I think the exploration part is pretty good while the survival part may as well not exist. Oxygen is fine considering the speed you get upgrades, food and water stop being a concern the second you get any kind of edible plant seed. I wouldn't mind a much more in-depth survival mode, perhaps separated from story mode, and also completely optional. Temperature is never a concern; my Prawn fell through the world in the active lava zone while I was grappling around. It stops falling after 35 meters if you get out, so I was able to collect the inventory and upgrades then swim back to my base in the inactive zone. Took temperature damage the whole time and probably didn't drop below 90 health. In this theoretical mode, exterior plants could require certain biomes, temperatures, depths, etc. Interior plants could require sunlight; natural for free but above the surface, or power hungry sunlights. Maybe require multiple items to make into a meal to get the equivalent of melons now. Temperature for the player and bases could also be a concern; to hot or cold and you start to slow down and take damage, and bases require more power if they have to heat or cool. As a big fan of Dwarf Fortress and RimWorld, things like this interest me. However the exploration and atmosphere of the game are so strong that I wouldn't want them to apply to the "regular" mode, so people can experience it their own way. The last game to grab me this hard was Stardew Valley, and I can't really explain it.
|
|
# ? Jan 19, 2018 03:51 |
|
|
# ? May 14, 2024 08:13 |
|
redreader posted:Will the escape rocket be patched in or will I have to restart from scratch? As for the fruit nerfs? Lanternfruit used to be worth double didgits, instead of barely over raw seaweed. They of course left melons fine because that involves more busywork (and constant bugs of cutting open the hull of your own base with your knife). Busywork tricking people into thinking they are hardcore, and being frightened by QoL is a common thing in games. Subnautica still has probably the most forgiving sustenance model of any game that requires you to eat and drink, which just makes it even more telling that the two sources of food and water that are the least button presses involved have the biggest arbitrary nerfs. Lanternfruit being slammed to be essentially raw seaweed on a tree despite being a 2x2 item that rots within a minute, and the water filtration system being the most slow and power draining object in the entire game. Infinite supply of bladderfish to throw on the fabricator (20). Plenty of bleach ingredients most places you decide to build a base to Similar situation for food. The lantenrfruit nerf still leaves us with an infinite supply of 40 food value fish we can preserve (fruit is zero use outside of your base or cyclops), a heat knife for instant on the go cooking, etc. But it was still treated like the lanternfruit tree was personally responsible for making the game "too casual". Section Z fucked around with this message at 04:28 on Jan 19, 2018 |
# ? Jan 19, 2018 04:22 |
|
The survival mechanics add a purpose to bases and the cyclops and provides a rhythm to the game of "go out, explore, get stuff, oh no out of water time to go back to base". A big issue I always had with minecraft is that once you had a hollow 5x5x5 cube, a crafting station and a furnace your were set. Anything else you built was functionally useless and felt unsatisfying due to it.
|
# ? Jan 19, 2018 04:24 |
|
Digirat posted:It's dumb that it's locked but it is pretty easy to find because you get pointed directly to the cannon island, and if you poke around there at all then you can warp to the floating island where the room is very easily seen. In practice I doubt many new players go overly long without it wait, warp to the floating island? What the hell did I miss lol. I found the multipurpose room once I got the radio message from the 2nd officer or whatever it was that pointed to the island.
|
# ? Jan 19, 2018 05:51 |
|
redreader posted:So is this basically done or is there a final release to come? Looking forward to a full playthrough. They are doing daily updates until release day, where they will presumably release one big final update.
|
# ? Jan 19, 2018 08:00 |
|
Is it a mistake to go for the Prawn first instead of the Cyclops? The thing is so slow I'm not sure how it's worth it unless you've setup nearby a lot of minable resources. Also how in the hell do you get it into the Jellyshroom area? Is the grappling hook going to do it? I can't find an opening big enough to take the Cyclops down even when I do get it. In a gameplay related note, the jump between when you first start finding Magnetite and moving on to something new seems insane. I was chugging along and finding new things at a fairly decent pace, then it falls off a cliff and you have to spend ages farming up the required materials to go deeper. Although part of that may just be it's around that time that you can really build out your base if you haven't farmed materials specifically for it beforehand.
|
# ? Jan 19, 2018 09:16 |
|
If you keep following the radio signals you should get one that leads you down to the jellyshrooms. The cyclops is for SUPER deep stuff. With a prawn in it. But you can get by without the cyclops if you instead want to build bases at key locations.
