• Pika@sh.itjust.works
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    26 days ago

    I love both of them. I just could never get into how resource nodes expired/ran out on factorio, Satisfactory really gave me a scare when they said that they were thinking about implementing limited time resource nodes. But I’m glad that they didn’t end up doing it.

    • ThefuzzyFurryComrade@pawb.social
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      26 days ago

      I just could never get into how resource nodes expired/ran out on factorio.

      And lose an excuse to make more trains?

      Art by GreundWork, source unavailable.

      Look how sexy both pictures are, how could you say no to that?

    • CheetahHybrid @pawb.socialOP
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      26 days ago

      That’s one part of Factorio I actually enjoyed. The logistics of getting materials to where they need to be is part of the challenge

      • Pika@sh.itjust.works
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        26 days ago

        Fair, I have massive packrack tendancies, I hate tearing things down to move them elsewhere so I like the infinite resources in satisfactory… The rebuild syndrome is bad enough whenever a tier changes, I struggled hard with factorios balance of defense and finite resources! It still was fun though

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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      25 days ago

      That’s actually coming in 1.2. But it’s an optional thing. You can now randomize what nodes have what, and they can be limited, unpure, pure, etc.

      I for one like this, because the static map gets boring. The randomness of Factorio (and reason to move/build defenses) makes it slightly more fun to play. But Satisfactory looks cooler… 😅

      • Pika@sh.itjust.works
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        25 days ago

        That’s interesting to hear. I really didn’t think they were gonna be doing much gameplay element changes past full release, but it’s nice to see they’re still adding.

        The random nodes part I think I would really like because it does add a little difference to the static map. But hopefully it’s a separate option than the finite nodes because I still don’t think I would want the nodes to run out on me!