Vehicle pathing rework seems like the killer feature in this update. You just lay down an invisible track for the vehicles to follow. No more doing the goofy and frustrating waypoint recordings.
Vehicle pathing rework seems like the killer feature in this update. You just lay down an invisible track for the vehicles to follow.
No more doing the goofy and frustrating waypoint recordings.
Curious how much weather and node randomization affects things. I always feel that these factory games are close to doing interesting things to me, but kinda fall at the last step. In this case,...
Curious how much weather and node randomization affects things. I always feel that these factory games are close to doing interesting things to me, but kinda fall at the last step.
In this case, Biome's just didn't feel like they mattered that much, or at least not as much as they probably should have?
Biomes did matter earlier in the development. Sometimes the aliens were more dangerous, access to biomes was tech limited, and you still can't find specific resources in some. The latter is most...
Biomes did matter earlier in the development. Sometimes the aliens were more dangerous, access to biomes was tech limited, and you still can't find specific resources in some. The latter is most notable on new starts still.
They kinda.. scope crept themselves out of that design choice. It used to be you needed some Nobelisks or something or other fancy tech to reach certain biomes. Nowadays you just build a power tower at max range and zipline across any and all barriers pretty much opening up the entire world as early as tier 4.
Turns out that most people "just want to build man" so the whole seriousness of biomes was mostly dropped.
I think that change in focus made the factory building of the game much more pronounced (and imho better for it), but for some it may feel like the world is mostly a static and vaguely alien set piece. Window dressing if you will. And that's probably true too.
I don't think weather effects will make it feel significantly different.
I think this is less a case of people not caring and just wanting to build, and more a case of "If you put in an easy way to bypass a challenge, people will take it." Gamers will optimize the fun...
Turns out that most people "just want to build man" so the whole seriousness of biomes was mostly dropped.
I think this is less a case of people not caring and just wanting to build, and more a case of "If you put in an easy way to bypass a challenge, people will take it." Gamers will optimize the fun out of games, after all; that's why accidentally creating challenge skips is usually a mistake.
Yes, that's the other way of formulating the concept. In my experience I just want to build man. I've done the alien whacking exploring side of the game already, I don't think barriers to entry...
Yes, that's the other way of formulating the concept. In my experience I just want to build man. I've done the alien whacking exploring side of the game already, I don't think barriers to entry add much to the mystique anymore.
I'm not so far gone that I give myself all the hard drives. I think being tech gated and getting those alt recipes yourself is part of the journey of naturally expanding your factory, but the arbitrary rock blocking access to the red woods can go kick rocks.
I like Minecraft kitchen sink modpacks for this reason. You get a lot of the early game challenge experience, but then later game you can mix and match mod content to do ridiculously fun and OP...
I like Minecraft kitchen sink modpacks for this reason. You get a lot of the early game challenge experience, but then later game you can mix and match mod content to do ridiculously fun and OP things.
I get what you're saying, but I think that's probably a case of the barrier being a lazy one. A good challenge is interesting to face and rewarding to overcome; by contrast, something simple and...
I get what you're saying, but I think that's probably a case of the barrier being a lazy one. A good challenge is interesting to face and rewarding to overcome; by contrast, something simple and boring ("arbitrary rocks") doesn't give either. Often, it's just a weirdly-indestructible door with a weirdly-overcomplicated lock, and it ends up feeling exactly as stupid as it is.
When considering we're talking about features that were only present in old Early Access versions, I think it's safe to say what used to be there wasn't exactly well-designed or thoroughly finished. Were it to have gotten actually fleshed-out, I suspect it'd have been much more engaging. This all said, scope creep is absolutely a valid reason to drop this feature, especially considering how long Satisfactory's development had been.
Vehicle pathing rework seems like the killer feature in this update. You just lay down an invisible track for the vehicles to follow.
No more doing the goofy and frustrating waypoint recordings.
Fluid trucks and a pathing rework?
Be still my beating heart
Curious how much weather and node randomization affects things. I always feel that these factory games are close to doing interesting things to me, but kinda fall at the last step.
In this case, Biome's just didn't feel like they mattered that much, or at least not as much as they probably should have?
Biomes did matter earlier in the development. Sometimes the aliens were more dangerous, access to biomes was tech limited, and you still can't find specific resources in some. The latter is most notable on new starts still.
They kinda.. scope crept themselves out of that design choice. It used to be you needed some Nobelisks or something or other fancy tech to reach certain biomes. Nowadays you just build a power tower at max range and zipline across any and all barriers pretty much opening up the entire world as early as tier 4.
Turns out that most people "just want to build man" so the whole seriousness of biomes was mostly dropped.
I think that change in focus made the factory building of the game much more pronounced (and imho better for it), but for some it may feel like the world is mostly a static and vaguely alien set piece. Window dressing if you will. And that's probably true too.
I don't think weather effects will make it feel significantly different.
I think this is less a case of people not caring and just wanting to build, and more a case of "If you put in an easy way to bypass a challenge, people will take it." Gamers will optimize the fun out of games, after all; that's why accidentally creating challenge skips is usually a mistake.
Yes, that's the other way of formulating the concept. In my experience I just want to build man. I've done the alien whacking exploring side of the game already, I don't think barriers to entry add much to the mystique anymore.
I'm not so far gone that I give myself all the hard drives. I think being tech gated and getting those alt recipes yourself is part of the journey of naturally expanding your factory, but the arbitrary rock blocking access to the red woods can go kick rocks.
I like Minecraft kitchen sink modpacks for this reason. You get a lot of the early game challenge experience, but then later game you can mix and match mod content to do ridiculously fun and OP things.
I get what you're saying, but I think that's probably a case of the barrier being a lazy one. A good challenge is interesting to face and rewarding to overcome; by contrast, something simple and boring ("arbitrary rocks") doesn't give either. Often, it's just a weirdly-indestructible door with a weirdly-overcomplicated lock, and it ends up feeling exactly as stupid as it is.
When considering we're talking about features that were only present in old Early Access versions, I think it's safe to say what used to be there wasn't exactly well-designed or thoroughly finished. Were it to have gotten actually fleshed-out, I suspect it'd have been much more engaging. This all said, scope creep is absolutely a valid reason to drop this feature, especially considering how long Satisfactory's development had been.