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Re: Update 320 - Merry Gorgemas! - Natural Selection 2
What's the point in having a server whitelist if server OPs are going to reject your balance changes and modify the game within 24 hours of them going live?
Re: Ingots into raw titanium?
You can balance it by making ingot transitions cost a lot more power perhaps.
Re: What Holidays themed stuff would you like to see in Subnautica?
Oh man....
Where's the facepalm emoji.
How about NO holiday stuff, at all?
Where's the facepalm emoji.
How about NO holiday stuff, at all?
Re: Going to ask about multiplayer? Read this first.
If it was local multiplayer (2+ players on the same system), then yes.
Ingots into raw titanium?
The title says it all. If we could transform titanium ingots into raw titanium again it would be great for building secondary bases, or just to have some backup titanium. It's basically having 10 titanium in one slot, which would save A LOT of space (and probably time). Maybe it will break the game's balance, but it surely bring more pros than cons. It's the ultimate way of storing titanium.
Also, from a dev perspective, it is an easy addition. You just need to add another recipe to the fabricator, which (and I may be wrong) is an effortless, quick change.
Also, from a dev perspective, it is an easy addition. You just need to add another recipe to the fabricator, which (and I may be wrong) is an effortless, quick change.
The Carar antidote
There has been prior discussion about the Carar and how it really has no gameplay impact past the plot. From the responses, it appears that the majority of the players are against the disease affecting gameplay. This sentiment is echoed by the developers. A lethal disease that keeps progressing and interfering with the exploration and construction would indeed be incredibly irritating and undesirable. Nevertheless, I believe that a good middle ground could be reached. Peepers are quite common, and it would be relatively trivial to make them more so than they are now so that crafting an antidote would be
Here is my proposal. To continue with the story of the game, one has to make excursions into alien bases which is commonly guarded by warpers. As things stand, you can just avoid warpers the same way you would avoid hawkers or disliked colleges in the workplace by not making eye contact and moving quickly. Warpers, in their current state, are a minor nuisance mainly in the form of transporting the player out of their submersibles when they're mostly sitting still such as whilst they're drilling a deposit. I, personally, feel perfectly comfortable using a seaglide to harvest resources with warpers wandering around because despite being the disease control mechanism of the world the Warpers aren't particularly effective or persistent killers and unless I'm playing in hardcore I can't imagine myself ever being afraid of them the same way I am of the reaper or ghost leviathans. A similar issue exists with the dragon leviathan actually. The most frightening enemies in Subnautica aren't the most damaging but are the most persistent and the hardest to avoid. Warpers also don't break my submarines which makes them even less threatening as dying in this game outside of hardcore mode is virtually meaningless. Having a submarine imploded is far more annoying than the player character being dead.
The effect of the Carar, as proposed in this system, is as follows. The Carar would be tied to a timer instead of plot events like it is now. The player may encounter warpers but not enter an altercation. Once the disease has reached a phase where warpers would attack the player in the current system, make it so that the warpers are nightmarishly lethal creatures. They teleport on top of you virtually the second you enter the area, telefrags you hundreds of meters away from your submersible unlike the pointless 10 or 20 meters they warp you right now, cut your submersible to pieces to deny you an oxygen source to run to, and teleports right on top of you again until you somehow manage to make it outside of the area. In other words, a lethal and nigh unstoppable killers that I think the warpers are meant to be. This is where the Carar comes in. With this system, the antidote that staves off the symptoms of the Carar which tricks the warpers into thinking that you aren't a threat and into leaving you alone whilst you wander around the game world. The antidote is like a temporary buff, making it so that the warpers ignore you when you wander into warper patrolled regions. This offers several benefits. It intrinsically motivates the player to get the disease cure whilst not bothering the players who want to take their time to farm for resources and build bases in areas outside of the warper patrol zone hence removing the issue of having a ticking time bomb that most players probably won't want. With this, the players are intrinsically threatened by the disease by the gameplay mechanics but could avoid the consequences of ignoring it if they would want to focus on other aspects of the gameplay if they so desire.
I realize that any system of even a similar type to this would not be implemented anytime soon, but I am interested in seeing what others think of this proposal.
