What makes gameplay of Satisfactory so comfortable

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What makes gameplay of Satisfactory so comfortable, a video-essay on the quality of life features available in this early access game.
#satisfactorygame

Video recorded on Early Access Update 8 version.

Check out my other video essay "What makes the game Satisfactory so addicting" link:

Check out my other video essay "How Satisfactory makes your brain grow BIGGER"

Check out my crazy project in the game "I played Satisfactory as a hero shooter for 20hrs straight and..." link:

Check out my crazy project in the game "I blew up the marsh in Satisfactory with 500 explosives."
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Over a hundred hours in the game, and I just now learned I can draw the belt and THEN put the splitters down. Wow, that'll be so much easier, lol

darthsteel
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0:02 im pretty sure coffee stain isnt an indie studio

aplhagar
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Quality of Life is a rabbit hole.
Satisfactory has a lot of QoL features, and yet there are still a lot of moments that seems annoying and could have been improved.
In fact, there are so many of them, that I wouldn't say that satisfactory is "comfortable" to play in average. I would mark the experience "above average", but with couple of small additions it could have been amazing! (If you want amazing - look at factorio (although it does have advantage of being 2D, I admit)).
A couple of my personal annoyances:
* A desire to maintain an incorrect state of so many things after deconstruction, that you have to fix manually. A good example - a half-floating belts after you remove a building it connects to.
* A separation of splitters and mergers where there could have been one unified building for them. I have to make a lot of versions of the same blueprints that only differs with a direction of inputs-outputs (input-front output-front, input-front output-back, etc) simply because of this separation. Imagine if instead you could have simply build one and reverse the direction of the belts as needed. But you can't, because splitters and mergers are separate buildings, so you have to replace them too.
* Snapping doesn't always work and sometimes it's buggy. What's worse - it isn't even always obvious why it doesn't work - two identical construction near each other, and snap may only work for one of them.
* Weird snapping of splitters/mergers to a lifts.
* UI of a lot of things feels like a prototype, not a finished product. Map, as an example - stamps and map markers should not be separated, and adding a map marker should not be that many clicks (they could easily allow it to be more keyboard friendly). Another example - split stack UI - is it shat hard to just put a keyboard focus on one of the inputs, and commit a split after hitting enter?
* UI also feels weirdly laggy, like UI is rendered at a lower frame rate or there is some input lag. (or is it just because I usually have 30-40 fps in a game?).

And these are just small annoyances. If you start looking beyond them and think about how you can actually improve your experience even in a places that already feels quite comfortable - there could be a lot more.
(example: hotbar is already quite good to use, but what if you could manually bind several items to the same hotbar slot to switch between items with E. Because you don't agree with default "groups" the game arranged buildings for you).
Like I said - QoL is a rabbit hole. Even in factorio I still have to use mods sometimes for things like crafting item under cursor.

P.S I recently created post with a discussion on r/SatisfactoryGame about QoL features - good place to look for an inspiration.

maxcross
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I'm not gonna lie I didn't know that about the mergers. Ive been deleting everything and rebuilding it the whole time. Probably why i got sick of the game, i should give it a retry

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