Best Of
Re: Update 319 - Anniversary! - Natural Selection 2
Sooooooo, about that BUS...
Re: Tips for finding undiscovered resources
Goldscale001 wrote: »That plan is all well and good AFTER you already find it 0x6A7232. However I more trying to make it so new players arent left in the dark. Yea id help people like me too, but itd be more for people who havent played before
I think the intent wasn't to be able to quickly accomplish all of this stuff. When I was new to Subnautica, it took a long time. AFAIK that's normal for survival games.
It can be frustrating, even to veteran players, but this is true. It's a development mechanic that goes by a bunch of names, but "forced exploration" is the one I like best. Basically, the player sets a goal for him/herself. "I want to build (blank)," but, naturally, they don't have all of blank's materials. If the materials were plentiful and easy to find, then the player has little incentive to explore the world, which would cause them to find other story and world elements. By forcing the player to range out looking for their materials, it gets them deeper into the game world rather than staying tucked up in their comfort zone.
I've forgotten how many restarts I've done in Subnautica, and this still catches me from time to time. I've never bothered to memorize where materials spawn (takes away the fun), and I spent over 40 minutes last night hunting for magnetite because - for whatever reason - my current game is magnetite-lean. I finally found two (yes, only two) pieces in JSC. Even so, I wouldn't change the mechanic; if a survival/exploration game devolves to a series of "follow this dot" quests, then "exploration" falls out of the mechanic quickly, and "survival" has just become a ton easier...to the point of being too easy.
Re: Are the vehicles now in a balanced state or some adjustments are required
It doesn't line up which storage is in which slot on the seamoth right now, either. But I suspect that's a pretty easy fix.You see the 4 storage slots and click on them individually to access the items in each. The item in the middle gives access to the upgrades. It will show 4 storage lockers in the display even if you only have 3 storage lockers. It's just that if you click on the icon for a storage locker but don't have one equipped there, you can't access it as a container.
I hadn't noticed that. The main thing I noticed was it shows 4 storage items even if you have 3 storage and a Pressure Regulator. I'm sure this is a first look at the new hotness. So, I don't want to complain. Rather, I just want to cheer as loudly as possible.

Re: What power generator do you use the most
Is this the pad you mean?
Because if so, it would explain why I couldn't (and still can't!) find it; I can't interact with that pad at all. 


Re: ns2_refinery_refined
I like the change to Chasm, I hope its not too hard for Aliens starting in Containment tho.
What I always wanted to try with this map:
-An additional corridor from Falls Approach to Routing
-Vent exit into the hallway before Conduit, so Aliens starting in Smelting have at least a decent chance to defend Conduit RT. Right now its just one long hallway into that room and no short routes to flank and come from Turbine.
-Also the ceiling area in Containment can be annoying for Marines. Should be easier accessable via jumping routes.
What I always wanted to try with this map:

-Vent exit into the hallway before Conduit, so Aliens starting in Smelting have at least a decent chance to defend Conduit RT. Right now its just one long hallway into that room and no short routes to flank and come from Turbine.
-Also the ceiling area in Containment can be annoying for Marines. Should be easier accessable via jumping routes.
Re: This game needs a map badly
@DaveyNY I think it's because a lot of us have run through at least the earlier parts of Subnautica so many times. We've explored, and explored, and explored. We're not so fresh about it. I still find those first swim-outs exhilarating. But eventually it comes down to knowing what we need, the rarer mats and frags, and we can't find them. Bugs like losing frag progress on reload of the savegame just makes that feel harsher.Ummm...
Isn't that the whole idea behind the game?
Finding Stuff on one's own...
You know ...
EXPLORING
It's apparent, despite the many changes to the game, that exploring is tough and we'd like some in-game assistance, like even the roughest of maps. If it comes down to having to keep external notes (which I do) and a map, that's a friction to a player playing the game. And if we need an external map, it's tempting just use one with info on it. Because we're a bit tired and just want to get on with things.
Re: What if the cyclops held the seamoth and prawn?
I'm not sure if this would work well fundamentally. Also, would the cyclops have to juggle vehicles inside its launch bay? I don't think two vehicles would fit in there.
Re: ns2_refinery_refined
some feedback and bug reports from my end:

please add a way for marines and onos to get out of this spot and the pipes that are shown on the left

those things have a weird collision. The empty space between those 2 arms have collision. You might wanna make those not collidable and add collision geometry to it

missing ceiling in routing
also the new vent is not in the vent layer yet
the only other thing that really bugs me about refinery is lava falls. An open big room like that is not good for ns2 gameplay imo. I always though you could split lava falls up into 3 rooms of it's own but since it is a central area I'd probably split it up into 2 rooms with less verticality. Ot atleast deny entrance on second and third floor of the tower.
Anyway I dislike being in the room no matter what side, class or weapon I have. I feel engagements feel poor in that room.

please add a way for marines and onos to get out of this spot and the pipes that are shown on the left

those things have a weird collision. The empty space between those 2 arms have collision. You might wanna make those not collidable and add collision geometry to it

missing ceiling in routing
also the new vent is not in the vent layer yet
the only other thing that really bugs me about refinery is lava falls. An open big room like that is not good for ns2 gameplay imo. I always though you could split lava falls up into 3 rooms of it's own but since it is a central area I'd probably split it up into 2 rooms with less verticality. Ot atleast deny entrance on second and third floor of the tower.
Anyway I dislike being in the room no matter what side, class or weapon I have. I feel engagements feel poor in that room.
Re: Miss the good o'l days
ahhh.. usable doors.
you've surely meant onos traps!
i loved it anyway, even if i got trapped in the door and a marine closed it on my bulbous arse.
And if doors didn't work, we could actually BLOCK an alien by standing in the doorway, what with proper collision in Goldsrc

Re: Greetings Survivor, great job not dying.
The snarky AI gave the game a very Hitchhiker's Guide feel and I loved that. I'm a little sad that they're toning it down, but I imagine they felt they needed to make it a little more generic in order to appeal to a wider audience. You can't please everyone, and they had to make a choice. It's a bummer, but I respect their decision.
As for a text-to-speech program, I don't think that's what the AI voice is. Pretty sure it's a voice actor. And as for text-to-speech programs not being able to have the inflection for humor, I invite people to look into Vocaloid stuff. It's mostly for music but can be used for regular speech and it is pretty wild the stuff you can do with it. Currently, it can't match a human for nuance and inflection, but it can get close.
As for a text-to-speech program, I don't think that's what the AI voice is. Pretty sure it's a voice actor. And as for text-to-speech programs not being able to have the inflection for humor, I invite people to look into Vocaloid stuff. It's mostly for music but can be used for regular speech and it is pretty wild the stuff you can do with it. Currently, it can't match a human for nuance and inflection, but it can get close.