|
# ? Jan 19, 2018 09:25 |
|
nessin posted:Is it a mistake to go for the Prawn first instead of the Cyclops? The thing is so slow I'm not sure how it's worth it unless you've setup nearby a lot of minable resources. Also how in the hell do you get it into the Jellyshroom area? Is the grappling hook going to do it? I can't find an opening big enough to take the Cyclops down even when I do get it. Did you find the Seamoth Depth Module in the Aurora? Picking that up is a real kick in the pants in terms of where you can explore.
|
# ? Jan 19, 2018 09:26 |
|
nessin posted:Is it a mistake to go for the Prawn first instead of the Cyclops? The thing is so slow I'm not sure how it's worth it unless you've setup nearby a lot of minable resources. Also how in the hell do you get it into the Jellyshroom area? Is the grappling hook going to do it? I can't find an opening big enough to take the Cyclops down even when I do get it. I've used both the seamoth (with any depth mod) and prawn (with grappling hook) for the jellyshroom cave. Either is fine, but the prawn wins out if you need certain resources. I definitely wouldn't bother getting the cyclops down there, though it would be funny to try
|
# ? Jan 19, 2018 12:11 |
|
Section Z posted:I'm unsure if you will need a fresh game or not. But hopefully not. Y'all are way more optimistic than me if you think a savegame carried over from current build to final build isn't going to have gamebreaking issues. I mean have you even seen these devs
|
# ? Jan 19, 2018 16:29 |
|
Michael Bayleaf posted:I've used both the seamoth (with any depth mod) and prawn (with grappling hook) for the jellyshroom cave. Either is fine, but the prawn wins out if you need certain resources. I definitely wouldn't bother getting the cyclops down there, though it would be funny to try iirc there's a big opening in the red grass zones that's cyclops-sized, though once you're in you still have the issue that those caves aren't really built for cyclops' complete lack of maneuverability
|
# ? Jan 19, 2018 16:43 |
|
Did they keep the build-triggered messages in? That was the stupidest thing to me, the idea you can miss plot and critical items just because you didn't build a piece of base you didn't need (like the bioreactor)
|
# ? Jan 19, 2018 18:42 |
|
I've played this a fair amount but I've never done any of the 'late game' stuff e.g. cave exploring. Can someone tell me good areas to set up bases? I always set up my first base in the safe shallows: I started with a platform, a tunnel then a multipurpose room. I've got a radio and replicator setup in there too, and a mobile vehicle platform above it, all close to the lifepod. I'm still looking for cutting tool specs and seamoth specs. Last time I set up a base near the floating islands / sea treader's path area. I'll probably make one there again this time, but not sure what the best area to 'start off exploring' is apart from the safe shallows, vine areas and red sea type areas (I don't want to put a base in the red areas because of bonesharks though!) Where are other good base locations? p.s. game very fun!
|
# ? Jan 19, 2018 23:41 |
|
redreader posted:I've played this a fair amount but I've never done any of the 'late game' stuff e.g. cave exploring. Can someone tell me good areas to set up bases? I always set up my first base in the safe shallows: I started with a platform, a tunnel then a multipurpose room. I've got a radio and replicator setup in there too, and a mobile vehicle platform above it, all close to the lifepod. The map is relatively small, having one main base and a few bases for storage is all you really need. The best spots depend on your taste, but placing bases next to thermal vents guarantees a maintenance free base.
|
# ? Jan 19, 2018 23:50 |
|
Bhodi posted:Did they keep the build-triggered messages in? That was the stupidest thing to me, the idea you can miss plot and critical items just because you didn't build a piece of base you didn't need (like the bioreactor) The bio reactor = Repulsion gun upgrade lifepod is no longer a thing. Now it's triggered by crafting a LASER CUTTER ... Oh, or "Spending 14 hours in game" so uh... Yeah. There are better examples though. While thermal reactor=cyclops depth module (And I've always used that pod as a handy indicator of entrances to the river) is still a thing. But that is also now triggered by "Or you enter the deep grand reef" so you have a sane fallback trigger. Though it's been a while so I forget if that's an old fashioned "We hid the item/trigger to your depth upgrades, deeper than you can go without said upgrade" backwards logic. The creature decoy pod is "Seven hours in the safe shallows" ... or less absurd "Enter the blub zone". http://subnautica.wikia.com/wiki/Radio I think the biggest QoL radio+pod change over time is "Fine, Jesus. We'll make the very first pod you get a signal for just for turning on your radio have the compass!" because, there was quite the long stretch where the Compass was one of the hardest to find objects in the game, of all things. Newbies making it to the containment facility and reaching the end of the content and still unable to find the compass grade. EDIT: Is the ULTRA air tank still in a lifepod? I'm seeing conflicting wiki listings where the data boxes list says "Oh yeah, that's in pod 3" vs the lifepod listings saying no such thing. Section Z fucked around with this message at 00:53 on Jan 20, 2018 |
# ? Jan 20, 2018 00:42 |
|
The "Pathfinder Tool", previously Diving Reel is now absurdly good. Each time you use it it poops out a little marker, first it poops out the starting marker and then it poops out small arrows that aim towards the previous marker. That alone is really good, but they PRODUCE LIGHT, perfect for complicated dark caves. edit: huh, reapers fight warpers, never seen wildlife interact with each other before edit2: really wish they had put in a light toggle switch for your base, all the glowing plants and etc are begging for some mood lighting Dongattack fucked around with this message at 01:11 on Jan 20, 2018 |
# ? Jan 20, 2018 00:45 |
|
When I was doing a run where I was trying to see how deep I could go* without using vehicles other than the Seaglide (I made pathways of external growbeds with brain coral for oxygen and seeded kelp for visibility), I made a nice base in the Lost River cavern with the giant skeleton, over by the thermal vent. *I made it down to the hottest part of the Active Lava Zone, but decided trying to cross that without a vehicle wasn't likely to work.
