• Subverb@lemmy.world
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      5 months ago

      I’ve been playing Planet Crafter waaay too much. Check it out if you like Factorio, Satisfactory, etc. It’s fun and super addictive. At least to me.

      • Ekky@sopuli.xyz
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        5 months ago

        Couch co-op, split-screen, hotseat; Kingdom Two Crowns is nice. So is Darksiders Genesis, For The King, Moon Hunters, Trine, etc.

        Always on the lookout for other good co-op couch games, especially with a good story, but I feel that they are few and far between. :(

  • cmhe@lemmy.world
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    5 months ago

    I only play single player games, but couldn’t care less about achievements. It is all about exploration, story, game mechanics and modding for me.

    People treat achievements as if they are a status symbol. I mean sure, if you don’t know what else to do in a game, they can give you some goal, but IMO the game itself should encourage you to reach the goal, not some external badge. The experience doing the task should be the reward in of itself.

      • rotopenguin@infosec.pub
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        5 months ago

        What’s even funnier is “14.39% of players have gotten this far before uninstalling the game and forgetting about it forever”

  • fossilesque@mander.xyz
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    5 months ago

    Please recommend me your favourite story games. This is me and I’m in need of a good ‘book.’ :)

    Edit: I’m going to tell you all to play Night in the Woods. Now, it is set in my home region and felt like a game made for me, but I think it has messages anyone could relate to.

    • BlanketsWithSmallpox@lemmy.world
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      5 months ago

      Mostly in alphabetical order going down my steam list:

      Great stories great games: Tales of Symphonia and Vesperia, The Legend of Heroes: Trails in the Sky trilogy, Metal Gear Solid, 2, and 3, Subnautica, Secret of Mana, Legend of Mana, Chrono Trigger, Hollow Knight, Spec Ops: The Line, A Hat in Time, Hades, Doom, Deus Ex, Eternal Sonata, F.E.A.R., FF6, FF13-2, Nier Replicant & Automata, Sleeping Dogs, Undertale, Valkyria Chronicles (admittedly haven’t beaten it though).

      Mindless fun simple stories: Ys (almost any of them), My Time at Portia or Sandrock, Resident Evil games, Rune Factory 4 and 5, Harvest Moon 64 and Friends of Mineral Town, Stray, Amnesia, Armored Core 6, Have a Nice Death, I am Setsuna, Life is Strange, Neon White, Cyberpunk 2077.

      If you had to twist my arm I’d give you these variations of top recommendations.

      Best typical JRPG: Tales of Symphonia

      Best Metroidvania: Hollow Knight

      Best where choices matter: Undertale

      Best fps: Spec Ops: The Line

      Best comfy story: My Time at Portia

      Best environmental storytelling: Subnautica

      Best simple stories in stories: A Hat in Time

      Best story with a bajillion endings and things to keep playing for: Nier Automata (play Replicant too!)

  • KillingTimeItself@lemmy.dbzer0.com
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    5 months ago

    i have like 370 hours of factorio, and i’ve only really played it over the period of about. 4-5 months, though i’ve owned it for a year or two now.

    Factorio is just one of those games. For anybody that likes open world sandbox games and technical stuff, you already own factorio, yell at me in the replies.

    • MystikIncarnate@lemmy.ca
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      5 months ago

      I’m a big fps/3d spaces person. I gravitated to satisfactory. As far as I’m concerned, it’s the same thing but 3D.

      • KillingTimeItself@lemmy.dbzer0.com
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        5 months ago

        i don’t own satisfactory, though it does seem interesting, i feel like factorio is the precursor to satisfactory in a way.

        It’s more primal to the human urge to industrialize.

        • MystikIncarnate@lemmy.ca
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          5 months ago

          That’s a fair assessment IMO. They’re all related games.

          I personally haven’t played factorio, but I know enough about it to prefer satisfactory.

          A few friends of mine are getting into Palworld and getting away from satisfactory. IDK, it seems a bit too different to me.

          • KillingTimeItself@lemmy.dbzer0.com
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            5 months ago

            I personally haven’t played factorio, but I know enough about it to prefer satisfactory.

            any reason specifically you prefer satisfactory?

