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Zesty posted:I wish they wouldn’t do early access with DLC. it's stand alone, not dlc
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# ? Jan 7, 2019 10:26 |
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# ? May 30, 2024 11:19 |
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Ok?
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# ? Jan 7, 2019 10:42 |
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I just did my third playthrough of the main game to prepare myself for Below Zero, and goddamn the endgame is really weak, to the point of being non-existent. By the time you’re geared enough to explore the late-game biomes there’s pretty much nothing left to do besides the one mandatory visit to the Containment Facility.
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# ? Jan 7, 2019 11:19 |
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Comrade Koba posted:I just did my third playthrough of the main game to prepare myself for Below Zero, and goddamn the endgame is really weak, to the point of being non-existent. By the time you’re geared enough to explore the late-game biomes there’s pretty much nothing left to do besides the one mandatory visit to the Containment Facility. i love how you get the blueprints for ion batteries and ion power cells at a point in the game where you have absolutely no need whatsoever for either of them
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# ? Jan 7, 2019 11:21 |
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Zesty posted:I wish they wouldn’t do early access with DLC. It's not really DLC, it's a standalone expansion so I don't have a problem with it. And early access is a good thing for small developers.
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# ? Jan 7, 2019 11:46 |
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i hope that since they're making a new map from scratch it means they don't have to include the dumb terraforming code that's still in subnautica and therefore make below zero run way better and have far fewer bugs
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# ? Jan 7, 2019 12:04 |
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i hope they find a way to add in even more bugs, and worse ones
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# ? Jan 7, 2019 15:36 |
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DEEP STATE PLOT posted:i love how you get the blueprints for ion batteries and ion power cells at a point in the game where you have absolutely no need whatsoever for either of them They're great to put in time capsules at least. Subnautica's early access history really shows at times. Especially with the ending being rather rushed and anticlimactic gameplay-wise. It's really calling out for a big, varied endgame zone where you need to use all the skills you've learned and tools you've made.
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# ? Jan 7, 2019 17:29 |
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Ghost Leviathan posted:Subnautica's early access history really shows at times. Especially with the ending being rather rushed and anticlimactic gameplay-wise. It's really calling out for a big, varied endgame zone where you need to use all the skills you've learned and tools you've made. They definitely spent more time working on the survival + tech-up aspect instead of how it fits into the story. If they had put in a temporary zone that you have to prepare for, then it would have made more sense. Kinda like the 'away' missions in GTA games. That way you would have a reason and gravity to prep your Cyclops and choose between the two dock vehicles.
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# ? Jan 7, 2019 18:20 |
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Tetrabor posted:They definitely spent more time working on the survival + tech-up aspect instead of how it fits into the story. A long distance voyage to a different part of the planet? Not sure how the engine might handle that, but it would seem fitting.
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# ? Jan 7, 2019 18:21 |
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I didn't know they made physical copies for early access items.
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# ? Jan 7, 2019 19:26 |
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Ghost Leviathan posted:A long distance voyage to a different part of the planet? Not sure how the engine might handle that, but it would seem fitting. The deep sea, where the Ghosts live?
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# ? Jan 7, 2019 21:38 |
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They should have made the ion batteries mid-game finds in somewhat hidden parts of the map. Having them pop up so late had me rolling my eyes, I was way too kitted by the time I found them
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# ? Jan 7, 2019 23:18 |
I haven't finished subnautica but I am an impatient bugger so I have read a whole bunch about it and the plot, and it seems like they could have benefited from a couple ideas: - have the conditions within the world change according to a timer or scaled to your tech/build progress so that you need to continually adapt and apply what you have learned. Like maybe the safe shallows aren't so safe anymore, etc - the extent to which you as a player interact with the story is super limited - you are an archaeologist, and not the Indiana Jones type. The world and story they've created isn't as limited as they made it seem, so it's quite a shame that they left it at what it was
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# ? Jan 8, 2019 00:05 |
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I think having Reaper territory shift over the course of the game would have added needed challenge. Once you've gotten everything you need out of the Aurora, there's not really much reason to go within their hunting grounds.
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# ? Jan 8, 2019 00:28 |
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Or just having reapers not have territory at all, just have them wandering around the whole biome so you have to be constantly looking over your shoulder rather than just getting a feel for the danger zones and avoiding them.