|
# ? Jan 20, 2018 02:46 |
|
Dongattack posted:edit2: really wish they had put in a light toggle switch for your base, all the glowing plants and etc are begging for some mood lighting Other than the popin, this has been my single biggest issue with the game. I wanna enjoy the scenery you bastards, but I can't see anything through the glare!
|
# ? Jan 20, 2018 02:56 |
|
redreader posted:Where are other good base locations? As I'm finding out right now it is very useful to have at least a basic base setup with a spare Seamoth at one of the two islands.
|
# ? Jan 20, 2018 06:46 |
|
Section Z posted:"the blub zone"
|
# ? Jan 20, 2018 06:56 |
|
There really needs to be a better indicator for the "lava castle" area. If you're required to get there by the storyline, it needs to be more clearly signposted.
|
# ? Jan 20, 2018 08:44 |
|
Optimal base areas are on the edges of Safe Shallows. I think the west end is the best. It borders Mushrooms, Grassy Plateaus, Kelp Forest, and Dunes so you have access to a big spread of resources and it's in the middle of a north/south corridor of Grand Reef/Sea Treader's/Blood Kelp/Dunes/Underwater Islands which will give you every blueprint you need. North or south end of the Shallows by the lava geysers are decent too. Grappling across the middle of the map is a little tedious so I prefer being on the edge where it's deeper. East end is the Aurora and not much going on over there. It can be more engaging to build in more unconventional spots. You can get to 300m in your Seamoth with the freebie depth upgrade from the Aurora and then down to 400m-450m comfortably with a Seaglide. Almost all the surface biomes are accessible at that depth. Here's a base halfway down the wall in Underwater Islands. Building a power transmitter chain down to the thermal vents was kind of fun, learned a lot about bone shark aggro while doing it. One thermal plant was enough for the base itself, the extras are solely for water filtration with it's insane power draw. One of the downsides of building outside of the shallows is you lose access to the big tube corals so your water options are collecting a poo poo ton of coral samples to keep in storage or dealing with water filtration. I guess breeding bladderfish is an option too, but living off of fish juice is too unsophisticated imo. This is a run where I did an x-corridor and moon pool next to the lifepod to tech up then built in the Lost River. The base is flooding because of the loss of double value wall reinforcements. Also kind of an awkward route to take because I picked up a decent amount of materials while running between wrecks and had to transport them again for the move. Currently I'm going for a base at the bottom of the southern Blood Kelp area. This is just the initial placement. I think it will be a decent spot because lots of quartz and it's the best entry point to the Lost River for late game stuff. This is the western Safe Shallows spot I like. That last guy is just over the hill in the dunes and is a good neighbor who likes to get his pic taken. The only real places I would avoid building in are the Jelly Shroom Caves and Mushroom Forest. Jelly Shrooms are kind of cut off from most other stuff and both places lack resource variety. Crag Field would also be less than ideal I think, but I've built behind the Aurora on the little mesas in the Crash Zone and there's a decent amount of useful stuff back there. It's more on the eastern side of the map though so it's a hike to go places.
|
# ? Jan 20, 2018 09:59 |
|
Blood Kelp is also moody as hell, so a fine place to build for spooky window viewing.
|
# ? Jan 20, 2018 14:35 |
|
I like building in the Mushroom Forest because it's pretty, and it is close enough to the surface that solar panels still work good.
