Best Of
Re: First creature to make you scream!
Funny story actually
I had already watched tons of Youtube videos on subnautica and i was on my first playthrough, so the reapers didn't scare me, and the stalkers didn't scare me.
i was randomly exploring looking for the mountain island when I accidentally wandered into the northern Blood Kelp Forest and was looking for rubies, when suddenly there was the huge boom and the power went out in my seamoth. I screamed and instantly started swimming toward the surface, and didn't turn around until i was 50+ meters away.
I still hate crabsquids to this day.
I had already watched tons of Youtube videos on subnautica and i was on my first playthrough, so the reapers didn't scare me, and the stalkers didn't scare me.
i was randomly exploring looking for the mountain island when I accidentally wandered into the northern Blood Kelp Forest and was looking for rubies, when suddenly there was the huge boom and the power went out in my seamoth. I screamed and instantly started swimming toward the surface, and didn't turn around until i was 50+ meters away.
I still hate crabsquids to this day.
Re: Base wear and tear over time
I don't feel like base maintenance would be a meaningful addition to the gameplay. It would just be another chore that needs to be done and it would make it very difficult to have multiple bases.
Re: Seatruck Module Dock
It is a bit annoying.
My dream Scenario but not practical one
would be a horizontal hard- dock.
Similar to the bulkhead doors that we see on the surface bases. Internally in the base, the bulkhead door swings inwards, externally it’s a sliding panel with cushioning seals.
So you back up onto the access door and get access to the base through the rear carriages.
And to be extra savvy, for the times we have the prawn suit docking module, we could jettison the carriages. And then just push the modules onto the horizontal docking ring. So it works either direction.
The smart practical solution an vertical soft dock
A solid vertical connection pipe.
Additionally (and for gameplay wiggle room)
It can gimbals and extends and pulls the vessel in to a solid 90degree angle. So we don’t need to be exactly exact.
Why is this the better solution?
Because the vertical connection is a ubiquitous soft lock connection which a company like altera would develop because all their submersibles have top-hatches for the drivers.
This ubiquitous solution would work for the PrawnSuit,
Seamoth,
sea-truck
And
The cyclops.
Because the vertical soft lock can be constructed on the top section or bottom section of a base.
My dream Scenario but not practical one
would be a horizontal hard- dock.
Similar to the bulkhead doors that we see on the surface bases. Internally in the base, the bulkhead door swings inwards, externally it’s a sliding panel with cushioning seals.
So you back up onto the access door and get access to the base through the rear carriages.
And to be extra savvy, for the times we have the prawn suit docking module, we could jettison the carriages. And then just push the modules onto the horizontal docking ring. So it works either direction.
The smart practical solution an vertical soft dock
A solid vertical connection pipe.
Additionally (and for gameplay wiggle room)
It can gimbals and extends and pulls the vessel in to a solid 90degree angle. So we don’t need to be exactly exact.
Why is this the better solution?
Because the vertical connection is a ubiquitous soft lock connection which a company like altera would develop because all their submersibles have top-hatches for the drivers.
This ubiquitous solution would work for the PrawnSuit,
Seamoth,
sea-truck
And
The cyclops.
Because the vertical soft lock can be constructed on the top section or bottom section of a base.
Re: Subnautica: Below Zero State of the Project (May 2020) - Subnautica
Hello developers you have put on the improvement panel the improvements of the P.R.A.W.N. and seatruck but also "seamoth" so I hope that you will put it or that you will put the equivalent. thank you for your superb game I look forward to the rest, and can you answer me for my doubt. thank you
PS will you put an multiplayer mod ? Because this games will be better with an multiplayer mod, think about it.
PS will you put an multiplayer mod ? Because this games will be better with an multiplayer mod, think about it.
Re: Subnautica: Below Zero State of the Project (May 2020) - Subnautica
hi !
please fix the problem of the 1st subnautica game! the prawn has heavy collision / out-of-bounce problems in endgame buildings !!!
a lot of people heared about below zero and subnautica. there are still tons of people who play the 1st game for the 1st time to continue with below zero soon.
but the problems of the 1st game might be a problem.
maybe the wont buy below zero because of the current bugs in the 1st subnautica !!!
fix it please! even if it delays below zero. we can wait and accept 1-2 weeks more for below zero!