Here is my proposal. To continue with the story of the game, one has to make excursions into alien bases which is commonly guarded by warpers. As things stand, you can just avoid warpers the same way you would avoid hawkers or disliked colleges in the workplace by not making eye contact and moving quickly. Warpers, in their current state, are a minor nuisance mainly in the form of transporting the player out of their submersibles when they're mostly sitting still such as whilst they're drilling a deposit. I, personally, feel perfectly comfortable using a seaglide to harvest resources with warpers wandering around because despite being the disease control mechanism of the world the Warpers aren't particularly effective or persistent killers and unless I'm playing in hardcore I can't imagine myself ever being afraid of them the same way I am of the reaper or ghost leviathans. A similar issue exists with the dragon leviathan actually. The most frightening enemies in Subnautica aren't the most damaging but are the most persistent and the hardest to avoid. Warpers also don't break my submarines which makes them even less threatening as dying in this game outside of hardcore mode is virtually meaningless. Having a submarine imploded is far more annoying than the player character being dead.
The effect of the Carar, as proposed in this system, is as follows. The Carar would be tied to a timer instead of plot events like it is now. The player may encounter warpers but not enter an altercation. Once the disease has reached a phase where warpers would attack the player in the current system, make it so that the warpers are nightmarishly lethal creatures. They teleport on top of you virtually the second you enter the area, telefrags you hundreds of meters away from your submersible unlike the pointless 10 or 20 meters they warp you right now, cut your submersible to pieces to deny you an oxygen source to run to, and teleports right on top of you again until you somehow manage to make it outside of the area. In other words, a lethal and nigh unstoppable killers that I think the warpers are meant to be. This is where the Carar comes in. With this system, the antidote that staves off the symptoms of the Carar which tricks the warpers into thinking that you aren't a threat and into leaving you alone whilst you wander around the game world. The antidote is like a temporary buff, making it so that the warpers ignore you when you wander into warper patrolled regions. This offers several benefits. It intrinsically motivates the player to get the disease cure whilst not bothering the players who want to take their time to farm for resources and build bases in areas outside of the warper patrol zone hence removing the issue of having a ticking time bomb that most players probably won't want. With this, the players are intrinsically threatened by the disease by the gameplay mechanics but could avoid the consequences of ignoring it if they would want to focus on other aspects of the gameplay if they so desire.
I realize that any system of even a similar type to this would not be implemented anytime soon, but I am interested in seeing what others think of this proposal.
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
The section
Dissolving ragdolls no longer stop or absorb bullets (Contributed by Katzenfleisch).
This affects Babbler, Resource Tower, Hive, Player and any other ragdolls from blocking any following damage or bullets. This is quite a notable change for the attentive shooter, and we think it feels much more responsive. Let us know what you think!
is incorrectly under flamethrower
Dissolving ragdolls no longer stop or absorb bullets (Contributed by Katzenfleisch).
This affects Babbler, Resource Tower, Hive, Player and any other ragdolls from blocking any following damage or bullets. This is quite a notable change for the attentive shooter, and we think it feels much more responsive. Let us know what you think!
is incorrectly under flamethrower
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
Props to everyone involved! What a crazy patch this was..
Re: Going to ask about multiplayer? Read this first.
I realize this is a necro but I got curious about something while reading it. I often have problems with delayed loading of terrain while travelling withseamoth or seaglide. Wouldn't that problem be doubled if the game was trying to load 2+ different perspectives, assuming the parties decided to explore different parts of the map?
can't find vehicle modification station after eye candy
I started a new save after eye candy and I've been playing for about 30 hours, and I can't find the vehicle modification station.
I've gotten all the radio stations up to and including the 40m countdown
I've explored all the following locations
mushroom forest, hollow island (including the wreck below), floating island, 2 different floating bulb zones, the koosh zone, degasi 250m, degasi 500m, deep river, Broken containment, Broken lab, part of the Dunes, and the aurora (including the hidden lab and captains quarters). I've found 2 (maybe 3) ghost leviathans, every material type except kyanite, every power reactor, and more rubies and ghost mushrooms than I could ever use. The only place I've found and haven't explored is Lava Zone because I need to be able to make a depth upgrade for my prawn, I assume that's where the kyanite is.
I've also explored to worlds edge in each of the four cardinal directions.
At this point I'm out of ideas.
I've gotten all the radio stations up to and including the 40m countdown
I've explored all the following locations
mushroom forest, hollow island (including the wreck below), floating island, 2 different floating bulb zones, the koosh zone, degasi 250m, degasi 500m, deep river, Broken containment, Broken lab, part of the Dunes, and the aurora (including the hidden lab and captains quarters). I've found 2 (maybe 3) ghost leviathans, every material type except kyanite, every power reactor, and more rubies and ghost mushrooms than I could ever use. The only place I've found and haven't explored is Lava Zone because I need to be able to make a depth upgrade for my prawn, I assume that's where the kyanite is.
I've also explored to worlds edge in each of the four cardinal directions.
At this point I'm out of ideas.