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I am pleasantly surprised that they listened to feedback about how annoying it was to have all the important blueprints be locked inside wrecks, that was really killing the fun of the game for me.
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# ? Dec 15, 2016 17:52 |
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# ? May 28, 2024 14:43 |
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They are still planning on removing terraforming but evidently are having some issues doing so or something so it got pushed back I don't know more details, I'm not a dev. They have a trello, you can read it too.
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# ? Dec 15, 2016 17:56 |
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Could be that there's something else causing performance issues. Everyone expects the removal of terraforming to fix everything. If they put out an update where terraforming is gone and the game still runs poorly, a lot of people will get upset. While it would take a while to change how the map gets stored, one would think removing the actual terraforming bit would be straightforward. Find any references where something tries to modify the terrain and have it instead do nothing. They have probably been spending all these months nailing down other performance killers and just keep saying they are working on removing terraforming to manage people's expectations.
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# ? Dec 15, 2016 18:04 |
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Lonos Oboe posted:It's a pretty highly anticipated change as it will fix a hell of a lot of issues and probably mean that we won't have to restart every update. Yeah, I'm not reinstalling Subnautica until that change is implemented, which is why I check in every update, and why I'm disappointed when the story is always "Whoops, next time around, mateys!" I love the game, and I don't mind that the 1.0 release keeps getting pushed back, but sweet jesus I want them to get to a point where every little update won't require a restart to get the full experience. Terraforming's been touted as the big roadblock for that functionality. It's not even a performance issue for me; I stopped using terraforming ages ago--as soon as the system's issues came to light--so I've never even experienced its crippling savegame bloat.
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# ? Dec 15, 2016 20:10 |
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It's early-access. At least they're moving in the right direction. It doesn't make a whole lot of sense to put a bunch of work into optimization when they're just going to have to do it again after they add a bunch of content between here and 1.0. Latest Patch Notes: quote:Precursor Array & Base Zesty fucked around with this message at 21:01 on Dec 15, 2016 |
# ? Dec 15, 2016 20:57 |
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Cojawfee posted:Could be that there's something else causing performance issues. Everyone expects the removal of terraforming to fix everything. If they put out an update where terraforming is gone and the game still runs poorly, a lot of people will get upset. While it would take a while to change how the map gets stored, one would think removing the actual terraforming bit would be straightforward. Find any references where something tries to modify the terrain and have it instead do nothing. They have probably been spending all these months nailing down other performance killers and just keep saying they are working on removing terraforming to manage people's expectations. But removing terraforming is entirely pointless without changing how the map is stored?
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# ? Dec 15, 2016 21:33 |
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Met posted:Latest Patch Notes:
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# ? Dec 15, 2016 21:42 |
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endlessmonotony posted:But removing terraforming is entirely pointless without changing how the map is stored? Not entirely. How the map is stored is one thing but a major performance killer is when it starts getting modified and it starts taking longer to load.
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# ? Dec 15, 2016 22:04 |
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The precursor stuff is pretty neat. And potentially useful too.
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# ? Dec 15, 2016 22:31 |
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How's the wallpaper in the precursor base?
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# ? Dec 15, 2016 22:38 |
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Luminous.
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# ? Dec 15, 2016 22:42 |
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One step forwardquote:PDA can now be used while operating vehicles two steps back quote:Watch out, the world now has fall damage!
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# ? Dec 16, 2016 04:31 |
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Microcline posted:One step forward Fall damage in a game where I still have to worry about suddenly clipping through an entire mountain. whoo. I'm glad they at least apparently fixed base construction eating solar panels, that was particularly a bitch in the early game. Even if you are likely to have a bunch of lockers crammed full of titanium and quartz before you can make an MP room without just immediately bee lining for draw distance island. Section Z fucked around with this message at 04:40 on Dec 16, 2016 |
# ? Dec 16, 2016 04:32 |
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Did they ever include recharging the cyclops? Besides cheating by putting a powercell charger in the cyclops I mean.
