Latest Developer Posts
Hugh Cameraman San Francisco, CA
In a nutshell, you're free to create your 32 player servers if you wish, but 'at your own risk'. It's true Wooza server has provided great information and helped find issues that have eventually led to increased stability of NS2, but this is only due to the fact at 32 players, it's pushing the software past it's designed limit in many areas. It's unlikely we will be able to increase the official support to past 24 players, as significant engine work would need to be done and larger maps would need to be constructed, which is out of our current scope of work.
[quote="lxh;2260335"]Hmmm, another invention that makes survival as eeeeasy as possible and increases the boredom factor. That's almost exactly 180° the wrong direction for a survival game. @Devs: What's that gonna be?!?[/quote] We've always called Subnautica an exploration game, that just happens to have survival elements in it. Indeed, you can even choose to play the game without the survival elements if you wish. We're making tech that once a player gets to a certain level, they don't have to 'grind' anymore, and can focus on bigger things like exploration of the world & development of the story elements. When you're constantly searching to feed and water yourself, you tend to concentrate on that, as it's most important to your life. It's true the water filtration machine is not balanced at all, and we'll be dealing with that in coming patches. But as an early access title we're in a constant state of development, and 'bigger picture' things are not always apparent.
[quote="Linfoma;2260282"] if u are going to do smaller and more frequent updates i hope u make it so we dont have to start a new gave every time...like B4. thats why ive been waiting for the new update to start playing again...so can i start to play and not have my game ruin whit the next update??????[/quote] We always try to make sure that any saved game made with the regular steam version of Subnautica (not the experimental beta version) works fine. However, being Early Access our game is in full development and we will break things from time to time. But we'll always do our best to try to not break saved games.
Hugh Cameraman San Francisco, CA
[quote="Soul_Rider;2259858"] @Ironhorse - I am fairly sure @meatmachine is referring to the exodus that required the abandonment of development on Future Perfect around May/June of this year. If that situation has been rectified, and the Subnautica team grown and expanded, why has development on FP not resumed? [/quote] We had one programmer who left early in the year to actually work outside of the game industry. They were not working on Future Perfect. Another programmer left about a month or so later, who was actually enjoying working on Subnautica, but Google came calling with an offer they couldn't refuse. Future Perfect was put on hold, for a variety of reasons, largely because a lot of the core tech needed to be worked out and it was creating a bottleneck that was preventing other people on the team from working effectively. And Subnautica was taking off and really needed the full focus of our team. When the decision was made, we lost another programmer because they didn't want to work on Subnautica. Hardly a big exodus, and those departures did not lead to why the FP project was put on hold. And, as Ironhorse mentioned already, we've since refilled those positions with some very talented individuals who are hard at work on Subnautica. [quote="Yojimbo;2259910"] They should of realised this to begin with, when I first heard the news of FP being announced I was like "Wtf? Why are they concentrating on ANOTHER game, NS2 was left in a unoptimized, broken & unbalanced mess, ok thats a financial deadweight I get that, so Subnautica is their next lovechild, which is going really well for them in focusing on a real strong single player experience why pull members from that team to start work on a third?!". One game at a time UWE... One game at a time. [/quote] That's not how things work. We are making games for the love of making games, and that means that we want to branch out into new projects to keep things interesting. We had worked on NS2 for many years and were all burnt out on it, so regardless of financial considerations, we wanted to take some time to work on something fresh and new, to recharge our batteries. If we were making games for just a paycheck and not creative fulfillment we could go spend years working on an endless franchise like Call of Duty or something. Sometimes we are focused on one project, and sometimes, for scheduling purposes and for employee satisfaction it makes sense to have several projects going at the same time.