Best Of
Re: Experimental Versions Changelogs
I typically type "subnautica backend" into google to take me to the daily code check-ins.
Re: Beginner Questions
I highly recommend checking out this guy's T-section base, it'll change your mind a bit about how much space is really available inside. 
Other than that, sounds like you're on your way with a lot of good advice, have fun exploring!
I know we're going to be losing the Multipurpose Room at the start of the Game so, as a test, I slapped together the tiniest base in the Universe. Presenting... the Bolt Hole. How much can you fit in just a T-Section? As it turns out: quite a lot!
https://www.youtube.com/watch?v=ZclxigyolSw
Update: After a bit of tinkering (I wish they would add more "placement points" for things!) I managed to jam a Medkit Fabricator Box next to the battery charger.
Other than that, sounds like you're on your way with a lot of good advice, have fun exploring!
Re: The Epic Trello Thread
Another thing about the entrances on opposite ends of the map like that was it gave you more to explore and more ways of discovering the world. If you went in to the Blood Kelp Trench, wound through the Lost River and into the ILZ, then ran into a side-entrance while fleeing from a Sea Draogn, and then find yourself in a deep part of the dunes at the thick of night and there's a REAPER right above you.... How would that feel for a person?
There's no more of that freedom and exploration anymore. It's just "Follow these beacons into the LR and through this straight and narrow path, then save the world." What happened to exploration and a wide, varied, and complex world? Or does that only apply to the Fragment Hunt and after that it's a case of walking a predetermined path?
What does that do to people who've already completed the story, or are playing Creative? Actively shrinking the world is harming Subnautica, not in the same way that quadrupling the Seaglide power consumption did or other such mechanics, but harming the very core of what Subnautica is and always was supposed to be.
There's no more of that freedom and exploration anymore. It's just "Follow these beacons into the LR and through this straight and narrow path, then save the world." What happened to exploration and a wide, varied, and complex world? Or does that only apply to the Fragment Hunt and after that it's a case of walking a predetermined path?
What does that do to people who've already completed the story, or are playing Creative? Actively shrinking the world is harming Subnautica, not in the same way that quadrupling the Seaglide power consumption did or other such mechanics, but harming the very core of what Subnautica is and always was supposed to be.
Re: The Epic Trello Thread
Just need to hear them admit they're wrong with the ILZ Corridor closing and find a way to bring the Twisty Bridges/Arctic into the fold, and all my current dreams for the SA World are fulfilled (for the time being)
Plot twist: that's why they haven't done those yet. They know you'll come up with something else, so they're purposefully delaying those things as long as possible while they try to finish the game content. xD
The Twisty Bridges was at one point going to be relocated to serve as a Deep Grand - ILZ Corridor junction, but with the closure of that corridor (Which had two reasons, one of which being "the gradual decline in depth might confuse people". At that stage of the game, if they're still confused they shouldn't even be down there.) so the Twisty Bridges is either (A) going to be reloctated yet again, or (B) tossed into the same unfortunate position the Rock Puncher is in.
The Arctic's definitely a post-1.0 thing, and the Lilipad Islands most likely as well. Other than possibly the Twisty Bridges, I'm not exactly concerned with those being set aside since they're almost certain to come out sooner or later once, as you have said, they finish the base game. What I am concerned with is that they'll continue to wreck the ILZ and feel it's actually benefiting the game as a whole. Everywhere I've brought this up, most people seemed to agree that limiting it to just that one LR entrance and sealing up the NW and Eastern corridors (Dunes and Crash Zone) were bad if not outright horrible ideas. I could understand if they were left empty until post-1.0, they were quite large (The Lost River corridor is downright underwhelming compared to the Crash Zone Corridor, in terms of sheer size and length) but they weren't sealed up because of time or resource constraints.
