Best Of
Re: Why can't we map the ocean floor?
The Best way I can see a map working personally would be not having it on the HUD; rather having it as a Tab on the PDA where the data can be updated as you explore an area. Maybe an upgrade to the scanner Room that would allow the topographical map can be updated. The only outside information I'd want the map to show me would be Beacon locations. no need to even show my current location as an indicator.
Re: Framerate issues on survival save
When being inside this lag spike/lag area/dead zone.
F1 menu.
Than to go to the 'Perf' menu and than try 'Collect Est. Call Stats'.
Please screenshot the results.
Possibly related:
https://forums.unknownworlds.com/discussion/153972/very-strange-framerate-bug-when-looking-nne-from-starting-area#latest
F1 menu.
Than to go to the 'Perf' menu and than try 'Collect Est. Call Stats'.
Please screenshot the results.
Possibly related:
https://forums.unknownworlds.com/discussion/153972/very-strange-framerate-bug-when-looking-nne-from-starting-area#latest
Re: Why can't we map the ocean floor?
Subnautica actually DID have an in-game map at one point fairly early on in development. That was before I bought into early access so I don't know all the discussion around the decision to remove it (the community may not have even been a part of it), but I feel like it was a well-intentioned, if IMHO misguided decision to make the game more immersive. It also had the side effect of padding game time by making it really easy to get lost, so it was a win-win for the devs who had one less feature to develop.
In terms of gameplay and immersion, I would REALLY like to see a proper map implemented. I find it highly annoying and immersion breaking that the scanner room, seaglide, and vehicle sonar can generate highly detailed terrain maps, but for inexplicable reasons can't save them. At least there's a map mod already.
At least some of the devs agree, there's a Trello card for possibly implementing a minimap at some point.
In terms of gameplay and immersion, I would REALLY like to see a proper map implemented. I find it highly annoying and immersion breaking that the scanner room, seaglide, and vehicle sonar can generate highly detailed terrain maps, but for inexplicable reasons can't save them. At least there's a map mod already.
At least some of the devs agree, there's a Trello card for possibly implementing a minimap at some point.
Marker Balloons
Marker Balloons, for marking locations... but not broadcasting them across the whole map like a beacon.
When I clear a wreck or spot, I like to leave a marker to say I did that.
First play through... there were way too many beacons on screen to be constructive so I had to turn them off and still ended up on occasion hitting a wreck and seeing a beacon floating in the door way. #$&@!
I would like deployable Marker Balloons that inflate in their spot and are visible at a range, anchors to a spot and floats a few meters above it. Place them on top of wrecks or navigational points that you can see at a reasonable distance even in the dark with a irredescent glow. Diifferent colours - red, yellow, green.
I could say put a green balloon on a wreck I cleared. or yellow balloons to highlight points of interest like Gate openings or cave tunnels.
Just something different than the beacon spamming I was doing.
When I clear a wreck or spot, I like to leave a marker to say I did that.
First play through... there were way too many beacons on screen to be constructive so I had to turn them off and still ended up on occasion hitting a wreck and seeing a beacon floating in the door way. #$&@!
I would like deployable Marker Balloons that inflate in their spot and are visible at a range, anchors to a spot and floats a few meters above it. Place them on top of wrecks or navigational points that you can see at a reasonable distance even in the dark with a irredescent glow. Diifferent colours - red, yellow, green.
I could say put a green balloon on a wreck I cleared. or yellow balloons to highlight points of interest like Gate openings or cave tunnels.
Just something different than the beacon spamming I was doing.
Re: Playing Hardcore
We don't need achievements to play games.logiboy123 wrote: »You know there are no achievements for hardcore mode right?
Hardcore is fun, despite overly easy (not as easy as survival though).
I would like if the O2 warnings were removed again.
[BUG][VR] Spawned in the lower level after docking into the cyclops [59783 steam]
How to reproduce:
To repeat from a docked seamoth:
This exit-and-re-enter-seamoth step seems to be the one triggering the issue most reliably.
Effect:
Once docking animation finishes, player gets spawned in the world, but not on top of the seamoth.
Out of 4 tries, I was spawned:
Entering the seamoth seated and standing up right before docking does not improve the result: viewpoint is higher above seat/ground both before and after docking, and I still got spawned in the lower cyclops level.
