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Re: I have a solution for sand sharks
Some of what I'm about to say was already mentioned in the post linked by TacticalHog, but I wanted to expand upon the concept somewhat and explain how I see something like this playing out along with the reasoning behind why I really think it needs to be done. I do mean to say it needs to be done.
Main Points:
The problem that I see with the game's various smaller predators are that they aren't functionally all that different from each other. For the most part, tactics that work on one type of predator will work on all of them. Mostly it just involves not getting within their aggro range. I don't typically like that kind of uniformity and I think there are a few very simple and, more importantly, easy to implement changes that could drastically increase immersion while making each of the game's predators stand out as unique. Even better, these changes should actually increase performance by decreasing the number of creature's being simulated at any given time.
In order to facilitate a proper tension and release cycle, the number of smaller predators needs to be drastically reduced. The player should be worrying about what's out there and as it stands I feel that a lot of the wonderfully terrifying creature sounds aren't being used to their full potential. Those sounds are terrifying beyond comprehension for a person like me and it's an amazing thing. The problem though, is that whenever I can see the creature making the sound there isn't as much tension in the moment. Sight is something that gives humans a sense of control and seeing danger is the first step towards avoiding it.
If, however, the player can hear, or infer, a creature's presence without being able to immediately identify where exactly said creature is, then you've just created a sense of constant tension and excitement without having to actually do anything. The player's own mind will make the area they're in dangerous, even if there isn't anything truly dangerous anywhere near them. Not only can you use a creature's own sounds to facilitate this, but you can also use the absence of other sounds to facilitate this. Imagine hearing a Bone Shark before you see it, then knowing you're in its domain because the sounds of all other sea life just.. stops. All of a sudden there is just this eerie silence because nothing living is stupid enough to make a sound.
I also think that each predator should be a unique set of experiences and require their own tactics to avoid. I have a kind of vision for how some of them could work and I basically see predators as being kind of minibosses in a way. Entirely avoidable if you know what you're doing or what to look out for and incredibly deadly if you make too many mistakes.
- Sand Sharks: As others have stated before me, they should hide in the sand more and stalk you when you get too close. For these, hearing their calls should be a sign that you're not quite in danger yet. Once you do get close to one, you should only be able to hear distant calls of Sand Sharks far far from you. I envision them actually staying under the sand with just their fins sticking out like a kind of sensory organ. Instead of lunging out of the sand to immediately charge you, they should shift slowly towards you.. moving inch by inch under the sand. You should hear the sand moving before you notice the subtle disturbances on the surface of the sand.
When they finally do attack, they should throw up a massive cloud of sand that hangs in the water, reducing visibl makes orienting yourself fairly difficult. They should take a large bite out of you and immediately dive back under the sand to set up their next attack. This would give the player a window to get away as quickly as possible and to reorient themselves. The enemy here should be if the player panics or otherwise sticks around. The danger being mostly that they can always see you, while you can't always see them.
Avoiding them is as simple as knowing their attack patterns and looking out for the signs. However, A trick to avoiding them could involve the very thing that allows them to see when you can not. Perhaps that fin really is a sensory organ and it uses a kind of electroception to hunt down prey. One interesting mechanic could be that when they're close your compass spazzes out as north starts pointing towards the Sand Shark.
- Bone Shark: I firmly believe these things should cheat a bit, but I'll explain that momentarily. Again, you hear those wonderfully terrifying calls before you see them, but those calls don't stop when you get close, if anything they should get slightly louder. They should be found swimming about freely, in stark contrast to the Sand Shark's behavior. Once they see you, they start watching you from a distance.. swimming back and forth but not actually moving closer to you. Instead, whenever you look away or aren't paying attention to them they'll move closer. I even think these things should teleport closer, sometimes even seeming to be in an impossibly different place. It should give a sense that there are a few of these things stalking you.