There wasn't any real good reason for their removal, and replacing the Dunes Sinkhole with a precursor cache was... Well come on, how many times are you going to go revist that place? You get some (single use, non-respawning) crystals and a (one-time) data download, and then.... What? What use does it serve after that? I'm afraid they'll simply stick a cache or something in the place where the Aurora's abyssal entrance is/was instead of just keeping it there to finish later. I've given my thoughts as to why it'd make sense to keep it there, but if they do to it what they did to the Dunes entrance then there's nothing that can be done. That's why I want this feedback to reach them before they ruin the ILZ permanently. This *is* an "Open world exploration" game right? What's so great about cutting down on player freedom? Before, we had three choices to enter the ILZ - The safe and quick Grand Reef, the out of the way and somewhat dangerous Dunes, or the "Only the most thorough explorers will find this" immense Crash Zone entrance - that rewarded people for exploring every inch of the world UNW was creating (Which I thought was the point, but now they're dialing back on that?) Now we have......... The Lost River, and.... Well, no. Just the Lost River. Wonderful freedom there, very suiting of the nature of the game's exploration and open world theme.
Eh.. that was meant as a light-hearted joke. Sorry I wasn't clear enough on that.
I kinda assumed it was - or at least partly was - but once I started typing up my feelings on the ILZ situation I kinda just lost myself in a rambling rant ^^;
Aaaah man, it's almost painful for me to even enter the Dunes or approach the Aurora now, because seeing the rolling dunes give way into that huge pit... And swimming over the surface cliffs of the Crash Zone and seeing it drop into the bottomless depths... Serves as a constant reminder of how much it hurts to see these things I adored so much in SA's earlier days be trashed, and for what?
Like the Rock Puncher and "Ghost" Leviathan were important to so many others, these Corridors were dearly important to me. The Dunes entrance is long gone as well as the DGR entrnace, but the Crash Zone entrance still has a chance to be salvaged. Just re-open it, spruce up the bottom of the Crash Zone's abyss, and then decorate the place when they have the time. I've written out lengthy posts in my signature thread about what they could do with it and why it's a good idea to have it, but summarizing they could have it as one of those "off the beaten path" entrances that rewards people who EXPLORE the game rather than taking the tried and easy path, as well as its own damn biome. It could house a sea dragon or two (Are we supposed to believe they always take the somewhat cramped Lost River to get their reapers? That's why the Dunes and CZ were so good lore-wise, but seems that's not important here I guess...) to keep the threat of the ILZ present, and it's huge so there's plenty of exploration to be done.
Assuming that is, exploration is still supposed to be a thing after you get the cyclops and exosuit. Right now the ILZ is.... There's not much to explore. Not anymore anyway. There's a simple and relatively small corridor, a circular chamber with one middle point that stands out from the entire room, and then an entrance into the Active Lava Zone which has.... One thing to explore in it. Comapre this to when the ILZ stretched out across the map and gave the player three different choices to approach it, and like Markiplier said when he discovered the Dunes Corridor: "Twice the game map to explore and play with". That made me - and him - hugely excited to see how it would be developed. Turns out the idea of developing it was "Fill them with cement and plop a singe-visit and in-plain-sight cache onto one of them."
Re: Explosion improvement?
Ok guys, let's talk about improving the explosion!
*5 minutes later*
> science science science nerdy nerdy nerdy math math etc<
Where did i go wrong?...
Well that's how you improve explosions...nerdy science math!
Re: Should the Sea Dragon Be Nerfed / Weapons power Increased ?
You could also add a bit of risk to the tranq and drag method: if another of the same species sees you, it may assume you're dragging away one of their own to eat it, and attack you (maybe even go get more of their kind to surround you). Just a thought.
Re: The Epic Trello Thread
Just need to hear them admit they're wrong with the ILZ Corridor closing and find a way to bring the Twisty Bridges/Arctic into the fold, and all my current dreams for the SA World are fulfilled (for the time being)
Plot twist: that's why they haven't done those yet. They know you'll come up with something else, so they're purposefully delaying those things as long as possible while they try to finish the game content. xD
The Twisty Bridges was at one point going to be relocated to serve as a Deep Grand - ILZ Corridor junction, but with the closure of that corridor (Which had two reasons, one of which being "the gradual decline in depth might confuse people". At that stage of the game, if they're still confused they shouldn't even be down there.) so the Twisty Bridges is either (A) going to be reloctated yet again, or (B) tossed into the same unfortunate position the Rock Puncher is in.