- play in VR mode (seated, in case it makes any difference)
- get a cyclops and a seamoth (prawn not tested)
- pilot the seamoth and dock it to the cyclops
To repeat from a docked seamoth:
- enter docked seamoth (seamoth exits dock)
- exit seamoth
- re-enter seamoth
- re-dock
This exit-and-re-enter-seamoth step seems to be the one triggering the issue most reliably.
Effect:
Once docking animation finishes, player gets spawned in the world, but not on top of the seamoth.
Out of 4 tries, I was spawned:
- 3 times in the bottom half of the cyclops, with the cyclops rolling (in pitch/yaw/roll sense) more or less severely to the right
- 1 time I got spawned outside of the cyclops, and the cyclops launched into the air. To give an idea about how "launched" it got: I was above the jellyshroom cave entrance closest to the aurora, on the border with kelp forest, and the cyclops landed on top of the aurora, between the engines, a overhanging a bit from the back of the aurora. Too bad I did not think to screenshot...
Entering the seamoth seated and standing up right before docking does not improve the result: viewpoint is higher above seat/ground both before and after docking, and I still got spawned in the lower cyclops level.
Re: [BUG] Can't interact with Cyclops controls in VR - Xbox1 wireless controller [2459105]
In my experience I have to aim bottom-left of each button, at a seemingly random distance (intended button has its top-right corner between 0.5 and 1.5 button-size away from its apparent location).
I do not get this issue with:
I do get this issue with:
I have a Vive and a PS3 controler (with some 3rd-party driver), and use "gaze-based cursor".
I do not get this issue with:
- scanner room UI
- wreck doors
- single-big-button terminals in wrecks (those adding a databank story entry)
- pda
- fabricators of all kinds: lifepod's, mobile vehicle bay, cyclops', moonpool's
- cyclops fire suppression system
I do get this issue with:
- cyclops bridge UI (engine on/off + speed selector, switching to camera view, decoy tube, sonar, silent running)
- keypads
I have a Vive and a PS3 controler (with some 3rd-party driver), and use "gaze-based cursor".
Re: [Tweak] VR seaglide blocking too much portion of visual
Hey there. It is almost unbearable. It's like someone stuck this thing RIGHT INTO MY FACE. Like two inches into my face. Awful. And IMO all the HUD is too close. The PDA is on the borderline of being cross-eyed...
Good game anyway. It would be a pitty if this thing almost broke my experience to the line of not playing it...
edit: typo
Good game anyway. It would be a pitty if this thing almost broke my experience to the line of not playing it...
edit: typo
Re: New mod: Disable health bars, but color damage numbers based on health
You kept the main problem of the HP bars in the mod: That it shows enemy HP.
Completed on Hardcore - Thought on making the game better
I recently completed the game on hardcore mode and wanted to share my thoughts. I generally enjoyed the game but think I would've enjoyed it more were things implemented or designed differently. I see so much potential for this game to become something even greater than it currently is and will discuss the various aspects of that separately.
Creatures
Creatures generally are not that much of a threat due to having a limited spawn location and patrol radius, and often you can just charge past with a Sea Glide or Seamoth. High threat creatures such as Reapers can either be avoided entirely due to known spawn locations (that you do not need to go to) or passed with rudimentary timing skills. I never had a sense of dread while playing the game unless I willingly went into a location where I knew there was a Reaper.
Exploration and Environment
I generally enjoyed exploring the world (although I found it a bit small) and found the environments to be very nice. I also enjoyed looking for technology/fragments in the broken ship parts and on the ocean floor. Unfortunately due to previous attempts at the game I knew where a lot of the important fragments were and had hoped there was some random aspect to this to increase replay-ability. It's also very easy to reach a lot of the important tech due to it not being that deep or getting access to technology that reduces this problem such as the re-breather and the portable air refill stations (Seamoth) allowing you to too easily dive to 500m or more. Simply put you get environmental challenge negating tech too easily, too early, and it reduces the challenge too much.