These things should attack when you allow them to get too close. One moment they're over 10 meters away and the next they're watching you from only a meter or two away, circling around you.. moving erratically in an attempt to get you to lose sight of them and once you do.. BAM! They attack from behind. These things need to be relentless, once they go in for the kill it's a matter of life and death, you either fight them off or you die.
Avoiding them should actually be pretty straightforward. For the most part, don't let them see you. Shining lights at towards them or even having the lights on if you're too closer should be a bad idea. Generally speaking they should hunt via sight primarily, so night will make them easier to avoid but also harder to see in the first place. Once they see you, however, there are a few things you can do to get away safely. First, you can just stare at them and swim backwards til they fade into the distance, they won't follow you. Alternatively, if they're too close to do something like that, you should be able to chase them off by making yourself seem dangerous in some way. Charging at them in a seamoth or maybe even coming at them swinging the knife like a lunatic, something along those lines.
I'll write up more if there is an interest for it. I have ideas for most of the smaller predators in the game actually..
Main Points:
- Drastically reduce the number of smaller predators that spawn in any given biome.
- Increase tension by letting the player hear the presence of a predator well before they ever actually see it.
- Consider the use of sudden silence (specifically the absence of prey animal sounds) as a mechanic for telegraphing the presence of something dangerous in the immediate area
- Turn the rarer interactions with predators into truly dangerous events
- Types of predators should have truly unique behaviors that cause them to stand out from other predators in the game
- Avoiding specific predators should almost be a kind of puzzle where player skill and knowledge is rewarded.
The problem that I see with the game's various smaller predators are that they aren't functionally all that different from each other. For the most part, tactics that work on one type of predator will work on all of them. Mostly it just involves not getting within their aggro range. I don't typically like that kind of uniformity and I think there are a few very simple and, more importantly, easy to implement changes that could drastically increase immersion while making each of the game's predators stand out as unique. Even better, these changes should actually increase performance by decreasing the number of creature's being simulated at any given time.
In order to facilitate a proper tension and release cycle, the number of smaller predators needs to be drastically reduced. The player should be worrying about what's out there and as it stands I feel that a lot of the wonderfully terrifying creature sounds aren't being used to their full potential. Those sounds are terrifying beyond comprehension for a person like me and it's an amazing thing. The problem though, is that whenever I can see the creature making the sound there isn't as much tension in the moment. Sight is something that gives humans a sense of control and seeing danger is the first step towards avoiding it.
If, however, the player can hear, or infer, a creature's presence without being able to immediately identify where exactly said creature is, then you've just created a sense of constant tension and excitement without having to actually do anything. The player's own mind will make the area they're in dangerous, even if there isn't anything truly dangerous anywhere near them. Not only can you use a creature's own sounds to facilitate this, but you can also use the absence of other sounds to facilitate this. Imagine hearing a Bone Shark before you see it, then knowing you're in its domain because the sounds of all other sea life just.. stops. All of a sudden there is just this eerie silence because nothing living is stupid enough to make a sound.
I also think that each predator should be a unique set of experiences and require their own tactics to avoid. I have a kind of vision for how some of them could work and I basically see predators as being kind of minibosses in a way. Entirely avoidable if you know what you're doing or what to look out for and incredibly deadly if you make too many mistakes.
- Sand Sharks: As others have stated before me, they should hide in the sand more and stalk you when you get too close. For these, hearing their calls should be a sign that you're not quite in danger yet. Once you do get close to one, you should only be able to hear distant calls of Sand Sharks far far from you. I envision them actually staying under the sand with just their fins sticking out like a kind of sensory organ. Instead of lunging out of the sand to immediately charge you, they should shift slowly towards you.. moving inch by inch under the sand. You should hear the sand moving before you notice the subtle disturbances on the surface of the sand.
When they finally do attack, they should throw up a massive cloud of sand that hangs in the water, reducing visibl makes orienting yourself fairly difficult. They should take a large bite out of you and immediately dive back under the sand to set up their next attack. This would give the player a window to get away as quickly as possible and to reorient themselves. The enemy here should be if the player panics or otherwise sticks around. The danger being mostly that they can always see you, while you can't always see them.
