We don't have a Satisfactory thread? - Satisfactory thread.

It's one of those games that should've been in EA for 2 years, released, got two small fix patches and died out. No idea why theyre fucking milking it for so long. There's not gonna be some "we added the last cutscene and credits" addition for 1.0 like Subnautica etc.

Foundry is almost a 1:1 copy of Satisfactory and it already has more soul.
 
arguably the tower defence to give the construction some urgency/variety etc) and some dipshit redditor shows up and goes "thIs iSn'T FActOriO"
I would love more tower defense BS considering these devs made Sanctum, one of my favorote tower defense games. They are leaving cash on the table with that one.
 
I would love more tower defense BS considering these devs made Sanctum, one of my favorote tower defense games. They are leaving cash on the table with that one.
Call me a conspiracy theorist but I think its genuinely just a massive inferiority complex.

In some past long forgotten alpha combat and tower defence were gonna be important, but someone said "Hey that's just like factorio!" and they got cold feet, attempting to distance themselves by just repeatedly shooting themselves in the knee and making the game worse and handicapping their design on purpose just to claim that they're not 3d factorio.

Like they added a bunch of weapons and like 7 different ammo types... for what? Clearly combat was planned to be more important in some past vision of the game, you're not using homing explosive shatterbolts vs passive afk mobs.

Btw, case in my point of my earlier argument:


"Why are blueprints so clunky, and unyieldy, timewasting, uncomfortable to use and in general just shit?"

"That's by design, this isn't factorio, satisfactory actually values UNIQUE, and CUSTOM factories as well as PERFECT RATIOS and EFFICIENCY, over SHEER VOLUME of production."

This retard right here is the literally definition of goyslop eating niggercattle.

He's intentionally arguing to keep the game he's playing worse because...??? There's literally no reason, why would you not want convinient and easy to use blueprints in your automation game???

Note, he's not even disagreeing with the OP that the blueprints are shit, he's just saying they're shit on purpose and that's a good thing™.

Again this is literally like refusing to implement strafing in your shooter because "its not quake 2".
 
as well as PERFECT RATIOS and EFFICIENCY, over SHEER VOLUME of production."
I take great offence to this statement. My factories have the perfect ratios made with efficiency in mind RESULTING in sheer volume of production. That being said though, perfect ratios argument only work if there is an end goal. In Factorio you have the Rocket that then leads into Infinite Research but Satisfactory hasn't got anything like that. The only thing it has close to it would be the points shop to dump the excess resources not being used.
 
I take great offence to this statement. My factories have the perfect ratios made with efficiency in mind RESULTING in sheer volume of production.
Yeah legit don't know what kind of crack the guy is smoking, you'd think after the 2000 hours he claims to have he'd have figured out how to do ratios but apparently not.
 
Idk about perfect efficiency. My current factory layout consists of a tall tower of long sushi train loop belts, each carrying a single item type, then splitters/joiners/elevators from/to machines all lined around the outside of the belt loop. Not efficient, but really easy to start making any new product.
 
Building up three primary plants between early, early-mid and mid production has made late-game a breeze to get set up. I am only realizing it now as I am working on the last couple projects. This pleases me.
 
As for my thoughts on the game itself, I played satisfactory for about 400 hours without knowing factorio exists, then I discovered factorio and never looked back

The world in satisfactory is pretty to be sure, but the fact that its static means there's little replay value. Deposits are always in the same spot and always inexchaustible so you can easily "solve" the game. It also puts a hardcap on the size of your factory contrast with factorio where people literally build factories of the size of entire irl cities.

Furthermore the lack of threats to your factory mean that there's no real obstacle you have to work around or overcome, or actual production goal you have to meet to keep the factory running. I.e. there's no failstate you have to actually avoid or take into consideration, which removes a huge layer of planning and depth.

It lacks tons of depth and qol features that factorio does, no construction bots, no mass factorial copypasting, no proper logistics, no logic gates, etc
Satisfactory targets a different audience and clearly it's not you. Why are you typing whole books in this thread talking about how it's bad, because it's not Factorio?
 
Satisfactory targets a different audience and clearly it's not you. Why are you typing whole books in this thread talking about how it's bad, because it's not Factorio?
common autist L. Satisfactory is comfy, and the pieces are polished even if there's a lack of depth to big parts of the game. Combat feels tacked on and you can't generate enemies or a really good use for your ammo, and the few enemies there are are just annoying to hunt/kill, not fun. They joked about there being demand to build a golf-mini game and that honestly would enhance the game alot. Despite all it's faults I still enjoy the tubes, vehicles and general building. It has a common vibe where the devs had great ideas and ran out of means/ability in development(see also: Hardspace Shipbreakers).
 
Satisfactory targets a different audience and clearly it's not you. Why are you typing whole books in this thread talking about how it's bad, because it's not Factorio?
By all means do explain what kind of audience intentionally shitty blueprints, less replayability, less depth, less width and vestigial incomplete mechanics (combat) are meant to target.

Would the game be worse with good blueprints? Would it be worse with gate logic? Would it be worse with more optional depth? Would it be worse if you actually had a use for weapons?

