Satisfactory

Satisfactory

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HuMaNgUtAn May 5, 2022 @ 10:22am
(Suggestions) Endgame goals, progression and player rewards.
I've seen many posts recently about the lack of endgame goals and have been thinking a lot about what could be in store for us in the final tiers of the game. The sense of progression and player rewards is handled really well up to a point, but once you have a hover-pack and all the weapons it just stops - with many people left disappointed with the placeholder golden coffee mug.

Given that it takes the average player maybe 200+ hours to complete a first play-through, and that the huge majority of play-time is spent before completing the final space elevator delivery - I see no reason why we can't have some overpowered, game changing rewards become available at the endgame. This will give players proper endgame goals to work towards, and the requirements for unlocking them could be as absurd as the rewards themselves, such as tier 9 + 10,0000 shop tickets or every artifact collected. I'm thinking stuff like powerful weapons, craftable powershards etc. Game balance really becomes a non-issue at this point, when the game has basically been completed.

So please post any suggestions or feedback here.
Last edited by HuMaNgUtAn; May 5, 2022 @ 10:59am
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Showing 1-15 of 15 comments
HuMaNgUtAn May 5, 2022 @ 10:23am 
Here is the idea that got me thinking about this -

Available in tier 9 / 10 and once the artifact collection / exploration aspects of the game have already been finished - The Tesla tower and mk4 power poles would be unlocked. The Tesla tower, once hooked up to your power grid would transmit wireless energy anywhere in the world allowing the use of the hoverpack in any location. The mk4 power poles would connect to the wireless grid allowing you to build anywhere without having to physically connect to your power grid.
Shane May 5, 2022 @ 11:33am 
i dont really care about endgoals, for the past week ive been making a mega factory, the only reason for the construction of this mega factory is because its not good enough to move concrete from -1000 metres below sea level to ground level via ugly lifts !!

the original plan was just put a few miners and refinerys in a crater located in grassfields, put the finish concrete on trains and move it...

it now looks like this !!
https://steamcommunity.com/sharedfiles/filedetails/?id=2804418924

that buildings footprint is just insane not to mention how many levels it has, how many rooms it has, how long it took to make, and how much work remains.

i dont even require a quarter of that buildings footprint to make concrete. it grew so big i added the left building section just to run a truck a hundred meters to grab the sulfur near by, then built a alien area 51 structure to grab the coal from the cliff behind it...

what started out as a concrete factory, now will make concrete, sulfur acid and compacted coal instead.



the three large office sections created for no other reason other than i had to try and justify the space have no purpose at all, the road markings are of zero purpose, and to top it all off it now needs a five long train station in the centre building instead of three

who needs end goals when just to make my construction projects appear like they belong/blend in with the surroundings i have to produce such nonesense ?
Last edited by Shane; May 6, 2022 @ 4:57am
Allisonlj May 5, 2022 @ 11:39am 
I haven't even unlocked half the content that IS available, i've been really taking my time though... i fully expect to be one that hits 600+ hours before i need MORE content... Though when i think of whats missing most of it was stuff they've already announced will never happen...

1. Interplanetary/space travel, don't necessarily need space travel, but that'd be a neat plus... at minimum would require new planets or maps or procedural randomness then just load screen/portal in between if not wanting space travel. (Might get kinda no man's sky-y though)

1.5 Related: if space travel then asteroid mining for space base building. Could send up stuff via the elevator on the closest planet but asteroids would be more productive/faster... would need to keep refueling your ship/life support.

2. Kinda related to 1.5 but... survival concepts, food and air quality. Things cause pollution, too much pollution and not enough trees could lead to negative consequences from visibility to being able to breathe. Need to plant crops/trees to eat and filter the air, eventually unlock farm equipment to automate that. Could also use the food to make biomass if you want to make sustainable biomass.... shrug.

