March 22nd, 2024 - Melk

March 22nd, 2024

Melk

https://www.youtube.com/watch?v=QZJ27aFaoJc&t=77

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    1. Snutt

      First thing I want to talk about is the big crab enemy you saw back in the reveal trailer in 2018.

      This is probably not going to come as a surprise to many people because we've already said in the past that we've sort of put this enemy on ice.

      As development for the game has gone on, we sort of realized more and more over time that the combat aspect of Satisfactory isn't very important.

      And it's not something that people, you know, keep coming back to the game for.

      I'm sure that adding more combat-related features to the game would make the combat better, because right now the combat is a bit mid, but we don't mind it being that way because it's not really the heart of the game.

      It's not the heart of the cards.

      And the more we look into this, we find that we get a better return of investment in development when we focus on the factory aspect of the game rather than the combat aspect of the game.

      And that's why, for instance, in Update 6, we sort of decided that we would rather add like, you know, variety in the forms of different types of ammo for weapons, which also added a bunch of automation challenges, rather than add combat mechanics or, you know, more involved enemies.

      We have sort of improved some of these aspects over time, but I think we need to make sort of a bigger change to have like any real bearing on like the combat aspect of the game.

      And the crab boss is one of those things where we don't really feel like it necessarily adds too much to the game as it is, uh, regarding of like how bomb ass it is.

      And it's a bummer that we've sort of showcased this in our marketing material only to like end up not adding it.

      But I also think it's a bit unreasonable to hold us accountable for something that we've only showcased for like literally 30 frames in one trailer from almost six years ago.

      A lot of things have changed since then and, you know, we wouldn't have decided to exclude it if it weren't because we thought we would add, you know, any other better...

      If we could add any...

      If you could add... We wouldn't have decided to exclude it if it weren't because we thought we could add, you know, other better things to the game.

      The main reason why we haven't been able to add this up until now is because we would need to spend a significant amount of time to improve the AI pathing that exists.

      It's a big, large creature that doesn't work with the AI system we currently have, unfortunately.

      So we would sort of need to accommodate the AI system with that creature in mind, and we felt like the development wasn't really worth it for this.