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Not all products design for everyone.
Durian is the king of fruit, doesn't mean everyone appreciate it the same way.
People who enjoy durian, won't care any complaints of any nay-sayer
Bigger blueprints reduces repetitive building work. In fact a lot of suggestions people make which might seem to be 'speed' improvements are actually 'quality of life' improvements because they reduce repetitive work.
Immersion, depth, high risk/reward, high investment, internal consistency, build up, etc. These things sell... to a tiny fraction of most audiences.
I think most of the complaints of tech being not powerful enough or unlocked "too slowly" are coming from people on their subsequent playthroughs. Unfortunately I'm not sure how the developers could satisfy some of these complaints without thereby sacrificing some of that experience for new players, who I think must be their higher priority. More experienced players can always use creative mode and the many available mods.
What a great sense of achievement.
Its not about FASTER,
Its about being sane.
And yet, as a fan of those things, they're exactly what I find Satisfactory to be lacking
Satisfactory has a veneer of depth, but it really is the most "you stack the things endlessly and pretend that makes it deep" veneer I've ever seen. Every single machine is an X-in-Y-out magic box -- there's no processes to learn, no significant mechanics to understand; you just put the thing into the machine and it spits out another thing.
Head lift for water pumps is the closest thing to a creative challenge that this game has, and it's very easy to either bypass entirely (use the highest water sources on the map, boom you've just eliminated head lift!) or to brute-force your way around with pumps. Moreover, because the machines "delete and recreate" water rather than preserving system pressure, you can use byproduct water and the natural head lift it comes with as "free" height gain once you get into the tiers where head lift is really going to start to matter.
There is no risk vs reward because there's no risk -- if you die, you go collect your loot bag. If you build poorly, the only thing you're wasting is time. Hell, even if you intentionally try to sequence break (my "favourite" starting plan is to dismantle the pod and then sprint directly to the crater) with a "high risk" strategy that runs you past enemies, the worst that happens is... you have to try again.
Internal consistency? Laughable! The game hammers on about "being efficient!" and then encourages the most wasteful production strategies I've ever seen. The only thing that Satisfactory is consistent about is invalidating your previous work to make you build more stuff.
And that flows directly into why the "build up" isn't satisfying at all -- because it's not a ramping up of abilities and production; it's a jerky stop-start "ok you did your chores, and the reward is... new chores!" festival of grinding, where the few moments where it genuinely feels like you've made some progress (which mostly stem from unlocking new kit -- blade runners, hoverpack or gas masks etc) turn out to be detours from the main path, meaning that you have to balance the investment into those upgrades vs getting on with your actual mission.
I wanted things like immersion, investment and a sense of achievement from Satisfactory; but all I see is Number Goes Up. And that's not a meaningful achievement -- I can make the number go up in just about any game. Most other games at least make it a bit challenging though... in Satisfactory, the number going up is basically predetermined; it's just a linear function of how much time you're prepared to waste in watching it go up.
But simply imagine a first time player being confronted with phase 4 parts. I was so happy when I finished phase 3 the first time; then the imagination to have phase 4 on top of it......I had many many months of trial and error and practicing between those 2 phases, so I was kind of prepared.
And to be honest I do not always need games with "challenge". I think Satisfactory is popular, because it is so chilly and relaxing, only creativity and fantasy, no real challenge ( in the meaning of work ) at all.
Hate when that happens
Solution could be to design factories with MK# belts in mind, but that only means one has to run around all old factories upgrading every single belt manually, still better than tearing everything down. Still, for large part of the game a lot of machines will sit dormant, waiting for that belt upgrade.
In my opinion the belt tiers have to be reduced in number and introduced earlier, the logistical tools have to be introduced earlier (trains/trucks), otherwise what happens is that its completely meaningless to start designing something unless you have all the tools at your disposal, and dont even get me started on how so many alternate recipes are superior.
The difficulty should actually be that creating the better logistical tools COST materials. So yes, you can have your mega-turbo-belts early IF you are able to design a factory that makes those belts in a reasonable time.
Multiple source of repetition activities exists in Satisfactory exists. Some people might like repetition but not all people do.
Having no way to replace production line machines to work with production line mk 2's new machine or recipe. True all the way from milestone 0 to end-game. A good example of what I like to see is replacing an assembler mk1 in Factorio with higher mark assembler and it will continue to work as before.
Logistic is a huge-time sinker above a certain distance and before you unlock oil which is a prerequirement for Train. Afterward, there is no point to using belt long-distance since setting up a Train is much faster and less time consuming.
Certain late-game products are not worth the time it takes to setup a production line while other mid-game alternatives are too good to tear down and replace for a late-game production line.
Particular recipes in the mid-game are way too underutilized and has a dead-end. Those recipe's existence feels janky compared to all other recipes and don't have a purpose or fit within the theme of automation everything in Satisfactory.
Color me skeptical on the claim that speed runner can finish space elevator deliveries in matter of a few hours. I have done There is No Spoon in Factorio under 5 hours back then when world record used to be 3 and a half.
Nowadays Factorio WR are currently sub-two hours because of quality of life changes (assembler mk 1 used to be limited to a few ingredient which no longer exists).
Do you know of any link or footage of a Satisfactory speedrun?
acording to a speed running web site they show one person doing a 4package% run on update 7 in about 19 hours which is a similar time I think the one I seen on youtube probably was.
This style of speed run begins with skipping intro and ends with the 4th space elevator being launched.
I checked update 6 runs and those were slower...more like 23 hours is the best one there.
and the best update 5 run is 25 hours.
those are all solo runs...they also have speed runs that include more then one player.
I managed to find the update 6 run on youtbe but still looking for that single update 7 run that said it was 4 hours faster.
EDIT I found it:
https://www.youtube.com/watch?v=AolT2wXuUsA
The first half of this is a 10 hour long youtube video...hope you got some time to spare when watching it,
here is the web site that speed runs are typically tracked and validated on
https://www.speedrun.com/satisfactory?h=4Package-Update_7-Solo&x=02qepjp2-kn0zgoo8.81w0exvl-p8555q58.mln2850l
looking more into this it seems the 3package% runs tend to be near 4 hour mark....that says alot for how larger the final phase is compared to the first 3 phases. That final phase takes nearly 4 times longer then the first 3 phases combined.