Avoiding them is as simple as knowing their attack patterns and looking out for the signs. However, A trick to avoiding them could involve the very thing that allows them to see when you can not. Perhaps that fin really is a sensory organ and it uses a kind of electroception to hunt down prey. One interesting mechanic could be that when they're close your compass spazzes out as north starts pointing towards the Sand Shark.
- Bone Shark: I firmly believe these things should cheat a bit, but I'll explain that momentarily. Again, you hear those wonderfully terrifying calls before you see them, but those calls don't stop when you get close, if anything they should get slightly louder. They should be found swimming about freely, in stark contrast to the Sand Shark's behavior. Once they see you, they start watching you from a distance.. swimming back and forth but not actually moving closer to you. Instead, whenever you look away or aren't paying attention to them they'll move closer. I even think these things should teleport closer, sometimes even seeming to be in an impossibly different place. It should give a sense that there are a few of these things stalking you.
These things should attack when you allow them to get too close. One moment they're over 10 meters away and the next they're watching you from only a meter or two away, circling around you.. moving erratically in an attempt to get you to lose sight of them and once you do.. BAM! They attack from behind. These things need to be relentless, once they go in for the kill it's a matter of life and death, you either fight them off or you die.
Avoiding them should actually be pretty straightforward. For the most part, don't let them see you. Shining lights at towards them or even having the lights on if you're too closer should be a bad idea. Generally speaking they should hunt via sight primarily, so night will make them easier to avoid but also harder to see in the first place. Once they see you, however, there are a few things you can do to get away safely. First, you can just stare at them and swim backwards til they fade into the distance, they won't follow you. Alternatively, if they're too close to do something like that, you should be able to chase them off by making yourself seem dangerous in some way. Charging at them in a seamoth or maybe even coming at them swinging the knife like a lunatic, something along those lines.
I'll write up more if there is an interest for it. I have ideas for most of the smaller predators in the game actually..
Re: Bad player or no player? Which is worst?
Even without the possibility of a good player coming in, a bad player can clog your spawn queue, block your shots/movement and expose your location. What do you get from a bad player? A meat shield who probably also doesn't weld?
Re: Just Quietly, Subnautica Has Been Updated - Subnautica
It does not give me this option. As there is no game installed from Steam's point of view, it grayed out the local files options. But the game is still installed in the folder. Never had something like that happen before on Steam, so i am unsure how it happened.Steam tells me Subnautica is no longer installed but I never uninstalled it. That something to do with your update or is it broken on my side?
The install files are probably still on your hard drive. Just check if you can "verify integrity of game files" that should "reinstall" it. At least the config settings should still be there as well as your save files...
Keywords: probably, if, should, should
Did you move the install folder to another HDD (SSD) than where Steam is installed? I did and have and it still installed. However, perhaps Steam screwed something up in the library link somehow, I mean that is a fairly new bit of code in Steam. Also does your Subnautica folder (Steam\steamapps\common\Subnautica) still have the files or has it completely disappeared from your hard drive?
Everything is where it has always been. I did not change anything on my computer. The only new thing is this recent update, hence me asking if that may be related. I could, of course just hit install again, but it might just screw things up more.
Money back Fathom, this is highly unacceptable
Steam does this from time to time, it has screw up many of my games when my computer either crashes or overheats in the summer, click install and it should detect any files not corrupted and replace the broken ones.
Re: Bad player or no player? Which is worst?
The following link shows a function in wolframalpha that shows the probability of winning given a hive skill difference. A 200 hive skill difference will put the down team at about a 10% chance of winning, at least if I am reading this correctly.
Not quite what you are looking for, but related.
Edit: The above function is something Moultono did, not me. I only linked his work.
Not quite what you are looking for, but related.
Edit: The above function is something Moultono did, not me. I only linked his work.