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# ? Dec 16, 2016 04:57 |
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I don't find the fall damage particularly deleterious, so long as you're careful it shouldn't be an issue. One thing I did notice that may be an older feature, but the islands both now have a noticeable... distortion effect. They appear from range as a sort of consistent darker cloud on the horizon which doesn't track with the rest of the cloudscape, hard to spot unless you're looking, and as you move towards them, the sky distorts and the island comes into view. I have a feeling it's supposed to be some kind of cloaking device. OwlFancier fucked around with this message at 14:04 on Dec 16, 2016 |
# ? Dec 16, 2016 14:02 |
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OwlFancier posted:I have a feeling it's supposed to be some kind of cloaking device. Oh my god. I was joking when I called it the "Draw distance cloaking device" earlier in the thread I really hope they do not literally go with "Oh, you can't see it because cloaking/Superman 64 fog" in order to skimp on being able to see at least a rough outline of the largest above sea level land mass in the game from the lifepod. Unrelated wishlisting: That someday we get a UI tab on our PDAs to toggle visible beacons. I love dropping deployable beacons to mark stuff or as reminders, but in the end that gets pretty busy on the screen. Section Z fucked around with this message at 15:09 on Dec 16, 2016 |
# ? Dec 16, 2016 15:04 |
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You can see the islands at a greater distance by looking up through the surface of the water. This is probably related to how you see the sky if you look up through the surface even when you're inside the Aurora.
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# ? Dec 16, 2016 15:24 |
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Section Z posted:Oh my god. I was joking when I called it the "Draw distance cloaking device" earlier in the thread You can see them, they're a noticeable dark spot on the horizon, if it was just a draw distance thing they wouldn't have bothered putting the long distance effect in there I don't think. I quite like it honestly, because if you could see the island you would immediately go to it which means you would immediately find all the stuff on it before doing anything else. Which, well, doesn't really work with the exploration theme of the game. Like, if you see the island and the giant fuckoff alien space cannon sticking out of the side of it, that sort of spoils the initial pacing of the game, I think. It also does kind of make quite a lot of sense once you find what is on both of the islands that they would have some kind of defence system.
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# ? Dec 16, 2016 16:44 |
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Hows the popin with the new patch?
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# ? Dec 16, 2016 17:54 |
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Met posted:It's early-access. Is this the weird thing on the Mountain Island that appeared like 2-3 months ago? I'm guessing the weird PDAs I picked up in the Lost River one are the artifacts. E: Also whoever asked about the devs should read the trello card in the post I quoted. Dyz fucked around with this message at 18:45 on Dec 16, 2016 |
# ? Dec 16, 2016 18:39 |
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The new precursor stuff is very much more interesting to look at than the placeholder stuff they've had in there up to now.
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# ? Dec 17, 2016 00:05 |
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Surprise Giraffe posted:Hows the popin with the new patch? You sound like a character from The Wire.
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# ? Dec 17, 2016 00:29 |
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Surprise Giraffe posted:Hows the popin with the new patch? Remember that one scene where McNulty and Bunk are examing a crime scene and the only dialogue is variations on the word "...gently caress."?
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# ? Dec 17, 2016 00:56 |
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scuba school sucks posted:Remember that one scene where McNulty and Bunk are examing a crime scene and the only dialogue is variations on the word "...gently caress."? I want to do a lets play where all I say is "gently caress" (Swims around Aurora wreck) "ffffffuck" (finds cyclops part) gently caress! (attacked by Sea Reaper) "fuckfuckfuckfuckfuck"
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# ? Dec 17, 2016 12:03 |
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https://www.youtube.com/watch?v=aDF97Ebilps
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# ? Dec 17, 2016 13:30 |
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Fuckin' ey. I don't know how I feel about Subnautica becoming more game-y, but I'm totally willing to see where they go with it. Trello board mentions something about texturing a rocket.
