendly way to do it is we got the void, there could be a "checkpoint" tier where we need to make a elevator down into the void and then make a new hub down there, to advance to the next tier you would need some materials from the void. could also provide more hostile fauna for people who are more into the combat playstyle of the game.
for dynamic fluids, existing water sources stay static but for example if rain is added it could cause temporary streams, ponds, and puddles.
for dynamic landscape really just a landscape editor would be nice. areas around ore deposits and static water would be immune