Best Of
Customizable empty module for the Seatruck
The Seatruck feels like a bit of a downgrade from the Cyclops due to its lack of ability to be designed by the player (other than choosing the order of the modules).
It would be nice to include a module that is blank and allows the player to build in it. This would allow for things like plant pots, or a module that involves both a fabricator and some storage lockers, etc.
Additionally, it would be great to include an upgrade module that allows for upgrades to be installed for the Seatruck. Thereby it can have functionalities such as the Cyclops' sonar and shield generator.
It would be nice to include a module that is blank and allows the player to build in it. This would allow for things like plant pots, or a module that involves both a fabricator and some storage lockers, etc.
Additionally, it would be great to include an upgrade module that allows for upgrades to be installed for the Seatruck. Thereby it can have functionalities such as the Cyclops' sonar and shield generator.
Re: Below Zero blueprint acquisition
Another possibility could be that scanning various environmental or biological elements could provide the necessary insights required to adapt some Alterra technology to the conditions. That way not all advancements need to be tied to alien/human wrecks which might be hard to justify. It could also mean that the wrecks of both kinds can be rarer and feel more special.
Re: Subnautica Xbox Update 1.0.0.32 Released! - Subnautica
Still waiting for console commands to return as well. I beat the game on survival more times than I can count. Beat it faster and faster each time.
Re: Subnautica Xbox Update 1.0.0.32 Released! - Subnautica
Still waiting for some console commands. Creative isn't fun and just lets you fool around but survival with console commands lets you actually do experiments and go beyond crush depth and such, It's getting annoying. Maybe plan on making a creative/survival hybrid at some point? - Xbox 1 Player
Re: Subnautica PS4 Update 1.07 Released - Subnautica
Idk if anyone elae has had this issue but falling through the world after leaving a portal has happened to me twice now in the end area. Same portal on the return trip both times kinda gave up after the second time.
Re: Subnautica PS4 Update 1.07 Released - Subnautica
Great to see an update to the game, especially on the most salient problems of the PS4 version. I did a quick trip around the most complex areas - it seems the "terrain not loading" issue is not totally fixed (which may be expected considering the changelog). The most likely area for me to trigger it is the grand reef caves.
Re: Subnautica PS4 Update 1.07 Released - Subnautica
make subnautica multiplayer by making the escape pod that you fly away on bigger and having more seats. peoples friends could also have their own pod like 20 meters away from yours. this would make the game fun with friends.
[Below Zero] Feedback from the previous game, suggestion for improvement
The first game was pretty damn good and I backed Bellow Zero as soon as it went out.
Here is a set of Feedback suggestion for improvement:
FLASHLIGHT
- make the flashlight keep pointing forward when you run
FOOD & WATER
- It was fun at first but repetitive later, especially since we could "farm" inside the Cyclop anyway.
- My hope for the next game:
Have a craftable ENDGAME food that last longer so we can store those for expedition,
WRECKS:
- Your gameplay-gate didn't work well, it's frustrating to bypass the need for special tools and arrive in a room you already visited when you do use them.
- I suggest putting WRITTEN NAME on them so players can name their Beacons like that
BEACONS
- give us a way to rename them from the PDA and change their icons
- The 2nd big problem is that they clutter the screen and yet are too useful for navigation to hide.
Suggestion:
make the furthest ones away fade when you aren't in a vehicle capable of reaching them,
give a player button in the PDA to Show/Hide them all at once
BATTERIES
- Have every vehicles/tools made without batteries, I ended up with tons of extra for nothing
Seaglide
- I never used it's hologram and often want it off, I only needed the light.
- The range with 1 battery is way too short late game, please let us improve it late game.
SONAR
- Make the 3D mesh persistent when we aren't moving,
- It was extremely frustrating when you just needed the mesh to stay visible and yet had to use 20 pulses to plan your ways
FAUNA
- I couldn't tell if the various fish had behavior, you should look into that and make it so the player can use it peacefully.
PLAYER EQUIPMENT
- it could be nice to have a suit made for "stealth" that sacrifice protection for that.
DRONE & SCANNER ROOM
- Don't make drones spawn with the building, they duplicate when you remove/rebuild the structure
- Please let us craft self-powered antenna that increase the control range of both Drone & Scanner, it was painful to have to move the entire building around.
- Let the Drone Scan Animals, to offset the cost you can let them be targeted by FAUNA when you do the scan.
- Please give use a way other than random luck of "guessing" where are important locations.
SEAMOTH
- I ended up never using the torpedoes and they were too hard to aim with anyway, what their point in a non-violent game anyway?
- Rework the sound gameplay, make it possible to escape predator by not moving / firing a decoy far away.
- It need more module slot because at some point you are never going to use it without the Depth improvement and the Sonar.
PRAWN SUIT
- Have the lights follow the direction the player is watching
- Allow the ability to crouch even if you can't move (it would have helped me when I got stuck)
CYCLOPS Submarine
- Change the control interface so we can look down in front of use without using the camera and loosing most functionality
- Fix the light, sometime exterior-light make it harder to see outside even with interior light-off
- Make exterior-light point in more direction including up,
- Rework the "sound gameplay", use the Klaxon to drive off small carnivore, the Sonar IS sound.
As a trade off : consider making "silent mode" not produce oxygen anymore. So one way to escape Leviathan is to literally hold your breath.
- Make the beacon propel further away and keep the Leviathan attention away.
- Remove overheat at full speed (why punish player who need to cross long distance at the surface?)
- Make overheat happen if you keep the shield powered for too long.
If you want player to accept loosing a submarine instead of restoring a save game I suggest making it into a near-dead state that can be salvaged.
SEABASE
- Make the bulkhead and armor more useful.