"Its not 4 u" doesn't actually work as an argument unless you actually explain in what way its not for me and which one of the things I said its missing are actually intended and would totally make the game worse if implemented.

You're exactly the kind of retard I mentioned in my earlier comments, that copes with the game's faults by claiming they are intended as some sort of bizzare coping mechanism instead of wanting the game to be improved in the sector's its currently lacking in.
because it's not Factorio?
Should also petition the devs to remove AD strafing from the game, after all, its not quake 2!
 
By all means do explain what kind of audience intentionally shitty blueprints, less replayability, less depth, less width and vestigial incomplete mechanics (combat) are meant to target.
One of the first things you mentioned that's negative about this game is a lack of threat to your factory. Even though that's one of the selling points, to have a relaxed experience. Don't care about the nitpicks about technical aspects, you're expecting a different game at a fundamental level and that's all there is to be said. You are just like the people who migrate from LoL to Dota then screech about how it's 1000x better at every chance they get. No one cares.
You're exactly the kind of retard I mentioned in my earlier comments, that copes with the game's faults by claiming they are intended as some sort of bizzare coping mechanism instead of wanting the game to be improved in the sector's its currently lacking in.
Stop being such an uppity nigger.

common autist L. Satisfactory is comfy, and the pieces are polished even if there's a lack of depth to big parts of the game. Combat feels tacked on and you can't generate enemies or a really good use for your ammo, and the few enemies there are are just annoying to hunt/kill, not fun. They joked about there being demand to build a golf-mini game and that honestly would enhance the game alot. Despite all it's faults I still enjoy the tubes, vehicles and general building. It has a common vibe where the devs had great ideas and ran out of means/ability in development(see also: Hardspace Shipbreakers).
I spent many hours in the buggy, but then it fell under the map with no way to get it out so I stopped using vehicles. Hopefully 1.0 fixes that early access feeling.
 
One of the first things you mentioned that's negative about this game is a lack of threat to your factory. Even though that's one of the selling points, to have a relaxed experience.
Factorio lets you turn bitters off retard.
Don't care about the nitpicks about technical aspects, you're expecting a different game at a fundamental level and that's all there is to be said.
No actually there's a lot more than needs to be said.

Which of the features I mentioned would make satisfactory a different game at a "fundumental level"?

Would having functional blueprints make it a "fundumentally different" game?

Would letting you manage your factory better with gates make it a "fundumentally different game"?

Give me specifics, what about your "fundumental" satisfactory experience would be completely ruined if blueprints were simple, covinient and easy to use?

Stop being such an uppity nigger.
You're coping so hard you're arguing against features that would objectively improve your game.
 
Despite what some would have to say in this thread, I kinda enjoy Satisfactory despite the hair pulling tedium of it. Although, there are some things in this game that I would wish to have. Such as resource deposits depleting and threats to my factory, I think earlier in this thread someone mentioned Factorio had these things, and I will be open to checking it out. That's all I really wanted to say.
 
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Problem with Factorio for me is it's neither fish nor fowl. The tower defense shit has always seemed tacked on and gay, just something to tack on as a complication to your autistic war against entropy. And it's not even that I hate tower defense, it's just that Factorio is shitty at it. If I make some retarded mega factory with no real stakes I'd rather walk around it in Unreal Engine and watch it go up and around and under preformed landmasses rather then across a 2d mostly featureless plain. And if I want tower defense with belt fed industry feeding the cannons, well Mindustry exists and is actually pretty good at that.
 
I like that the resources don't deplete, and that the enemies posed no threat even before I put them on passive. The game's a fun way to waste a few hours tearing down and rebuilding a working factory for the third time just to make it very marginally more visually appealing or fit better into the natural surroundings. I'm at nearly 900 hours in a single save and I still haven't gotten nuclear power up and running because I keep getting distracted.

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Explain please. How did you split these up?
The general way I go about this is to look at the starting "difficulty" of an area and instead change "difficilty" to "construction tier".

What you are left with is a desert area that is focused on late-game production (easy to access bauxite, sulfur, coal and uh... the shiny one), plus oil is not too far away in several directions. I shift most early production to the grassland starter or the weird desert/plains in the northwest. These two are great for early production as both have all basics available with the western desert having them in abundance (but lacking anything else). Western islands are great for secondary oil but I moved most oil production into the coral basin between the grassland starter and the swamp at no man's land.

However you decide to build it, make sure you build complete setups for everything you need. I stopped connecting stuff together last game and it helped. This time I am at the final phase and because I separated and organized everything, I only have to ship some extra sulfur (easy task) and then all of my advanced components are already being built and waiting in storage a few blocks down with excess going to a sink.

I am a advocate for building every production line as an independent entity for sanity, even if it is more work.
 
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Also I found a really good video for how to deal with out fluids when doing Aluminum production. So if you ever struggled with getting your aluminum processing running at 100% or dealing with that annoying excess water when making depleted uranium for nuclear recycling.

Waring it's boring cuz it's all logic works but if your lazy just copy the design and ignore the theory.


 
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