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After my planning brain is tired but I'm not quite ready to quit the game, it's very satisfying just to watch the wheels turning for a while. I hop up and down my chains and just watch the numbers go up. It's an indispensable part of my gameplay for sure.
Thank you for posting this. I have not played this game in a long time, precisely for much of the reasons you stated in your post. I found the game is wholly disconnected from reality as building game with a Sci-Fi back-drop, ruining the experience to a point of frustration to me. (No solar? Can't send resources through tubes despite the player being able to? No high-tech teleporter to "beam" resources across the map? Player can't fly around, but resources can? No water craft despite the large water bodies on some of the maps? on and on....). The game's supposed drive to make the most "efficient" factory (of the future mind to boot!) possible seemed a farse to me in the end...
Obviously yes, it'll never be 100% realistic, but to ignore some basic high-tech things that we take for granted today as not worth implementing into the game because it doesn't fit the game's mold despite the high-tech nature of the game's backdrop seems a bit silly to me, like hand-waving around the elephant in the room.
(They wanted energy for example to be a constrained resource, so therefore could not justify having solar panels in the game because it would be "free"... so instead we have coal/oil lol, which is very much going backwards on the energy-tech spectrum. Many mechanics of the game would be more fitting if just placed in the 1900's. Hard pill to swallow when trying to immerse oneself in the game world. Fundamentally it's just another building game yes, but the entertainment value is often scaled with the realism to a degree.
https://www.youtube.com/watch?v=J4LlorYbVV0&t=656s
And if you need realistic games in order for them to be enjoyable then this might not be the game for you. Like many other games out there that aren't realistic.
I personally don't need realism for a game to be entertaining as I can just place the game in an alternate universe where all that stuff makes sense.
On the other hand, if we look at it from the scifi angle and assume the wondrous build gun can perform all the cutting, bending, welding and other things required to put the machine together, why does it need to work from these specific parts? Why does it need reinforced iron plates instead of regular ones? Maybe it could even work from ingots. Why don't we just integrate build gun technology into the factory and produce everything in a single step?
How come the vehicles in the game can use coal, diesel, batteries and nuclear fuel? In reality all of these would require very different engines. They're able to autonomously follow a recorded route long before we have computers, how does that work? There's some self-corrective capability in case the vehicle gets perturbed, so it can't be a simple cam-driven mechanical program.
And what about the entire premise of the game? FICSIT Inc goes through all the effort to put a space station in the orbit of another planet, but to obtain resources from said planet they send down a single pioneer equipped with a build gun (powerful as it is)? Then they restrict the availability of technologies to said pioneer until she can send certain specific resources up into orbit. How is that even remotely efficient? Wouldn't the job get done faster if more advanced technologies were available from the start?
It's a game, it's not meant to be perfectly realistic. It borrows things from the real world to make them feel more familiar and easier to remember. A lot of players seem to be enjoying it despite all the illogicalities. I've heard Captain of Industry has more realism, so maybe try that instead?
Yes, everything you said is all very true.
I never said I wanted or expected it to be "perfectly realistic", and only said that its obviously not 100% realistic in reply to the other post about it being not realistic. The level of detail you mentioned as examples of realism, through all true, are extreme for any such building game (unless the game is actually about designing/building an engine lol). What I was trying to get at is the dev's avoidance of implementing tech in the game from what we'd all agree would be commonplace (solar for example) or hi-tech in our real world today (thereby is already "real" to us), along with the lack of imagination for what we'd think a high-tech sci game set in the future would be (teleporting resources across the map for example, or a hover vehicle etc...), to instead implement features what we'd probably think of as antiquated technology when set against a future scifi backdrop. That to me, those choices result in a game that isn't realistic, is what I mean by the use of the word. It is still entertaining and fun to play I agree, but it's just not what I'd expect in such a scifi tech-driven building game, and after a while of playing, ended up a disappointment. To each their own though, have fun!
(Please keep in mind this is just my own opinion about what I'd like to see in such games. I made a very similar review about a medieval world building game that failed in incorporate a host of aspects common for that time period outside of swinging a hammer to build something. It wasn't "realistic" and ended up a disappointment after about 100 hrs of play)
Solar power in particular would trivialize power management. Low on power? Build more solar. Anywhere. No space? Build more platforms. Everything in the game is based on managing the rate of resource flows, and solar would break that. The lack of power at night is not an issue since it means you just need to build some more solar plus power storages.
Teleporting resources across the map would similarly trivialize a major part of the game, that being transport. Why bother with trains or truck routes if you can use a teleporter? Trains are already powerful enough that many players skip trucks entirely.
Sending resources through tubes? Sure, that wouldn't break anything, but it would just be an alternative skin for conveyor belts. It could work as a cosmetic for the AWESOME shop. Or a Mk6 conveyor in late game.