If you don't want animal attack : make rare Earthquake (screen shacking) that reduce the Seabase resistance for a short time, so you have to better protect it or have to repair it.
If you want animal attack : Make a screen that allow deactivating seabase light and system, if the base is too loud/showy it will trigger attack
- Don't make energy storage into the generator,
If you push it into the Energy Cell, then you can balance the generator based on the power they generate per minutes.
SEABASE AQUARIUM
- I remember reading you had problems and this feature ended up underused
- I suggest making "balanced aquarium ecosystem" a requirement to farm some plants.
Ex: you can't grow Kelp unless you have an aquarium with some fish from the Kelp-biome creatures, show the list of the creatures/plants missing in the planting interface if you scanned it.
OVERALL QUALITY OF LIFE
- Don't make Seeds take so much space in the inventory, have the bigger icon displayed when you pass over it.
- Please make a storage upgrade for the Seabase and the Cyclops, accessible from outside/inside. It will save a LOT of time during mining operation.
- Please give a way to unload/load the content of the Prawn storage into a Cyclops storage or a Seabase storage without having to do it by the players inventory.
Here is a set of Feedback suggestion for improvement:
FLASHLIGHT
- make the flashlight keep pointing forward when you run
FOOD & WATER
- It was fun at first but repetitive later, especially since we could "farm" inside the Cyclop anyway.
- My hope for the next game:
Have a craftable ENDGAME food that last longer so we can store those for expedition,
WRECKS:
- Your gameplay-gate didn't work well, it's frustrating to bypass the need for special tools and arrive in a room you already visited when you do use them.
- I suggest putting WRITTEN NAME on them so players can name their Beacons like that
BEACONS
- give us a way to rename them from the PDA and change their icons
- The 2nd big problem is that they clutter the screen and yet are too useful for navigation to hide.
Suggestion:
make the furthest ones away fade when you aren't in a vehicle capable of reaching them,
give a player button in the PDA to Show/Hide them all at once
BATTERIES
- Have every vehicles/tools made without batteries, I ended up with tons of extra for nothing
Seaglide
- I never used it's hologram and often want it off, I only needed the light.
- The range with 1 battery is way too short late game, please let us improve it late game.
SONAR
- Make the 3D mesh persistent when we aren't moving,
- It was extremely frustrating when you just needed the mesh to stay visible and yet had to use 20 pulses to plan your ways
FAUNA
- I couldn't tell if the various fish had behavior, you should look into that and make it so the player can use it peacefully.
PLAYER EQUIPMENT
- it could be nice to have a suit made for "stealth" that sacrifice protection for that.
DRONE & SCANNER ROOM
- Don't make drones spawn with the building, they duplicate when you remove/rebuild the structure
- Please let us craft self-powered antenna that increase the control range of both Drone & Scanner, it was painful to have to move the entire building around.
- Let the Drone Scan Animals, to offset the cost you can let them be targeted by FAUNA when you do the scan.
- Please give use a way other than random luck of "guessing" where are important locations.
SEAMOTH
- I ended up never using the torpedoes and they were too hard to aim with anyway, what their point in a non-violent game anyway?
- Rework the sound gameplay, make it possible to escape predator by not moving / firing a decoy far away.
- It need more module slot because at some point you are never going to use it without the Depth improvement and the Sonar.
PRAWN SUIT
- Have the lights follow the direction the player is watching
- Allow the ability to crouch even if you can't move (it would have helped me when I got stuck)
CYCLOPS Submarine
- Change the control interface so we can look down in front of use without using the camera and loosing most functionality
- Fix the light, sometime exterior-light make it harder to see outside even with interior light-off
- Make exterior-light point in more direction including up,
- Rework the "sound gameplay", use the Klaxon to drive off small carnivore, the Sonar IS sound.
As a trade off : consider making "silent mode" not produce oxygen anymore. So one way to escape Leviathan is to literally hold your breath.
- Make the beacon propel further away and keep the Leviathan attention away.
- Remove overheat at full speed (why punish player who need to cross long distance at the surface?)
- Make overheat happen if you keep the shield powered for too long.
If you want player to accept loosing a submarine instead of restoring a save game I suggest making it into a near-dead state that can be salvaged.
SEABASE
- Make the bulkhead and armor more useful.
If you don't want animal attack : make rare Earthquake (screen shacking) that reduce the Seabase resistance for a short time, so you have to better protect it or have to repair it.
If you want animal attack : Make a screen that allow deactivating seabase light and system, if the base is too loud/showy it will trigger attack
- Don't make energy storage into the generator,
If you push it into the Energy Cell, then you can balance the generator based on the power they generate per minutes.
SEABASE AQUARIUM
- I remember reading you had problems and this feature ended up underused
- I suggest making "balanced aquarium ecosystem" a requirement to farm some plants.
Ex: you can't grow Kelp unless you have an aquarium with some fish from the Kelp-biome creatures, show the list of the creatures/plants missing in the planting interface if you scanned it.
OVERALL QUALITY OF LIFE
- Don't make Seeds take so much space in the inventory, have the bigger icon displayed when you pass over it.
- Please make a storage upgrade for the Seabase and the Cyclops, accessible from outside/inside. It will save a LOT of time during mining operation.
- Please give a way to unload/load the content of the Prawn storage into a Cyclops storage or a Seabase storage without having to do it by the players inventory.
Re: Do Reaper Leviathans really ignore terrain?
Why don't we just have reapers load in at the same time as terrain? They already tend to pop into existence right on top of you, so we may as well have them not do that and come up out of the ground like a bloody tremor.
Do you really want a Reaper to spawn in late? Imagine it being your first playthrough and out of nowhere one of those shows up along with the terrain...
Holy Necromancy batman! geez you just dredged up a thread that was over a year old maybe looking at the date of the last post will help you prevent from raising a thread from the dead again?