            I think i’d have to look into satisfactory more, but factorio is more explicitly focused on the gameplay loop, and meta elements of the game itself. Having really good balance, great game design, and super functional gameplay styles.

            Whereas satisfactory seems to focus more on the game itself, less than the gameplay styles. I.E. the game creates the gameplay style, the player will follow, as opposed to in factorio, it’s explicitly designed around having certain styles of gameplay, which make it very easy to adopt and utilize.

            Not to say that you can’t with satisfactory, it just seems like it would be a lot more work. Like in factorio i have a set of rail blueprints that are perfect. Space optimally, designed optimally, and work optimally, they’re designed so that i can just plonk them down and do as little work as possible and have them functional. I’m not sure satisfactory has that level of gameplay.

            • MystikIncarnate@lemmy.ca
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              5 months ago

              Satisfactory has added blueprints. They’ve been part of the game for a while. You can design, build and disassemble blueprints wholesale. They’re not super large, which is part of the challenge. For something like a rail line, the placement of blueprints won’t connect the rail line together even if you put a rail from end to end; so those blueprints usually are all the infrastructure surrounding a rail line, and the rail line is run down the infra after the blueprint is built.

              There’s plenty of quirks with it, as I’m sure there are in factorio, and there’s no “perfect way” to do anything. A core mechanic in satisfactory is alternate recipes. I’ll give you an example. Screws are an early item that’s usually a pain point for new players early game. To get them, you have to mine iron, smelt it into iron ingots, then construct rods from those ingots, and finally, convert the rods into screws. It’s a pretty involved recipe for the early game. Most other recipes are more simple, concrete is raw limestone, constructed to concrete directly, it’s a two machine setup to get it rolling. Rods are another, and plates are similar to rods (both three machine setups, miner, smelter, constructor). Screws require at least four.

              There’s a popular alternative recipe called cast screws, which creates screws from iron ingots directly. Not only that, but you get more screws per ingot than the vanilla recipe.

              To take that example further, there’s an alternate for ingots, which is a “pure” ingot, which uses a mid-game machine, the refinery, to combine raw iron and water, and produce iron ingots, which has a higher yield than simply smelting the raw material.

              So you can do the og recipes, and build a field of miners, smelters, and constructors (to make rods, then screws), so that you get enough screws in sufficient quantities, or, with a little legwork and some alternative recipes, you can use the pure iron ingot alternate, and cast screw alternate, and get a lot more with a lot fewer machines, and fewer iron nodes (less raw iron).

              There’s Infinity variant building methodologies, from building right on the ground, to large towers filled with many floors of machines to do the work. The layout can be chaotic and spaghetti, inefficient and a mess, to varying levels of perfect input to perfect output, building a variety of things continually.

              You can focus on design, or efficiency, or simply the speed at which you can throw things together. The options are endless.

              You can rush towards coal, fuel, or nuclear power, or flatten all of the biodiversity of the map into biofuel and run everything on plant and animal matter.

              Personally, I focus on alternative recipes early on, as well as logistics (faster conveyor belts, etc), and power (mainly coal/fuel)… Collecting biomass generally sucks IMO, plus the nature in the game is quite lovely and I don’t like to destroy more than I have to.

              With the verticality, you can have production floors of machines where the inputs and outputs go into the floor, out of sight, into logistics floors below, to be carted around between machines, and to storage crates, or whatever you need. If you run out of space, you can expand, or build more floors above your current build and expand that way.

              Trying to solve logistical issues in three dimensions can be a challenge.

              There’s caves to explore, a variety of wild animals of varying strengths and abilities in the game, even some that are radioactive, or spew toxic gas. There’s even flower looking plants that kind of stand up when you come nearby, and if you hang out near them, they emit toxic gases too… Or you can play on passive mode where the fauna generally ignore that you exist unless you attack them.

              I could keep going, there’s a lot of interesting stuff in the game, including a lot of things we don’t have the story about (they’ve had placeholders in the game that won’t be explained until 1.0 gets released, hopefully later this year). I have over 970 hours in the game and I will be starting a brand new save once 1.0 is available. I’m certain I will be playing that for many more hours to come.