Vehicles and items
There is some redundant tech in the game that you will rarely if ever use due to there being zero need. For example in my recent play through on hardcore didn't or rarely used the lightweight high capacity tank, ultra glide fins (the Sea Glide and Ultra High Capacity Tank are simply better), the floating air pump, Propulsion Cannon, Stasis Rifle, Pathfinder Tool and numerous other. I simply never had a situation where I needed it and this isn't simply due to my play style. I suspect much of it would be more useful with my comments on bases, exploration and creatures.
Base Building
Building a base is generally not that necessary other than getting a moon pool for upgrades or in my case a multipurpose room with thermal power plants and a water filtration unit in the lava zone. I built a base purely because I could, not because I needed to. Below is a list of ideas that would make the base building aspect more interesting and more necessary:
I am sure there are other things that will come to mind at a later date.
Creatures
Creatures generally are not that much of a threat due to having a limited spawn location and patrol radius, and often you can just charge past with a Sea Glide or Seamoth. High threat creatures such as Reapers can either be avoided entirely due to known spawn locations (that you do not need to go to) or passed with rudimentary timing skills. I never had a sense of dread while playing the game unless I willingly went into a location where I knew there was a Reaper.
- Multiple spawn locations for Leviathans with a bigger patrol radius.
- Creatures can patrol the world more (and randomly) so that you always have to look out.
- Packs of creatures that move together and pose a greater threat to the player.
- Creatures a bigger threat to vehicles and bases.
Exploration and Environment
I generally enjoyed exploring the world (although I found it a bit small) and found the environments to be very nice. I also enjoyed looking for technology/fragments in the broken ship parts and on the ocean floor. Unfortunately due to previous attempts at the game I knew where a lot of the important fragments were and had hoped there was some random aspect to this to increase replay-ability. It's also very easy to reach a lot of the important tech due to it not being that deep or getting access to technology that reduces this problem such as the re-breather and the portable air refill stations (Seamoth) allowing you to too easily dive to 500m or more. Simply put you get environmental challenge negating tech too easily, too early, and it reduces the challenge too much.
- Make Seamoth and Prawn suit less of an instant mobile air refill station
- Environmental challenges require you to play differently, but can later be mitigated with progressively better equipment (rather than for example zero challenge depth due to early game re-breather)
- More environmental challenges such as heat, cold, radiation (not just from the Aurora)
- Changing environmental challenges due to story (like fixing the radiation leak)
Vehicles and items
There is some redundant tech in the game that you will rarely if ever use due to there being zero need. For example in my recent play through on hardcore didn't or rarely used the lightweight high capacity tank, ultra glide fins (the Sea Glide and Ultra High Capacity Tank are simply better), the floating air pump, Propulsion Cannon, Stasis Rifle, Pathfinder Tool and numerous other. I simply never had a situation where I needed it and this isn't simply due to my play style. I suspect much of it would be more useful with my comments on bases, exploration and creatures.
- Reconsider Sea Glide ignoring weight (so that there is a point to Lightweight tank and Ultraglide Fins)
- Make some of the higher end tech more difficult to get rather than just being available straight away with the modification station (this ties in to some of my base research ideas below)
- Cyclops ability to pitch to make it more easy to get through the world
- Make the Seamoth more difficult to get (currently too early and too cheap)
Base Building
Building a base is generally not that necessary other than getting a moon pool for upgrades or in my case a multipurpose room with thermal power plants and a water filtration unit in the lava zone. I built a base purely because I could, not because I needed to. Below is a list of ideas that would make the base building aspect more interesting and more necessary:
- Neptune Rocket requires you to stock it up with food, water and fuel for the trip, requiring you to set up water, food and fuel production. This requires space, power and time
- Higher end materials require production facilities such as refining or chemical reactions rather than just everything being produced from the replicator. This requires space, power and time
- Higher end technologies require research (not to take away the fun of exploring for fragments btw!) which takes power, space and time
- Manufacturing of components is in a factory style unit and requires power, space and time.
- Base occasionally under attack by leviathans or the environment (this could increase as you get more advanced) which requires the player to defend the base with shield, silent modes, decoys etc. The player would have to make damage control choices such as putting out a fire that would ravage expensive systems, flooding of compartments and their repair, toxic gases from production making compartments unusable until degassed.
I am sure there are other things that will come to mind at a later date.