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I still think filling the outside of the map with leviathans was a dumb thing to do
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# ? Jan 21, 2018 22:09 |
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# ? May 14, 2024 11:49 |
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Digirat posted:I still think filling the outside of the map with leviathans was a dumb thing to do Yeah, a wall ringing the area would be much better than losing a Cyclops out of nowhere, especially in a game that encourages exploration of the unknown. A quarantine shield of some sort would even fit the story.
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# ? Jan 21, 2018 23:02 |
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"But... my immersion" i say as i am devoured by a bullshit angry giant ghost fish
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# ? Jan 21, 2018 23:03 |
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Nah no wall needed, it's just way cooler and scarier when there really is nothing at all but void out there
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# ? Jan 21, 2018 23:29 |
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I loved the void it was both frightening and boring, vast and empty. The kill reapers was loving stupid, it basically sapped it of all its wonder, anf it doesnt make any sort of narrative or worldbuilding sense that I can tell.
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# ? Jan 21, 2018 23:33 |
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Digirat posted:Nah no wall needed, it's just way cooler and scarier when there really is nothing at all but void out there That'd be fine as well. In that case, it would be nice to have a UI indicator towards the playable area, since it'd suck to lose your bearings and have people getting lost indefinitely.
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# ? Jan 21, 2018 23:40 |
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Guess the female character isn't happening if it's not in yet
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# ? Jan 22, 2018 00:44 |
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Bunch of Twitch streamers have been playing this lately. It's been a lot of fun watching people discover the game fresh and I'm sad I won't have that feeling again, but at least I've never explored the lava zone so I do have something to look forward to
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# ? Jan 22, 2018 01:01 |
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Digirat posted:Guess the female character isn't happening if it's not in yet I can understand them not wanting to work on more model. But I always get a giggle that things like "A clock" are cast into the same massive workload vaporware pile as implementing the infuser. Also, can you see your own head if you activate the 3rd person camera yet? They did a good job on scuba dude, so it felt like a waste his head only existed in Ads and trailers. Regardless of "Well it's a 1st person game so who cares". Just one of those inconsequential details I wish was in the game to show off the stuff they are really, really good at more. Section Z fucked around with this message at 01:10 on Jan 22, 2018 |
# ? Jan 22, 2018 01:02 |
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Wasn’t there already a model for a female character?
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# ? Jan 22, 2018 01:14 |
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Zesty posted:Wasn’t there already a model for a female character? https://sketchfab.com/models/cccc8b4f8f354076b8d125601ca38354 Still needs a couple of the other suits. But yeah, sometime after 1.0
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# ? Jan 22, 2018 01:26 |
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You should start with the blueprint for beacons I have no sense of direction
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# ? Jan 22, 2018 01:44 |
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Dongattack posted:You should start with the blueprint for beacons I have no sense of direction Because nothing reduces confusion like being unable to mark off locations in a game without a map that does not start you with a compass. Unless you've played the game dozens of times so you can can navigate the whole thing with your eyes closed and thus don't think it's a big deal. Maybe throw around the words 'silver platter' for good measure. Section Z fucked around with this message at 01:54 on Jan 22, 2018 |
# ? Jan 22, 2018 01:51 |
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Dongattack posted:You should start with the blueprint for beacons I have no sense of direction Use the Aurora to orient yourself. It's actually kinda neat having to surface sometimes to get a sense of where you are.
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# ? Jan 22, 2018 02:01 |
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Section Z posted:Unless you've played the game dozens of times so you can can navigate the whole thing with your eyes closed and thus don't think it's a big deal.
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# ? Jan 22, 2018 02:07 |
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Away all Goats posted:Use the Aurora to orient yourself. It's actually kinda neat having to surface sometimes to get a sense of where you are. Yeah, I've been playing this game since it hit early access so i pretty much know where everything is more or less. But i still need markers to beeline for my base from across the map for instance, but i'm using one of the "distress call" markers for now since the one near the seamoth bay is actually a p dope location for a base.