              If you want to know anything specific, please ask. I can point you at beginner friendly YouTubers, or streamers that push the game to its absolute (and ridiculous) limits with mods, or anything in-between. I can also just discuss the mechanics or what we know of the story so far.

              For me, satisfactory is an extension of the same concepts I enjoy and employ for my profession. I’m in IT, and getting everything working just right, then seeing everything working perfectly is the take away I like to get from doing a thing. Troubleshooting it when it’s not operating correctly, and ensuring everything stays running 24/7, is huge.

              • KillingTimeItself@lemmy.dbzer0.com
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                5 months ago

                Satisfactory has added blueprints. They’ve been part of the game for a while. You can design, build and disassemble blueprints wholesale. They’re not super large, which is part of the challenge. For something like a rail line, the placement of blueprints won’t connect the rail line together even if you put a rail from end to end; so those blueprints usually are all the infrastructure surrounding a rail line, and the rail line is run down the infra after the blueprint is built.

                yeah i know it has blueprints, i’m just saying it feels more like it’s been shoehorned in than it has designed to be integrated fully, as it has in factorio.

                There’s plenty of quirks with it, as I’m sure there are in factorio, and there’s no “perfect way” to do anything.

                there are definitely some quirks, but for all intents and purposes, anything you want to do with blueprints, can be done with blueprints. You can align them globally to the world chunk size, to make your blueprinting incredibly idiot proof, you can align it relative to the blueprints dimensions itself and change how that alignment is configured and setup, such that it will perfectly paste continuations in perpetuity, until you let go of the shift button. One thing about factorio that doesn’t exist outside of it is that the devs don’t settle for “good enough” they either do it right, or implement it so minimally that it can’t be wrong. A good example of this would be robots, they have an incredibly minimal implementation, though annoying, it’s forgivable because of how simple they are. Where as something like blueprints, basically anything you could ask for, is already inside of a blueprint. The one thing i want, is better blueprint navigation, because it doesn’t support forward and backward navigation quite perfectly, and that’s it.

                There’s Infinity variant building methodologies

                this is actually one of the things i appreciate about factorio, to my knowledge in the vanilla game, there are no alternative solutions or recipes. You make gears with two iron plates. There are different tiers of assemblers and modules, but those are the only things that change that. Everything is balanced to be self contained perfectly. It’s annoying sometimes, for example boilers burn solid fuel, but not liquid fuel, it’s not a huge deal because you can just make solid fuel, but it’s somewhat annoying because of pollution. Ideally burning solid fuel would be less polluting, though it isn’t in vanilla, i’m sure it could be modded in. But generally, the balance is really good, very well thought out, and explicitly designed around building and manufacturing things. Which makes for a really nice gameplay experience. I’m sure satisfactory is similar in that regard though. (a lot of factorio mods will introduce alternate recipes btw)

                You can focus on design, or efficiency, or simply the speed at which you can throw things together.

                same thing in factorio, like i mentioned with modules, you can just put three prod 3 modules into the rocket silo and make it 25% cheaper, or you can stack prod everywhere in your manufacturing line up, reducing your usage of raw material by at least 50% total.

                You can rush towards coal, fuel, or nuclear power, or flatten all of the biodiversity of the map into biofuel and run everything on plant and animal matter.

                this is actually one of the interesting things for me with factorio, there is a very explicit gameplay advancement. You could get to end game on coal power, sure. But the game really incentivizes you to at the very least, build solar power, if not nuclear power. Once you get to solar research, your power costs immediately start to increase significantly, building yellow and purple science basically double your raw material costs, while doubling the production of your factory. You need lots more power if you want that to go over well. You often go from about 50MW on blue science, to 500MW on a full 60spm base. It can be a little strict but the game is designed around it so well it’s not a huge concern of mine.

                With the verticality, you can have production floors of machines where the inputs and outputs go into the floor, out of sight, into logistics floors below, to be carted around between machines, and to storage crates, or whatever you need. If you run out of space, you can expand, or build more floors above your current build and expand that way.

                this is probably the most interesting thing to me about satisfactory, the fact that you can just immediately stuff things into an additional dimension is huge. Factorio kind of has this with a few mods, like warehousing, though it’s different. Though in factorio everything is just 2D, which makes for a rather aesthetic building style, as well as pretty clearly demonstrating where everything is, as well as where bottlenecks and problems are, which i find rather nice.

