![]() Well, I can't say for sure which are the best as it really does depend on your game plan. So you want to know the best recipes in Satisfactory Update 4. Some of the best recipes from update 3 have dropped off the list and we have some new contenders for the best recipes. just bash me with the Xeno-basher.Update 4 has arrived and with it, there's a lot of talk about the best alternate recipes. Lucky I am blessed with 3 monitors on my desk. I love what they did in update 4, but heck I am missing a lot beyond tiers and technologies for a game almost five years in early access. Development focus seems to be on tiers and technologies, where everything else is catered for by a small swiss army knife of webtools and mods to establish efficiency and management. In case of Satisfactory, the mod community is capable of delivering absolute great mods so no issue there, but the end of all it is that the reliance on them to play a full functional and manageable game becomes extremely large. In my view you could even implement a hunting mode in which they remain but only attack when you attack them.Īt the end of the day, this game is starting to rely for 100% on the mod community to be customised for even the most simple changes when in fact the developers do not even support a mod loader/UI. I play Factorio either way and I agree with you sometimes I prefer to go in "peaceful mode" as I don't want to bother with hostilities. Originally posted by Daniil: Sometimes I just want a "peaceful mode" where I don't have to bother about the 1% mobs or hostile things on a planet. Just give it a correct "importance" (so things that matter more are getting done earlier) and should be fine. You don't have to agree with it, that's fine too)Īs long as it's an option, why not? What's the harm to it. ![]() Sometimes I just want a "peaceful mode" where I don't have to bother about the 1% mobs or hostile things on a planet. It's similar to factorio where you can just switch mobs off. Noone here is saying anything about deleting stuff either. Noone is telling you to not keep the 1% you don't care about. You critize people who tell their opinion but you do the same, by just telling him "nah just take it". Instead of telling him why he's wrong, or why he shouldn't even posted how about actually answering the question? Something like "sure but it's low prio" or "nah the 1% are actually important so you feel some danger".ĭon't just go hating/bashing. I understand others greatly like it, but I do not see why it cannot be switched off, consequently catering for different types of players.Ī guy cames along at says: "hey could we add in an OPTION for full peace mod - I don't like to die" In my view, aggressive fauna does not contribute to much to the game in terms of the production chains and building aspects. ![]() I have patience, whenever it happens, I am happy with it.īut I keep pondering with one question, why did the game never had a passive mode build in? Are there any particular reasons for this?Īs I see it, Satisfactory is a 3D exploration and factory building game. Obviously I wait until our great mod community did their job and I am switching to update 4. For clarity I am still impressed with the mod quality, at least the few I tried. I do not use other mods, as I like to play it as vanilla as possible. So in relation to Satisfactory, I simply use the passive mod, which again does an excellent job, and I am fine. For example I never use disasters in City Skylines. This is what I like in any simulation game. I like the engineering, the building of a production network, optimising the chains and logistics. ![]() I am one of those players that is totally uninterested in the combat aspect of the game. ![]() However one thing is bothering me, more or less since the beginning and I would like some constructive feedback on this. First up, I must say that I am very impressed with update 4 and in my personal view, for an experimental version, a descent job was done both in stability/bugs and new features. ![]()
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