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# ? Jan 22, 2018 02:25 |
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Dongattack posted:Thermal charger for Cyclops is good now tho, charges at a very reasonable pace. Yeah I've never had to recharge the cells myself since getting that which is pretty cool Section Z posted:No joke, the reason the Devs give for pulling Beacons from the default list was "We don't want to confuse players with too many items at first". I think the only skill I have is a near perfect memory for area layouts in video games. I can perfectly remember zones in everquest that I've only been to once 16 years ago, but I've forgotten literally everything important since then because my brain doesn't work
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# ? Jan 22, 2018 05:51 |
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Michael Bayleaf posted:I think the only skill I have is a near perfect memory for area layouts in video games. I can perfectly remember zones in everquest that I've only been to once 16 years ago, but I've forgotten literally everything important since then because my brain doesn't work
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# ? Jan 22, 2018 08:12 |
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GlyphGryph posted:I loved the void it was both frightening and boring, vast and empty. (plot spoilers, since the game is coming out soon I don't want to accidentally ruin anyone's enjoyment of the storyline) Since the infection is being mitigated by the presence of the peepers spreading Enzyme 42 into the ecosystem, they could always say that going outside that ecosystem makes the infection progress at an accelerated rate. Your PDA could warn you that this region is making you sicker and the choices are turn back or die.
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# ? Jan 22, 2018 12:59 |
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Digirat posted:Nah no wall needed, it's just way cooler and scarier when there really is nothing at all but void out there Or even, at least, if they only showed up when you were quite a long way away, and kept a distance at first.
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# ? Jan 22, 2018 13:12 |
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Threatening shadows in the distance that didn't immediately attack but made it clear that here there be dragons would be much better than what we got. You can see your own head with the camera drones. Are the beacons at least found very close in the safe shallows? Since they require resources to build making them unlock only after a bit of exploring isnt a terrible idea and actually makes them more noticeable, especially since most players wouldnt think or need or be able to build one after exploring the shallows for a while anyway. early game was always about navigating via the aurora and landmarks and the lifepod built in beacon so thats not much of a change
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# ? Jan 22, 2018 13:27 |
I think beacon fragments are real close to and in the spawn area. I remember on my latest save finding them pretty quickly, maybe around the nearby cliffs to the Kelp Forest.
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# ? Jan 22, 2018 14:29 |
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Ya, they're in the small debris fields or micro-wrecks or whatever in the Shallows and probably scattered around a few other places. Most awkward things going into 1.0 are the new Prawn depth upgrades and silver scarcity remaining a problem even into late-game. Also some really old bugs like knifing a planter, fish swimming into base, and Prawn falling through the world that I guess are impossible to fix.
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# ? Jan 22, 2018 15:04 |
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Beacon fragments are at the safe shallows/grassy plateau border, but they are a bit small and hard to spot. Just need two tho.
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# ? Jan 22, 2018 16:18 |
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What do I need to do in order to get fabricators to pull materials from nearby storage? If I have to literally learn unity and code this poo poo up as some mod I'm about at that level of need... Is it safe to start a new game? Will it be compatible with 1.0? Are they still constantly shoving patches through? I haven't been watching their trello.
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# ? Jan 22, 2018 17:40 |
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Bhodi posted:What do I need to do in order to get fabricators to pull materials from nearby storage? If I have to literally learn unity and code this poo poo up as some mod I'm about at that level of need... Yeah son do it, you'll be a hero.
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# ? Jan 22, 2018 17:44 |
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Crimson Harvest posted:Yeah son do it, you'll be a hero. e: looked at their trello, builds have been frozen since the 11th Bhodi fucked around with this message at 18:22 on Jan 22, 2018 |
# ? Jan 22, 2018 17:53 |
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I haven't played since late 2016 when I stopped shortly after building my cyclops because I wanted to wait for release. It's difficult to get solid confirmation but it seems like the version that's currently live is more or less the release/review version, and they are mostly just iterating on bugfixes at this point up to the 23rd? I gather that the end of the story is being held back for release, but other than that am I missing anything by playing now?