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# ? Jan 8, 2019 00:48 |
It was probably the initial intention to have the safe shallows be the actual safe zone but the reapers just clipped into them anyway koolaid man style
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# ? Jan 8, 2019 00:52 |
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Tetrabor posted:They definitely spent more time working on the survival + tech-up aspect instead of how it fits into the story. We know the last bit of Subnautica at one point from the concept art was going to be a biome called the Black Field, said zone would be a massive underground area with thermal vents everywhere spewing massive amount of carbonized minerals in the water. Visibility would be nearly none-existent and player would have to navigate the zone using alternative means like using sonar, trail of light sticks, or the pathfinder tool while dodging large sightless predators that lurked in the "ink". I guess they never had time to make it work. Back Hack fucked around with this message at 01:44 on Jan 8, 2019 |
# ? Jan 8, 2019 00:58 |
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Back Hack posted:We know the last bit of Subnautica at one point from the concept art was going to be a biome called the Black Field, said zone would be a massive underground area with thermal vents everywhere spewing massive amount of carbonized minerals in the water. Visibility would be nearly none-existent and player would have to navigate the zone using alternative means like using, trail of light sticks, or the pathfinder tool while dodging large sightless predators that lurked in the "ink". I guess they never had time to make it work. I think one of the big problems is that while the game cries out for mechanics around light/darkness and clarity/obscurity, there's no way to implement them because player vision already has severe technical limitations. For instance, while seeing a light in the distance (a wreck, your submarine, the lure of an abyssal monstrosity...) might be an appealing concept, there's no way to implement it with the current draw distance and pop-in because anything that's close enough to be rendered is also close enough to be entirely visible.
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# ? Jan 8, 2019 01:34 |
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Oasx posted:It's not really DLC, it's a standalone expansion so I don't have a problem with it. And early access is a good thing for small developers. ok? Zesty posted:I wish they wouldn’t do early access with DLC.
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# ? Jan 8, 2019 07:19 |
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When I get around to actually finishing the game (got 5 things to collect first, you know), i think i'm just gonna throw a bunch of ion batteries/power cells in a time bank with a note that say's "Surplus tools from another world".
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# ? Jan 8, 2019 12:11 |
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Microcline posted:I think one of the big problems is that while the game cries out for mechanics around light/darkness and clarity/obscurity, there's no way to implement them because player vision already has severe technical limitations. For instance, while seeing a light in the distance (a wreck, your submarine, the lure of an abyssal monstrosity...) might be an appealing concept, there's no way to implement it with the current draw distance and pop-in because anything that's close enough to be rendered is also close enough to be entirely visible. Though that kinda already happens with base windows and Moonpools I can see from way back. Possibly not intended. Ion batteries and power cells seem pretty common in time capsules. I threw in a Stillsuit, since it seems by the time you unlock it it's pointless anyway.
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# ? Jan 8, 2019 13:00 |
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I left a bunch of alien tablets and a note to keep them with you while exploring, I hope I did good
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# ? Jan 8, 2019 15:27 |
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Tetrabor posted:They definitely spent more time working on the survival + tech-up aspect instead of how it fits into the story. I would like to see a 'chapter 2' segment actually, where it gives you the choice to turn hunger off - as in an acknowledgement of 'hey, you've survived and got self-sufficient and are growing your own food! now its time to explore and hurdle new challenges - we can assume you're self sufficient from now on out, would you like to tunr hunger off?'
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# ? Jan 8, 2019 18:28 |
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Zesty posted:ok? I think his point is that there's no functional difference between this being early access and the original game being early access. It's not an add-on to the base game, it's arguably closer to a sequel ala New Vegas.
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# ? Jan 8, 2019 19:19 |
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Any idea if the PS4 version of the new game will be out soon for us unwashed non gaming PC havers?
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# ? Jan 8, 2019 20:31 |
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TheParadigm posted:I would like to see a 'chapter 2' segment actually, where it gives you the choice to turn hunger off - as in an acknowledgement of 'hey, you've survived and got self-sufficient and are growing your own food! now its time to explore and hurdle new challenges - we can assume you're self sufficient from now on out, would you like to tunr hunger off?' a nutrient slurry suit and agriculture machine that turns marblemelons into soylent and then periodically shoves the resulting paste into your mouth
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# ? Jan 8, 2019 20:53 |
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TheParadigm posted:I would like to see a 'chapter 2' segment actually, where it gives you the choice to turn hunger off - as in an acknowledgement of 'hey, you've survived and got self-sufficient and are growing your own food! now its time to explore and hurdle new challenges - we can assume you're self sufficient from now on out, would you like to tunr hunger off?' Hunger is part of the broader issue where the game has solid Metroidvania-y exploration elements (it's pretty satisfying to figure out how to get 2-3 of something to craft a new item item) but very poor survival/crafting elements (it sucks to mindlessly consume an identical water bottle every 10 minutes while mindlessly gathering 20 of something to craft 10 components I've already crafted).
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# ? Jan 8, 2019 23:36 |
can't you just craft a wetsuit that automatically gravity sucks random fish into a waterproof grill and then feeds it into your mouth every 5 minutes. That seems like a reasonable solution. 2 lithium 3 ruby 1 diamond
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# ? Jan 8, 2019 23:53 |
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Sulla Faex posted:can't you just craft a wetsuit that automatically gravity sucks random fish into a waterproof grill and then feeds it into your mouth every 5 minutes. That seems like a reasonable solution. 2 lithium 3 ruby 1 diamond In general I think you should be able to render all the rote tasks obsolete with base facilities. You can already handle water and food with melon beds, just need some kind of autominer for various resources.