Anyway i'm pretty sure theyve already said none of that will ever happen but its neat to think about.
Shane May 5, 2022 @ 11:47am 
lol what about a pair of binoculars and some office furniture
kLuns May 5, 2022 @ 2:36pm 
The option to use the bed/ toilet
Wrawmon Newdole May 5, 2022 @ 3:37pm 
Solar Panels - 5MW output (footprint size of 4 foundations) - Cost: 50 Aluminium Casing, 10 Radio Control Units, 20 Heavy Modular Frames, 50 Concrete, 30 Circuit Boards
kLuns May 5, 2022 @ 4:28pm 
Originally posted by Wrawmon Newdole:
Solar Panels - 5MW output (footprint size of 4 foundations) - Cost: 50 Aluminium Casing, 10 Radio Control Units, 20 Heavy Modular Frames, 50 Concrete, 30 Circuit Boards
https://www.youtube.com/watch?v=J4LlorYbVV0
Aven May 5, 2022 @ 4:36pm 
I don't want anything that makes the game easier, even as an endgame reward. We don't need solutions. We need more tools and more problems to solve. Give me logistical nightmares, efficiency challenges, timed production quotas, and anything else that can't be afk'd or hand built: tasks that drive the player to engage with all aspects of the game at a deeper level, rather than the player having to push themselves.
kLuns May 5, 2022 @ 4:40pm 
Originally posted by Aven:
I don't want anything that makes the game easier, even as an endgame reward. We don't need solutions. We need more tools and more problems to solve. Give me logistical nightmares, efficiency challenges, timed production quotas, and anything else that can't be afk'd or hand built: tasks that drive the player to engage with all aspects of the game at a deeper level, rather than the player having to push themselves.
Try a hardcore 3x3 chalenge and don't allow conveyor lifts on the outside
Tomcat May 5, 2022 @ 5:31pm 
We should be able to build a planet busting nuke which turns the whole planet into one large biomass dump which can be used for the biomass burner.
kLuns May 5, 2022 @ 5:35pm 
Originally posted by Tomcat:
We should be able to build a planet busting nuke which turns the whole planet into one large biomass dump which can be used for the biomass burner.
It's called a doggo farm. You can use it to get rid of plutonium waste.
HuMaNgUtAn May 6, 2022 @ 11:07am 
Originally posted by kLuns:
The option to use the bed/ toilet

You think we should wait until the endgame before we get to use the toilet ?

Originally posted by Wrawmon Newdole:
Solar Panels - 5MW output (footprint size of 4 foundations) - Cost: 50 Aluminium Casing, 10 Radio Control Units, 20 Heavy Modular Frames, 50 Concrete, 30 Circuit Boards

This is the only fitting suggestion in this thread in my opinion. The Devs have said they will never add solar power - and I completely agree with the reasoning, but we are talking about game changing additions past the point of where the delicate game balance still matters so I approve of this.

I think a lot of you missed the point of this thread. I am looking for ENDGAME rewards. Things to freshen up the experience after hundreds of hours of play - rewards that most players will never attain, but give people that like to play on after the final elevator delivery some goal to work towards.
Bookslayer10 May 6, 2022 @ 12:31pm 
I think a great endgame tech for virtually unlimited power would be a fusion plant run off of electrolized water.

These would be like solar pannels, as there is enough water to build enough to crash the game, but only in specific spots.

However, you would need a lot of power to start one running - a complex grid network would be needed to turn them on one at a time, and blowing a fuse would require you to power them up again.

I think this would be a great OP endgame reward, and much more enjoyable than just placing solar pannels.
lpnlizard27 May 6, 2022 @ 1:47pm 
End game tech/ rewards

Let's see. Do this assuming ive finished the last elevator delivery.

-Fusion reactor
-Belt and fluid teleporters.
-Player teleportation

-Craftable inventory expansion (make it expensive, like full stacks of required items. ) this would be worth the cost for any player.

-Mk.2 jet pack that can also use liquid biofuel, turbo fuel, and has longer/ higher range with turbofuel. This also gives biofuel a reason to be built.
Last edited by lpnlizard27; May 6, 2022 @ 5:49pm
Obz3hL33t May 6, 2022 @ 7:55pm 
Commercial Space Elevator. Repeatable quest for commercial deliveries for fun and prizes, AKA tickets. Unlocked after you make the third main Elevator delivery.

Military Space Elevator. Like Commercial only higher tech. For security reasons takes higher-tech parts to build. Unlocked after fourth main delivery.

The AWESOME Sink obsoletes as a ticket source over time, as it should since its lore is that it's doing "research" on the items fed into it and destroyed in the process. How much more does Ficsit really need to know about Rotors?

It makes sense Ficsit would eventually want to monetize our efforts rather than watch yet another batch of perfectly good Turbo Motors grind into paste for "research". Paying us in tickets is a classic "company store" kind of move, so it already fits the lore.
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Date Posted: May 5, 2022 @ 10:22am
Posts: 15