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# ? Jan 22, 2018 19:53 |
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Bhodi posted:What do I need to do in order to get fabricators to pull materials from nearby storage? If I have to literally learn unity and code this poo poo up as some mod I'm about at that level of need... Do it do it do it do it
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# ? Jan 22, 2018 19:58 |
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Bhodi posted:If I have to literally learn unity and code this poo poo up as some mod I'm about at that level of need... Sorry friend, literal quote about modding Subnautica from the director of UWE: Muppet posted:“We made the game we wanted to make with Subnautica, so it’s less exciting for us to spend a bunch of effort to have the community undo it or to make splintered versions… I love mods, but I don’t see the point.” Interview is up on RPS Some gems in there such as Subnautica has cost roughly $9 million to dev. Artic biome likely going to be a paid expansion post launch. That's effectively only if launch goes well since creating extra biomes is multi million dollar investment...
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# ? Jan 22, 2018 20:12 |
They are based in San Francisco so it’s probably true. Now we could probably talk a long time about how stupid it is to be a game developer in one of the most expensive cities in the world but this is not the place and it really doesn’t matter.
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# ? Jan 22, 2018 20:21 |
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So tomorrow comes around I'll actually be able to finish the storyline? Or is that planned for 'gently caress you for asking'
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# ? Jan 22, 2018 21:00 |
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Lol just lol if you don't move to a city that isn't expensive as poo poo when you get a huge chunk of kickstarter cash.
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# ? Jan 22, 2018 21:55 |
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Im amazed they hosed up so much with presumably loads of talent around
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# ? Jan 23, 2018 00:06 |
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9 million huh? How much profit have they made on the game then? I can't imagine they'd have survived at all if they were short just a fraction of that at any point.
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# ? Jan 23, 2018 00:13 |
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Demiurge4 posted:9 million huh? How much profit have they made on the game then? I can't imagine they'd have survived at all if they were short just a fraction of that at any point. I'll guess about 8 million in profit based on their sales - 1.8 million (it's more than that but that accuracy doesn't matter in this instance nor is it possible), 30% online store cut, using 15 dollars as assumed average price it sold at and 9% Californian corporate tax I quickly Googled(it was said to be 8.84% but I simplified it for myself) and finally deducting the 9 million of dev cost. Completely non-factual and I most likely messed something up but it doesn't matter as this very imprecise anyway. Edit: I only did this because you asked and I thought it was kind of fun. Sininu fucked around with this message at 00:39 on Jan 23, 2018 |
# ? Jan 23, 2018 00:35 |
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Xik posted:Sorry friend, literal quote about modding Subnautica from the director of UWE: ~-My Vision!-~
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# ? Jan 23, 2018 01:39 |
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Sininu posted:I'll guess about 8 million in profit based on their sales - 1.8 million (it's more than that but that accuracy doesn't matter in this instance nor is it possible), 30% online store cut, using 15 dollars as assumed average price it sold at and 9% Californian corporate tax I quickly Googled(it was said to be 8.84% but I simplified it for myself) and finally deducting the 9 million of dev cost. Completely non-factual and I most likely messed something up but it doesn't matter as this very imprecise anyway. It was part of a humble bundle, so if 1.8 million includes everyone that bought the bundle I think those calculations are a bit generous.
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# ? Jan 23, 2018 02:14 |
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Xik posted:It was part of a humble bundle, so if 1.8 million includes everyone that bought the bundle I think those calculations are a bit generous. Subnautica was one of the games that donated "just" 100k keys for that bundle so it's not that many to skew it meaningfully in my opinion. Especially when SteamSpy owners number with margin of error is this : 1,829,205 ± 42,782. Still these calculations are done with with imprecise information (only thing that I'm sure about there is the retailer cut as it has been leaked and discussed too many times) and without knowing how stuff really works. I don't want anyone to take this as serious analysis. Sininu fucked around with this message at 02:38 on Jan 23, 2018 |
# ? Jan 23, 2018 02:35 |
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# ? May 14, 2024 11:49 |
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Xik posted:Sorry friend, literal quote about modding Subnautica from the director of UWE: Man. I tried to withhold judgment, and I know next to nothing about what game development is like, but these guys have a really weird relationship with their player base. Not every game needs mods, but for a company who based the entire game's development around continuous interaction with the players, and who fielded so many conflicting ideas about what the game should be from said players, to not spend a bit of time opening up the field for the community to make their desired changes (and likely expand the player base and extend engagement with the game) is really odd, and strikes me as insecure.
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# ? Jan 23, 2018 02:38 |