|
# ? Jan 20, 2018 16:22 |
|
There is a thermal geyser just beyond the mushroom forest where the koosh zone begins. It's at 250m though, so you might want to snag the first depth upgrade for the seamoth first.
|
# ? Jan 20, 2018 18:48 |
|
If you damage leviathans enough, do they eventually gently caress off and leave the area like lesser predators do? I'm experimenting with prawn + reaper wrestling to see if just manmodeing them in a prawn suit is a usable tactic. (i know you can kill them, but it takes ages) Edit: seems like the always come back after like 1 minute, but it's really hard to tell whats AI and whats jank in this game Dongattack fucked around with this message at 20:43 on Jan 20, 2018 |
# ? Jan 20, 2018 20:36 |
|
Uh. Okay then.
|
# ? Jan 21, 2018 01:42 |
|
Zesty posted:
If they haven't planned a physical party, they haven't planned for physical security either. TRY AND STOP ME.
|
# ? Jan 21, 2018 02:20 |
|
Uh... So they're livestreaming them going to the aquarium and waiting for the steam counter to tick down?
|
# ? Jan 21, 2018 02:21 |
|
OwlFancier posted:Uh... But it's fun imagining the comedy scenario where they are sneaking around trying to quietly hold their interviews and record fish tanks without the staff noticing.
|
# ? Jan 21, 2018 02:41 |
|
Free note to anyone anywhere near the area though: the moro bay aquarium is fuckin' boss, or at least it was when I was 12. Probably still cool now. BTW I heard that literally all of our complaints will be addressed when 1.0 releases on the 23rd. True/false?
|
# ? Jan 21, 2018 02:46 |
|
Grand Prize Winner posted:BTW I heard that literally all of our complaints will be addressed when 1.0 releases on the 23rd. True/false? lmao my rear end off
|
# ? Jan 21, 2018 02:49 |
|
Grand Prize Winner posted:Free note to anyone anywhere near the area though: the moro bay aquarium is fuckin' boss, or at least it was when I was 12. Probably still cool now. False. But they do have a pretty good record of post launch support.
|
# ? Jan 21, 2018 02:52 |
|
Probably a question nobody has an answer to but do you all think we'll be getting a new version of the game on launch day? I want to play again but I don't really want to start a new game if we don't have the launch client yet.
|
# ? Jan 21, 2018 03:00 |
|
I'm not sure but every day for like the past week I've seen Steam updating Subnautica with little ~300MB patches. Maybe that's just my computer acting weird or maybe UW's trying to stealth load the 1.0 patch.
|
# ? Jan 21, 2018 03:07 |
|
Grand Prize Winner posted:I'm not sure but every day for like the past week I've seen Steam updating Subnautica with little ~300MB patches. Maybe that's just my computer acting weird or maybe UW's trying to stealth load the 1.0 patch. They were doing daily patches up until launch.
|
# ? Jan 21, 2018 03:16 |
|
Grand Prize Winner posted:Free note to anyone anywhere near the area though: the moro bay aquarium is fuckin' boss, or at least it was when I was 12. Probably still cool now. Still great! Went there a few months ago. edit: moro? Monterey. Zesty fucked around with this message at 11:09 on Jan 21, 2018 |
# ? Jan 21, 2018 03:49 |
|
Grand Prize Winner posted:Free note to anyone anywhere near the area though: the moro bay aquarium is fuckin' boss, or at least it was when I was 12. Probably still cool now. I think it's at the Monterey Bay aquarium which owns hard. Isn't the Morro Bay aquarium just about selling saltwater taffy?
|
# ? Jan 21, 2018 11:06 |
|
Whoops. Yeah, not the Morro Bay aquarium, as that one apparently sets some standards for animal cruelty. Check out the one-star yelp reviews, and the photos seem to back that up. https://www.yelp.com/biz/morro-bay-aquarium-morro-bay e: upon further reflection maybe it's not? in conclusion aquariums are a land of contrasts
|
# ? Jan 21, 2018 13:28 |
|
|
# ? May 14, 2024 08:13 |
|
Very interesting to watch a new player play the game, highlights some pretty extreme flaws tho. 1: For some reason he was never given the waypoint to the inactive lava zone facility, and spent hours bumbling around trying to figure out what to do next. PDA entry gives a depth, bearing and distance, but he didn't really read it. Still bumbling around and now trying to sequence break by going to active lava zone facility first (he doesnt know that tho). 2: Really difficult to tell what the edge of the map is, just looks like a deep chasm to explore and suddenly the game spawns leviathans around you cause "no no no bad". Thermal charger for Cyclops is good now tho, charges at a very reasonable pace.
|
# ? Jan 21, 2018 19:43 |