Watercraft would not be very interesting since most of the deep water is at the edges of the map. Rivers are mostly very shallow and broken by many waterfalls. While adding boats would not break anything, I'm not convinced they'd be worth the development effort.
Hovercraft would actually be nice since it would cut some tedium out of traveling. All water bodies can either be navigated around or bridged over anyway, so hovercraft don't allow anything you can't do without.
For player flight we actually have limited options. Update 8 makes the parachute a persistent item and I've found it quite useful for flying over difficult terrain. It does take a bit of setup to get up high first. I should make a blueprint of some stairs. Then there's the jetpack, which likewise is made more useful by new fuels in update 8, allowing it to get higher. And later on there's the hover pack, although it's limited to operating near your power network.
I wouldn't mind some faster player transport options across the map, although I understand that the limitations are intended to encourage planning and automation so you don't have to move around fixing things all the time.
Some of these things are also available as mods. While mod support is currently unofficial, I seem to recall that the devs intend to make it official after 1.0 is released. I don't have a source at hand though.
I do this as well. Helps a lot in U8 when you don't have mods yet.
Goes without saying but Factorio is a game I take 200x more time to complete because I want to solve all the steps with my own uniquely designed blueprint with a theme (these ones are efficient on materials, there's ones have no belts challenge, this one is just super ellegant ect).
I couldn't quite figure out why I don't find satasfactory rewarding and you're right, it has this infinite supply numbers goes up design.
Still I will hold out because the game isn't finished, I'm sure the glue will come in 1.0 with the story and content. Gives you a reason to make the numbers go up.
Honestly people in this thread seem to hate you but I think your points are on point. The only thing I think you're missing is the game isn't released so they could very well be holding back something with the coperations or the space elevator, imagine slowly seeing your space elevator assembly a machine in orbit, your numbers go up design would be applicable, maybe the coupon system is just a placeholder for what ever 1.0 will do. Although while it felt like a short term band aid like you said there is nothing harder to remove than a short term bandaide.
I think factorio sets a bad example because we have blueprints from the second you click play, you can automate power and everything. You very quickly can get passed the hand crafting stage and have fully automy to go in what ever design direction you want. Satasfactory on the other hand, dam what a slog the early game. You're just forced to wait for all the tiers and power it with veg until you got power automated. Like that annoyence is to make you appreciate what you get later but factorio is a good example of how that doensn't need to go on for so long.
Then there's the items your producing, they are pointless other than feeding into some other black box which spits out another pointless item. It's so strange, like why should I actually care about that item? In factorio the items mostly have a purpose. I'm making a bullet factory so I can have bullets and so my turrets can kill the monsters so my factory will be defended. It's that final sense of action that actually makes the factory have any sort of value.
Satasfactory to me seems to have this really annoying early access community almost like dyson sphere program where because the game is unfnished and not completed the people who are attracted to that game, who then talk in the communities then play for 1000 of hours end up representing the community. You see it all the time in here "Go play x because this is y". Dyson sphere has a lot of people wishing the devs wouldn't add in anything to combat because the people playing it have infinite time with no pressure, so these people end up representing the game because that incomplete environent is perfect to them.
Satasfactory clearly is aware of other factory games and follows there design patterns while the incomplete game basically provides an environment for minecraft like building for creativitiy. Rather than engineering a base and all that it's just this empty sandbox where you can draw what you want but there's no problem to solve when you can just have a carpark floating base. What's there to solve? The game isn't pressureing you to do anything other than numbers go up or you wait until the heat death.
It's super skelton like but you see in the comments all the time the community just rejecting everyone that doesn't connect to that skeleton. Personally I'm hoping 1.0 with the story will give me a reason to play but It's weird because I love all the other factory games but this one, it feels empty. Even 0.8 I just find my self asking "why" should I care about making that number go up? Like you said you are only rewarded with more tasks to do but without a reason to actually do it. If it was stuff like you have you ♥♥♥♥♥♥ power system and progressing is making that coal power plant better, auto cool downs ect all that I could dig. It's still the same idea of annoying you to progress but currently I find all the machines just really anoying.
Visually everything looks great, plently of building blocks for people to have fun and "cosplay" a factory with all the moving bells and whistles. Other players not so much.
"If you don't like the game, EA or not, then don't buy it, its that simple, if its in early access, then your buying something thats not done, you yourself are the only one at fault if your mad with an unfinished product."
We don't hate people who dislike Satisfactory, we hate their ignorance in when they think they know better then a video game developer just like your displaying yourself, its not your game, we can give suggestions to change things or fix bugs but your mad over something that is neither complete nor your own design.
In the wise words people from the main Steam forums would say.
"If you don't agree with the developers, thats on you alone, its not your product, its not your design, its not your development team, you get no say in the product, dont get up in arms when people disagree with you in a game's EA forum because 99% of time those mad in those EA game forums are people who forget they bought an unfinished product and are mad that its unfinished, its like getting mad at water for being wet."
holy wall of text im not gonna read