Best Of
Re: "Seek fluid intake."
For me, the biggest issue is the huge disparity between how fast the player interacts with the environment (real time) and the survival needs time scale. Even taking in the way too fast day/night cycle, the player will be starving to death after not eating for a day.
Water should go down faster than food, but both meters go down far, far too quickly. Even if you have farms/water purifiers/etc set up, the game still annoys you every few minutes with survival needs.
Also, the water purifier is ridiculous. For some reason, the fabricator can magically make fish safe to eat, but it can't do something as simple as purify water without needing extra ingredients, or even make a basic hand-operated reverse osmosis filter?!? IMHO, the devs desperately needed something that used a lot of power to justify things like the nuclear reactor (which has its own issues of burning through fuel far, far too quickly), and shoehorned the water purifier into this role even though it doesn't really make any sense.
Subnautica is far from the only game that does this (player needs to eat/drink all the time to add "drama" to the game), but it's an extremely annoying trope in the survival genre that needs to die. For me, it distracts too much from the other parts of the game. At least we have freedom mode, but that's not an ideal solution either since I take satisfaction from setting up a self-sustaining base and freedom mode effectively defeats the purpose of a lot of in-game items and equipment.
What I would like to see someone do in a survival game is to have a slower day/night cycle and slower food and water consumption. Make the game more about long-term planning to get a reliable food/water source set up instead of having magic fast growing plants to compensate for how frequently the player needs to eat/drink.
Anyways, apologies for my ranting. I really hope that the devs can tweak this before release, and if not, that we'll get some decent mods that let us tweak the survival values ourselves.
Water should go down faster than food, but both meters go down far, far too quickly. Even if you have farms/water purifiers/etc set up, the game still annoys you every few minutes with survival needs.
Also, the water purifier is ridiculous. For some reason, the fabricator can magically make fish safe to eat, but it can't do something as simple as purify water without needing extra ingredients, or even make a basic hand-operated reverse osmosis filter?!? IMHO, the devs desperately needed something that used a lot of power to justify things like the nuclear reactor (which has its own issues of burning through fuel far, far too quickly), and shoehorned the water purifier into this role even though it doesn't really make any sense.
Subnautica is far from the only game that does this (player needs to eat/drink all the time to add "drama" to the game), but it's an extremely annoying trope in the survival genre that needs to die. For me, it distracts too much from the other parts of the game. At least we have freedom mode, but that's not an ideal solution either since I take satisfaction from setting up a self-sustaining base and freedom mode effectively defeats the purpose of a lot of in-game items and equipment.
What I would like to see someone do in a survival game is to have a slower day/night cycle and slower food and water consumption. Make the game more about long-term planning to get a reliable food/water source set up instead of having magic fast growing plants to compensate for how frequently the player needs to eat/drink.
Anyways, apologies for my ranting. I really hope that the devs can tweak this before release, and if not, that we'll get some decent mods that let us tweak the survival values ourselves.
Re: Just Quietly, Subnautica Has Been Updated - Subnautica
Thethunderviper wrote: »Stoped to play the game for like 1year , im so excited to play the final version
I remember when they were no lost river but just bone and a strange song , not even lava zone and also when it was impossible to explore aurora . And now we are near the final release with way more content , so excited
I've got really bad news for you and people coming back though
We still have no boat with fishing gear \o/
Re: IT'S FINALLY RELEASED!!!!!
@Skope You're gonna edit the OP title every day, right? xD
Yes...
*sigh* What did I sign myself up for?
Re: IT'S FINALLY RELEASED!!!!!
@Skope You're gonna edit the OP title every day, right? xD
Re: Bad player or no player? Which is worst?
Bad player because the no player spot can be filled by someone who isn't bad.
In short. You can upgrade a player slot by populating it, potentially getting a good or above average player, while there's still a chance for a bad player to spawn in. However you can't upgrade a bad player instantly
But hey, even bad players can be used for cannon fodder and distractions, whereas an empty slot, well is quite absent for anything really
Why no comparison between AFK and bad player, also how bad is this hypothetical player we're talking about here!?
biomes outside the void
Going strait west in a cyclopes no cheats just 6 ion power cells a shield to see how far I would get before dying (just because). I looked at my radar and no one was chasing me. Open F1 and it says I'm in the crash zone about -2500 100. I fix the damage and keep going then it says I'm in mushroom forest -3000 280. Then I came here.
Grassy plateaus at -3500 280
Kelp Forest -4000 300
shallows -4050 300
more kelp at -4300 300
Wait is the biome map just repeating here?
No more mushroom at -5000 300 its not the map
All my markers are pretty much one dot now
Grassy plateaus at -3500 280
Kelp Forest -4000 300
shallows -4050 300
more kelp at -4300 300
Wait is the biome map just repeating here?
No more mushroom at -5000 300 its not the map
All my markers are pretty much one dot now
Re: ns2_unearthed
Not a changelog (yet) but the next build is fast approaching. I just thought i'd give you guys a few sneak peak screenshots to show the work that has been put into the next build.
Some of the following pics are still WIP, but you get the idea.
Ready Room (yes, that eyesore ready room will soon be a thing of the past!) -



Filtration (previously called Drainage) -





Support -





Minimap -

Some of the following pics are still WIP, but you get the idea.
Ready Room (yes, that eyesore ready room will soon be a thing of the past!) -



Filtration (previously called Drainage) -





Support -





Minimap -

Re: Natural Selection 1 vs Natural Selection 2
I'm sorry, ofc ns2 is always bugfree, bugs are instantly fixed like the percentage-"hpbars" and crashes never ever occur
Just like the