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
Nintendows wrote: »
In other words, a small bus.
Zavaro, step into my office please. I need to have a word about the severity of this BUS pun infraction
Re: Coop or multiplayer in Subnautica? I'm afraid not.
The fates of the other survivors, and that you never find any, is actually fairly ridiculous to be completely honest. I got called to a life pod where they said they were fine and waiting for rescue. When I got there I found the pod, in completely SAFE shallow water, upside down with the side ripped open. Totally unrealistic, and has nothing to do with how "lucky" I was. To me it was an immersion breaking experience. Co-op probably wouldn't have changed that specific experience, but finding another player would have been more realistic than finding a destroyed life pod in perfectly safe waters.
Ever hear of warpers?
That's an absolutely ridiculous defense to take considering warpers would have been NOWHERE near the life pod. Why not just say, "Maybe the Giant Laser Cannon shot the pod"? That would be just as unrealistic. Warpers don't exist in the shallows where this pod was, neither do leviathans or anything else big enough to destroy a life pod.
On that topic, I also don't buy the other pod that was taken down by the Stalker (pod four?). Considering my pod was sitting only a few meters away from an area infested with Stalkers, and they took ZERO interest in my pod while taking a LOT of interest in me every time I exited it, it would be highly unlikely for them to attack another identical pod just for the hell of it. Again, just another immersion breaking instance. Just like never finding any survivors (aka other players).
The only really odd thing is why the warpers don't attack in safe shallows. My guesses are lower carrar infection rate there, or they have trouble navigating certain smaller areas.
You obviously didn't find the info in-game that explains the warpers. The warpers are artificially created beings that are in place to protect the alien installations. That's why you usually find them around the vents, giant cannon, and other such installations. There's nothing in the shallows for them to protect, which is why they obviously wouldn't be there. Occasionally you'll find them around deeply sunk chunks of the Aurora, which is also to be expected. Feel free to educate yourself; http://subnautica.wikia.com/wiki/Warper
Re: Coop or multiplayer in Subnautica? I'm afraid not.
Just keep in mind there is a huge difference between "a fairly functional mod" and "a multiplayer game acceptable for commercial release". It is in the polish that stuff often becomes trickiest, and players would be much more critical of content they had to pay for. The developers currently don't have the funds to make this into a fully fledged co-op or other multiplayer at this time. If anything does change, they'll let us know.
Not to be rude, but that's a fairly poor argument. Subnautica is currently in an alpha, early access, state. It already has bugs, graphical glitches, and is far from acceptable as a commercial release. The game isn't even completed and is currently lacking an ending. How exactly does that count as being "polished"? Nowhere in my comment did I state that they should grab the multiplayer mod and throw it in a patch that will be available tomorrow. I stated they should get in contact with the multiplayer mod developers and see if they can work cooperatively in making it an official addition to the game. That's an extremely realistic objective and, as I stated, has worked very well for other small developers.
By the way, I haven't seen any updates to that mod's thread since October. It's possible they have run into huge roadblocks, or they are finding that changes being made to the game are breaking functions of their multiplayer mod. Either one matches potential problems a developer might have.
Or the one developer went back to class and doesn't have the time to work on it. Developing that mod isn't his full-time job. As I said it's something he does in his free time. I'd expect to see some development happening around the Christmas holidays probably. This is how "free time" development usually occurs. Hell, even the developers of Subnautica have vanished from time to time for months on end.
That said, from what I've seen the multiplayer mod is fairly functional. They've had multiple players in the game at the same time, on board a cyclops, accessing storage bins with real-time changes occurring. It's far from a pipe dream. Yea, it requires polish, but so does Subnautica itself.
Finally, this game works fine as a single-player game. The other lifepods are there to let us know how lucky we are; our knock to the head was nothing compared to the fate of the others who landed here. The Cyclops being recommended for more people than we have is how life goes; we don't always have the ideal situation. We are alone, until we can find our own escape route.