The Arctic's definitely a post-1.0 thing, and the Lilipad Islands most likely as well. Other than possibly the Twisty Bridges, I'm not exactly concerned with those being set aside since they're almost certain to come out sooner or later once, as you have said, they finish the base game. What I am concerned with is that they'll continue to wreck the ILZ and feel it's actually benefiting the game as a whole. Everywhere I've brought this up, most people seemed to agree that limiting it to just that one LR entrance and sealing up the NW and Eastern corridors (Dunes and Crash Zone) were bad if not outright horrible ideas. I could understand if they were left empty until post-1.0, they were quite large (The Lost River corridor is downright underwhelming compared to the Crash Zone Corridor, in terms of sheer size and length) but they weren't sealed up because of time or resource constraints.
There wasn't any real good reason for their removal, and replacing the Dunes Sinkhole with a precursor cache was... Well come on, how many times are you going to go revist that place? You get some (single use, non-respawning) crystals and a (one-time) data download, and then.... What? What use does it serve after that? I'm afraid they'll simply stick a cache or something in the place where the Aurora's abyssal entrance is/was instead of just keeping it there to finish later. I've given my thoughts as to why it'd make sense to keep it there, but if they do to it what they did to the Dunes entrance then there's nothing that can be done. That's why I want this feedback to reach them before they ruin the ILZ permanently. This *is* an "Open world exploration" game right? What's so great about cutting down on player freedom? Before, we had three choices to enter the ILZ - The safe and quick Grand Reef, the out of the way and somewhat dangerous Dunes, or the "Only the most thorough explorers will find this" immense Crash Zone entrance - that rewarded people for exploring every inch of the world UNW was creating (Which I thought was the point, but now they're dialing back on that?) Now we have......... The Lost River, and.... Well, no. Just the Lost River. Wonderful freedom there, very suiting of the nature of the game's exploration and open world theme.
Re: Should the Sea Dragon Be Nerfed / Weapons power Increased ?
scifiwriterguy wrote: »mikeloeven wrote: »I generally dont go for the whole Kill It aproach the problem is there is no effective way to move unwanted creatures away from your base or craft. I would really like a way of knocking out creatures combined with a way to tow the larger ones so they can be safely relocated
Total agreement. The ability to subdue a dangerous animal doesn't necessarily need to mean lethality. To have that ability in game would be incredibly useful without breaking the minimal-violence ethos. (For example, I could relocate that gasopod that keeps farting holes in my seabase rather than using the far less friendly PRAWN drill arm.)
(Well, except for Cave Crawlers. Because they deserve to die. And crabsquids freak me out, so no love there, either.)
Like when I play monster hunter, I often go for the non-lethal capture than the uh, more direct route. It's trickier and easy to screw up but it's more fun. I'd like ways of dealing with Subnautica's less understanding fauna in a similar way, or at least have more ways of keeping them away from me and my base. What might be fun is if there was a way to convince the leviathans your cyclops was a young Sea Dragon - Reapers would avoid it because its their only known predator and who knows if its parents are nearby, and the Sea Dragons would ignore it because its "one of their own. They'd only go hostile once you exit it, but would still ignore your expensive and possibly loot-loaded sub.
Bonesharks would probably still attack it though because they're hyper-aggressive like that.
You forgot Bleeders and Biters :P
Re: Love the new HUD, but there's still room for improvement
@nesrak1 Try making the numbers part of the colored circle, at the top-center of the dial. Then you can have the symbol in the center still. You might have to make the colored circle bars a bit thicker to make the text readable. Or maybe have the text protruding out a bit if you can make that aesthetic.