                If you want to know anything specific, please ask. I can point you at beginner friendly YouTubers, or streamers that push the game to its absolute (and ridiculous) limits with mods, or anything in-between. I can also just discuss the mechanics or what we know of the story so far.

                personally i’m not a huge lore fan, i like to follow along with it as i play, if i ever do though. As for questions, one thing i’m kind of curious about, though i’ve never looked into is building logistics. Do materials just magically materialize out of thin air from your base/root storage? Or do you have to do a bunch of handling logistics to cart materials and buildings from one place to another as you build stuff like you do in factorio. That’s probably my biggest gripe with factorio, though it does have robots, i find them lacking in aspects.

                For me, satisfactory is an extension of the same concepts I enjoy and employ for my profession. I’m in IT, and getting everything working just right, then seeing everything working perfectly is the take away I like to get from doing a thing. Troubleshooting it when it’s not operating correctly, and ensuring everything stays running 24/7, is huge.

                it’s similar for me, although i find factorio is sterilized a bit more, as far as my general taste goes. It’s more interesting for me on a macro level, than on a specifics level, for me i really enjoy experimenting with different play style metas in factorio, i’ve gone from belt based mega base, to bot based belted megabase, to train logistic based megabase, to presumably in the future, a proper belted mega base, and a proper bot based megabase. As well as all of the various overhaul mods and play style changes you can make to make it more interesting to play.

                Factorio is lot less about the individual build, although you can still hyper optimize those, and i do that from time to time, and more about figuring out how to fit them together effectively. Anybody can build an oil setup, it’s integrating it properly into all of your other stuff that makes it hard.

                • MystikIncarnate@lemmy.ca
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                  5 months ago

                  So, to address your question, raw materials only come from nodes, which require miners. Obviously miners require power, but produce raw materials (output via a belt) indefinitely. The rate of extraction depends on the quality/purity of the node (poor/normal/pure) and the level of the miner. Miners can be placed anywhere there is a node. So building smaller modular factories is definitely possible and one of many legitimate strategies.

                  I think that answers the question, let me know if I misunderstood. I’m not 100% familiar with all the factorio mechanics so I’m not totally sure if I fully understood the question.

                  Between locations, you can move materials by truck, train, or drone. You can run trucks across the ground or build roads.

                  When it comes to generation, coal plants can burn just about anything solid, from raw coal to more complex materials derived from by-products of oil production. Fuel generators take any liquid fuel, from regular fuel, turbo fuel, and even liquid biofuel. Additionally there’s a bunch of different ways to arrive at each type of fuel, for solids, you can use refineries to refine coal or petroleum waste into compacted coal or similar, and with liquid fuel, there’s blenders and refineries, recipes for turbo blend fuel, heavy fuel, even turbo heavy fuel, diluted fuel, and packaged fuel too (used for jetpacks and vehicles). It gets… Complicated.

                  With satisfactory, you can build small and just wait, or build big and use a lot of power, and things get finished much faster.

                  With progression, there’s two main sections, milestones and phases. Each phase unlocks more tiers of milestones, and each milestone unlocks more buildables which will allow you to complete future milestones and phases. You can complete them in whatever order you want, but some of the progression requires that certain milestones get completed before progress can be made. In that way, there’s some linearity with the progression.

                  The first person perspective of the game and the three dimensional design is what draws me towards satisfactory more than factorio. I’d happily give you a personal tour of one of the multiplayer servers I play on and host. No pressure, I just thought I’d offer in case you wanted to ask questions and get shown around the game by someone.

                  It just seems like you would enjoy the game. If you ultimately decide to play, that’s fine, if not, no worries.

  • 𝕾𝖕𝖎𝖈𝖞 𝕿𝖚𝖓𝖆@lemmy.world
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    5 months ago

    “$3,000 setup to play a game from 2010.”

    I have an RTX 4070 that I’ve been using to play Half Life. I’ve owned my copy for a while, but have never played it.

    Drives my wife crazy lol