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# ? Jan 8, 2019 23:57 |
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Fabricate robo-miner. Requires 1 scanner room, 1 propulsion cannon, 2 seamoths, computer chips, copper wire, and enameled glass. Proceed to strip-mine the place.
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# ? Jan 9, 2019 00:08 |
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I just started and I'm getting mixed signals from the radio messages I'm getting about the Aurora. I interpreted the "hey the core is gonna go radioactive soon" as a warning, but then when it does you get rewarded with the radiation suit. I put the suit on to hang out closer to the Aurora and now I'm being told that poo poo's gonna hit the fan in 24 hours, but is that just another scripted thing that's supposed to happen or am I actually expected to do something about it this time (or ever)
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# ? Jan 9, 2019 00:19 |
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RazzleDazzleHour posted:I just started and I'm getting mixed signals from the radio messages I'm getting about the Aurora. I interpreted the "hey the core is gonna go radioactive soon" as a warning, but then when it does you get rewarded with the radiation suit. I put the suit on to hang out closer to the Aurora and now I'm being told that poo poo's gonna hit the fan in 24 hours, but is that just another scripted thing that's supposed to happen or am I actually expected to do something about it this time (or ever) You are expected to do something about it but there's no actual time pressure.
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# ? Jan 9, 2019 00:44 |
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Also 24 hours doesn't seem to mean an in-game day. The thing seems to blow up about half an in game day after your PDA tells you its going to go in two hours
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# ? Jan 9, 2019 00:55 |
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IIRC the radius of the radiation cover will steadily increase to an annoyingly wide area until you go do something about it. This can actually be pretty annoying since wearing the full radiation suit precludes using the rebreather.
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# ? Jan 9, 2019 01:58 |
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timn posted:IIRC the radius of the radiation cover will steadily increase to an annoyingly wide area until you go do something about it. This can actually be pretty annoying since wearing the full radiation suit precludes using the rebreather. It only spreads to a set distance. Still very annoying though.
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# ? Jan 9, 2019 02:08 |
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There's not even anything valuable in the crash zone either, so the only reason to go there is plot reasons and Prawn suit parts. I wish the crash zone had actual good loot at a depth where you need the rebreather, so you have incentive to both A, unfuck the engine and B, go back there afterwards. That'd also tie in really well with the whole "It explodes sometime into the game" thing, where the crash zone would be really good earlygame salvage that you lose access to after a while. E: Like, what if the Aurora crashed over a giant chasm, or even an entrance to that late-game zone? Lots of gucci loot at the bottom of the chasm, but you can't reach it immediately after the crash (or with the radiation up) due to depth. Plus you have the opportunity for some good aesthetics, maybe put the entrance to the ship over the chasm itself. Radio Free Kobold fucked around with this message at 02:21 on Jan 9, 2019 |
# ? Jan 9, 2019 02:16 |
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I actually like to loot the Aurora's surroundings fairly early for the number of easy batteries you can score. They're convenient to grab since you need a lot of them for early crafting and swapping out in your various tools while you're still working on getting a real base set up. I think you can also get a lot of purified water and nutrient bars which is useful if you're playing in survival mode. EDIT: Not to mention I think you can get few quick scannables in the immediate area too.
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# ? Jan 9, 2019 02:27 |
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Picked this up when it was free, having a lot of fun with it in Freedom mode. I've started spoiling myself a little bit, but I have some minor questions down below. What it really makes me want is a roguelike version, where the planet might make Creepvines or you might have to kill a fish with sinewy structure to get the fabric. Ideally, could swing wide enough so that you might have The Martian setup. Purple tablet: makes the teleporty aliens wanna come mess with me?? Multipurpose room: I had the scanner & moonpool long before I found them in the floor of that cave. Also how do I stack them? Does that work? Aurora: Do I have to fix it "before" the explosion? Seamoth: Does it "attract" enemies? Like the alien can grab me out of it, and the big monster thing broke one of mine. Can i just swim around and be fine?
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# ? Jan 9, 2019 02:31 |
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# ? May 30, 2024 11:19 |
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JawnV6 posted:Picked this up when it was free, having a lot of fun with it in Freedom mode. I've started spoiling myself a little bit, but I have some minor questions down below. What it really makes me want is a roguelike version, where the planet might make Creepvines or you might have to kill a fish with sinewy structure to get the fabric. Ideally, could swing wide enough so that you might have The Martian setup. Multipurpose Room: You can indeed stack them, just build a second one on top of your first one and it'll auto connect if you align it right. Recommend doing this from outside, easier. Aurora: No, there's no time constraint on that.
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# ? Jan 9, 2019 02:36 |