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# ? Dec 17, 2016 13:41 |
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Fall damage seems dumb. Am I right in believing the mountain island is gone? I think I read somewherr it was getting replaced with the precursor island. Which kind of sucks, imo, i really liked those barren little fingers of rock as the only piece of land sticking above the sea, and first discovering them while exploring was one of the greatest feelings I had while playing the game. Overall it seems to be moving further away from the exploration focused game i loved before. More sequence adhesion, more explicit gating, more grindy poo poo, more annoying mechanics that add nothing like fall damage, more hostile and more aggressive wildlife... Maybe I have just played too long now and this isnt accurate, but it feel like the game has just largely... lost its chill, i guess.
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# ? Dec 17, 2016 13:56 |
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GlyphGryph posted:Fall damage seems dumb. The mountain island is the precursor island, the facility is built into it. If you like exploring then the new patch adds some neat stuff to find.
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# ? Dec 17, 2016 14:03 |
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OwlFancier posted:The mountain island is the precursor island, the facility is built into it. Yes that is what i said they replaced the mountain island with the precursor island. If they had added a new precursor island that would have been different, it is losing the mountain island that I am not a fan of. GlyphGryph fucked around with this message at 14:12 on Dec 17, 2016 |
# ? Dec 17, 2016 14:10 |
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The island haze/cloaking would not bug me so much if you couldn't see the loving sunset through it.
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# ? Dec 17, 2016 14:12 |
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Plek posted:The island haze/cloaking would not bug me so much if you couldn't see the loving sunset through it. You can see the sky on the other side through it too though? It wouldn't be a very good cloaking device if you couldn't. GlyphGryph posted:Yes that is what i said they replaced the mountain island with the precursor island. If they had added a new precursor island that would have been different, it is losing the mountain island that I am not a fan of. It's the same island, it just has more stuff in it and a base on the side of it. It would probably make a good place for a base in all honesty, what with being the teleporter hub.
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# ? Dec 17, 2016 14:18 |
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It is no longer the same island in any sense that matters to me
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# ? Dec 17, 2016 14:28 |
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Was there anything useful there in the first place? A bunch of those stupid spider things. A useless cave. Not much else.
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# ? Dec 17, 2016 15:47 |
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Cojawfee posted:Was there anything useful there in the first place? A bunch of those stupid spider things. A useless cave. Not much else. Yeah, that's the point. It was a unique natural feature with unique life forms (those birds) and cool towers to climb and felt like this little niche of surface life desperately clinging to a few isolated fingers of rock poking above the water with no greater purpose. It was cool and evocative and thematic and that was all. Now it's just the place where the plot important alien facility lives, that you will probably uncover when the game directs you to go there. It no longer exists as an opportunity to discover something surprising on the planet your own, now it's just another stop on the theme park ride. Now it's boring.
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# ? Dec 17, 2016 16:17 |
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GlyphGryph posted:Fall damage seems dumb. Fall damage is like hardcore modes in that it's trivial to implement so it ends up in every game regardless of whether it's a good idea. There are games that make fall damage a fun mechanic (Just Cause 2) but most of the time it's just a nuisance that discourages exploration.
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# ? Dec 17, 2016 16:24 |
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I saw exactly one place in the game where fall damage could even realistically trigger and it definitely would not have improved my experience with that place Every first person game I can think of that threw away fall damage (borderlands 2, shadow warrior 2, etc) was vastly better off for it
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# ? Dec 17, 2016 21:48 |
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I took a bit of fall damage when I clipped through my Cyclops and fell to the ocean floor. It was too far up for me to jump back in.
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# ? Dec 17, 2016 21:51 |
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Without the mountain I guess the only place fall damage matters is the floating island where it will now be especially annoying to get off.
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# ? Dec 17, 2016 21:54 |
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BrainMeats posted:I took a bit of fall damage when I clipped through my Cyclops and fell to the ocean floor. Wait...the falling damage applies underwater?
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# ? Dec 17, 2016 22:09 |
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# ? May 28, 2024 14:43 |
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Dr. Clockwork posted:Wait...the falling damage applies underwater? Only when the game bugs out. It thought I was still walking, and not swimming. I jogged around the ocean floor for a bit until something knocked me back into swim mode.
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# ? Dec 17, 2016 22:12 |