BUT !!!
the 1st subnautica is "full released" and has heavy bugs!
pls do yourself a favor and dont forget the 1st subnautica - which is what most people continue playing untill below zero is ready !!!
thank you!
please fix the problem of the 1st subnautica game! the prawn has heavy collision / out-of-bounce problems in endgame buildings !!!
a lot of people heared about below zero and subnautica. there are still tons of people who play the 1st game for the 1st time to continue with below zero soon.
but the problems of the 1st game might be a problem.
maybe the wont buy below zero because of the current bugs in the 1st subnautica !!!
fix it please! even if it delays below zero. we can wait and accept 1-2 weeks more for below zero!
BUT !!!
the 1st subnautica is "full released" and has heavy bugs!
pls do yourself a favor and dont forget the 1st subnautica - which is what most people continue playing untill below zero is ready !!!
thank you!
Re: Subnautica Xbox One Update 1.0.0.35 - Subnautica
I still have an issue with seeing the inside of my base from a distance.
Praying animation
Yes, I know it's supposed to indicate being cold.
1) It is CONSTANTLY firing off in build 28800, even when you are NOT COLD, at least not enough for your warm/cold indicator to be less than 100%!
2) It interrupts scanning, which has to be restarted, moving with the seaglide, which redirects the headlamp and slows your movement, and even slashing with the knife on the odd occasion that it triggers during the short knife animation. I don't know yet if it interrupts anything else as I haven't gotten those tools yet, but guess what? I'm not assuming it doesn't because previous evidence indicates subsequent behaviour.
3) It's ridiculous. You don't do such a thing automatically irl and any idiot can consciously suppress it when they are doing somethign else or just don't want to do it.
1) It is CONSTANTLY firing off in build 28800, even when you are NOT COLD, at least not enough for your warm/cold indicator to be less than 100%!
2) It interrupts scanning, which has to be restarted, moving with the seaglide, which redirects the headlamp and slows your movement, and even slashing with the knife on the odd occasion that it triggers during the short knife animation. I don't know yet if it interrupts anything else as I haven't gotten those tools yet, but guess what? I'm not assuming it doesn't because previous evidence indicates subsequent behaviour.
3) It's ridiculous. You don't do such a thing automatically irl and any idiot can consciously suppress it when they are doing somethign else or just don't want to do it.
Re: First creature to make you scream!
Never screamed in these games. But I must say that the first time I got close to the pit where the dark leviathan was in below zero, I saw something huge and black moving down there... and then I went back home XD. Al-an even told me that it was a great idea, a lot of fun.
It took me a lot of courage to go down there.
I actually felt genuine fear in another situation, I mean, the kind of fear that stops you for a moment, trying to understand the situation... real life fear, not jumps or terror. It was with the ventgarden. The first time I saw it from far away, I didn't know what was. It was obviously huge even looking at it from so far, but it was hard to tell the shape. Was it moving towards me? Was it static? The more alien a creature is, the better the reaction.
It took me a lot of courage to go down there.
I actually felt genuine fear in another situation, I mean, the kind of fear that stops you for a moment, trying to understand the situation... real life fear, not jumps or terror. It was with the ventgarden. The first time I saw it from far away, I didn't know what was. It was obviously huge even looking at it from so far, but it was hard to tell the shape. Was it moving towards me? Was it static? The more alien a creature is, the better the reaction.
Re: Subnautica: Below Zero State of the Project (May 2020) - Subnautica
SnowFox mechanics need a serious overhaul. That is the one thing that makes me motion sick in the whole game.
Re: The Massacre at Obraxis Prime...
SamNautica wrote: »I've read the article and do not see what this has to do with Subnautica. Could someone please clarify?
The developers made a decision not to include weapons in the game due to the Sandy Hook Shooting (a mass shooting at an elementary school). I'm guessing the Obraxis Prime Massacre is a reference to the school shooting, and when you first craft the knife that incident is mentioned as the reason you don't get weapons with the knife being the exception.
I thought I'd post that article about someone attempting the same thing with a knife. I still remember reading about all the school shootings going on and had always thought someone would be crazy enough to try it with a knife. And sure enough... there's a crazy person going through the hotel district trying exactly that... because he really did lose his mind...
As for the devs taking away the knife, I agree with DealWithDog. The knife is way too important to be taken away, and the knife we get is hardly a weapon (you can kill things with it, but it's too small to do that effectively).