There's a big difference between something working "fine" as a single-player game and something being an "exceptional" experience. There are many "fine" games out there, and if that's all the developers care about than their goals of making it big in the software industry will fade to working the drive-thru at McDonalds.
The fates of the other survivors, and that you never find any, is actually fairly ridiculous to be completely honest. I got called to a life pod where they said they were fine and waiting for rescue. When I got there I found the pod, in completely SAFE shallow water, upside down with the side ripped open. Totally unrealistic, and has nothing to do with how "lucky" I was. To me it was an immersion breaking experience. Co-op probably wouldn't have changed that specific experience, but finding another player would have been more realistic than finding a destroyed life pod in perfectly safe waters.
But if you need more convincing, think about how awesome it would be to pilot a fully equipped Cyclops into hostile waters with a friend in a Seamoth (perimeter defense) providing escort.
Re: Coop or multiplayer in Subnautica? I'm afraid not.
Granted the developers have already said there will be NO multiplayer, and granted I'll probably be flamed by those here who feel the need to point that out, but I feel there is still a valid argument to include multiplayer in Subnautica and that it's actually against the best interests of the game to not do so.
Starting out, let's talk about the difficulty of adding multiplayer into Subnautica. A lot of people argue that doing so is a huge undertaking and it would require some huge massive rewrite of the game to make it happen. This is a completely invalid argument, considering there's already a fairly functional multiplayer mod in development by a small group of people working in their free time. If the developers simply don't know how to add multiplayer maybe they should reach out to these mod developers and hire them as either some form of consultants or contract workers. Make the multiplayer mod an official addition to the game, so to speak. The developers over at Kerbal Space Program did this successfully a number of times with mod developers, who were more than happy to see their stuff added to the official game, during their alpha/beta phases.
Subnautica is already built for co-op multiplayer. Through single play I've created numerous bases and numerous vehicles all over the map, showing that the map is capable of handling more than one base or vehicle. The only limitation I can see in this area would be resource limitations, which is easily solved by simply adding a respawn timer to resources (if one doesn't already exist). In addition, once a resource timer exists it would also be fairly simple to allow it to be configurable by the host. In a co-op environment, since everyone is a part of the same team (and likely friends/family) you don't have to worry about adding locks or "owners" to storage bins or base doors either. You can leave all of the structures, crafting, and vehicles as-is.
Now I want to get into why NOT including multiplayer is actually a huge failure to the STORY of Subnautica. Throughout the story of Subnautica you are constantly inundated with messages from other survivors in other life pods. They're either trapped, under attack, on the move to a rendezvous, or "safe and sound" in their life pods. This leaves you expecting to run into other people (or players) while going around the map. The fact that you receive so many distress signals from other survivors, and you end up finding NOBODY, is actually one of the worst parts of this game. The Aurora is a huge ship with a large crew, and for you to be the only survivor to make it out of a life pod alive and then survive beyond that is absolutely ridiculous and quite hard to believe. It would be far more realistic of a story if you were to actually find some survivors and then work together to build, explore, and survive.
Now let's actually talk about equipment. Operating the Seamoth or Prawn Suit is certainly a job for a single individual however they could have many co-op roles as well. That said, the Cyclops is quite a handful for solo operation. It even announces, when you enter the Cyclops, that it's designed to be operated by a crew of three. So why would you have a vehicle that's such a handful in a single player game? It's a practically useless machine. As soon as you come under attack you might as well consider your Cyclops lost since you can't maintain your shield and pilot out of danger, while managing your power cells and performing repairs. With two players you could have someone swapping out power cells and doing repairs while you maintain your shield and pilot out of danger, or piloting a Seamoth as an escort with it's energy pulse to keep away the leviathan attacks. With one player, that Cyclops is almost guaranteed to become a pile of junk at the bottom of the sea in no time. You might as well not even build it. I certainly don't.
