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Sunday, September 15, 2024
but even when the game is closed
my mic is just fucked
Well, I guess I am done with vc, we will see if it is fixed next time I need a mic
apparently its an issue with tf2 64 bit specifically
I have to go make dinner in 20 minutes anyways
is snd_restart a tf2 command?
because its not an in game issue, its a pc audio issue now
it is off
Is there anyone here who really likes Satisfactory (or at least has played it a bit)
I've been playing 1.0, and I feel like I'm going crazy but I can't rationalize a lot of their game design
I have been waiting for it to come out for real to actually play it (played a couple hours of the 0.1 Alpha in 2018 or whenever) Now that I have, the game design is just bugging the crap out of me
but I see people just praising it non-stop
it's not bad or anything
but like, idk I feel like if you told me this was their Alpha Early Access release rn, I'd believe you
In fact, very little has changed since I played 6 years ago
put in ~30 hours, got to tier 5/6
Monday, September 16, 2024
Tuesday, September 17, 2024
idk if we've seen a game past 300GB
that's probably the next barrier to break
the new COD was ~280 right
240*
calling it casual mode is funny
ig it's sorta the right name, since its the inverse of realism/survivor modes that other games would let you toggle on
I'm dropping Satisfactory, what a disappointment
I'll post my schitzo rant here ig
- I am surprised how little the game has changed in 6 years, it feels fundamentally like the same game with a few more resource types and buildings. None of what has been added feels fully developed either, things were thrown in but never refined
- Having a non-random map is retarded
- Having non-reactive terrain is lame (everything fucking clips in a game with 99% static models)
- Actually, fuck that, I don't understand how you allow clipping at all, I think it could be trivially fixed based on how their game already works
- Lack of threats could work, if they compensated by making the planet more interesting
- For the love of God make the landscapes less ugly
- Resource nodes being unlimited is a bad design
- Conveyor logic leaves a lot to be desired, you shouldn't have to build dedicated mergers/splitters, have it work like road placement does in Cities Skylines or any other game
- Building placement, snapping, and overwriting never seems to work as envisioned, and most build modes don't work a large % of the time
- Graphically the game has two artstyles which do not work together, some stuff feels unfinished by upon reflection I think it was partially a skill issue.
- Music may as well be absent, I have no idea how they didn't put more emphasis on this.
- This is not a narrative critique, I don't understand the point of the game the majority of the time.
- This is a narrative critique, I don't understand how you whiff on a story this simple, it feels phoned in but also rushed in how it was implemented on-top of the rest of the game, completely disconnected.
idk how much I did it to myself by having expectations or what
but for as much as people have been hyping it up, how many copies it's sold and being in early access for 6 years
it just fell really flat
idk, I'm not trying to argue that people who like it are wrong, I think it's probably different enough from stuff like Subautica, NMS, Starfield, modded minecraft etc. that for people who want that production line thing it's doing, there's nothing exactly like it
but I do think the devs were doing fuck all for the entire development time
I feel like Factorio is way more built around the idea you're meant to fail and restart, so it's quick to get up and running. Once you start to develop some mastery you can start experimenting and having more fun with your designs. the research trees also feel like you're only ever scratching the surface of the game's systems.
Satisfactory meanwhile is so slow and "forgiving", it's a slog to get to interesting advancements on the tech tree, at which point you're basically done with the game anyway. There are rarely fulfilling diversions to take on, so you end up just letting time pass to progress. Exploring is unrewarding and while you can better optimizing/expand your production they give you too many precise knobs to turn that idk if you can really get a sense of accomplishment out of 100% efficiency ratings. Aesthetics/decorations are what you're left with, and honestly I just don't think that was a good angle to take.
maybe if they pivoted to making it more of a creative mode sandbox "design an aesthetically pleasing assembly line" rather than a game
Lastly, MP, I cannot think of a reason this game would be fun to play with friends. Every othe game in this genere or adjacent to it (yes even Starfield) I think coudl derrive fun from co-op. This game where there is only ever one thing to really do, no reason to team up, and no reason to divide-and-conquer, I think would be trying on any friendship to play for extended periods of time. Because you're cannibalizing resource access, it also doesn't work as a dedicated server persistent world game, unlike Valheim, Enshrouded, Minecraft, etc.
And I mantain, we should still do MP Factorio at some point, I think there's some fun there in the early game even if you're not super into min-maxing factories
yeah, those are the ones I go back and forth on
I'm more open to the lack of threats personally
the resource nodes being unlimited ends up not mattering as much, because you're encouraged to tear down your early game setups anyway and rebuild them when you get better tiers of miners/belts
I think having limited nodes would just encourage this more often, but ig it wouldn't work as well if you want to setup these GIANT megafactories, and due to not being able to clear terrain, dropping blueprints on new locations isn't very fun
despite not having a hostile faction though, there is a LOT of content in the game dedicated to combat tools, restorative items, and organic materials
I get that it's somewhat just to gate how exploration works, but it didn't feel fully developed either way
I do think if they made the world prettier to explore (or added more lore, rare resources, artifacts, or w/e)
then I think having no enemies would work
or only putting the minor ammount of animal mobs they have currently
idk, does that make sense
I think I mostly agree with you though
Spooky, you won't believe this, but I was just listening to a podcast about this topic
question, do you like the fixed map Dialga? where they hand crafted this one map, give 4? different start positions on the map but you eventually build everywhere
lmao Pika
no idea, it is not very consistant
hahahahahahaha
Pika
that first line
you listened to it right