There's also a drastic difference when talking "co-op" and "multiplayer", when you get down to it. The term Multiplayer is an umbrella term that deals with a game that allows more than one player at the same time, while the term "Co-op" is a specific form of multiplayer. To say including "multiplayer" in Subnautica would be too difficult is just a cop-out, in my opinion. Yea, it's too difficult to make Subnautica into a huge dedicated server community with server browsers and 50 players per map. I don't see anyone asking for that though. What people want is a small co-op mode just for them and a couple friends and it's my personal belief that Subnautica practically demands this type of game mode. Specifically a mode where one person hosts the game from their main menu and another player (or two) joins in once the game is loaded. Kind of like how in Minecraft you can open your single-player game to others. It doesn't require the developers to host any kind of network infrastructure. Everything is done between host and clients. This is what the mod community is working toward, and I think the developers should seriously reconsider their position on it. The story built into Subnautica does NOT match up with a solo play experience and all of the calls for co-op proves that point.
What the developers don't quite understand is that every game they make will have a heavy impact on their next game. By not listening to a fairly vocal community about a feature that's highly requested they're setting a president and will likely get a lot less "on the fence" purchases with their next early access title. I know I wouldn't have purchased Subnautica if the Devs had said a solid "No" to multiplayer prior to me buying it, and that my experience is going to make me seriously think about buying from this developer again. The attitudes of a developer and the opinions of a community can make or break a game's success (just look at EA and Battlefield 2). Developers need to take the wishes of their communities more seriously.
To that end I'd urge the developers of Subnautica to seriously reconsider their stance on a co-op game mode. At minimum, approach the developers of the co-op mod to see if it's possible to work together to make it an official addition to Subnautica.
Starting out, let's talk about the difficulty of adding multiplayer into Subnautica. A lot of people argue that doing so is a huge undertaking and it would require some huge massive rewrite of the game to make it happen. This is a completely invalid argument, considering there's already a fairly functional multiplayer mod in development by a small group of people working in their free time. If the developers simply don't know how to add multiplayer maybe they should reach out to these mod developers and hire them as either some form of consultants or contract workers. Make the multiplayer mod an official addition to the game, so to speak. The developers over at Kerbal Space Program did this successfully a number of times with mod developers, who were more than happy to see their stuff added to the official game, during their alpha/beta phases.
Subnautica is already built for co-op multiplayer. Through single play I've created numerous bases and numerous vehicles all over the map, showing that the map is capable of handling more than one base or vehicle. The only limitation I can see in this area would be resource limitations, which is easily solved by simply adding a respawn timer to resources (if one doesn't already exist). In addition, once a resource timer exists it would also be fairly simple to allow it to be configurable by the host. In a co-op environment, since everyone is a part of the same team (and likely friends/family) you don't have to worry about adding locks or "owners" to storage bins or base doors either. You can leave all of the structures, crafting, and vehicles as-is.
Now I want to get into why NOT including multiplayer is actually a huge failure to the STORY of Subnautica. Throughout the story of Subnautica you are constantly inundated with messages from other survivors in other life pods. They're either trapped, under attack, on the move to a rendezvous, or "safe and sound" in their life pods. This leaves you expecting to run into other people (or players) while going around the map. The fact that you receive so many distress signals from other survivors, and you end up finding NOBODY, is actually one of the worst parts of this game. The Aurora is a huge ship with a large crew, and for you to be the only survivor to make it out of a life pod alive and then survive beyond that is absolutely ridiculous and quite hard to believe. It would be far more realistic of a story if you were to actually find some survivors and then work together to build, explore, and survive.
Now let's actually talk about equipment. Operating the Seamoth or Prawn Suit is certainly a job for a single individual however they could have many co-op roles as well. That said, the Cyclops is quite a handful for solo operation. It even announces, when you enter the Cyclops, that it's designed to be operated by a crew of three. So why would you have a vehicle that's such a handful in a single player game? It's a practically useless machine. As soon as you come under attack you might as well consider your Cyclops lost since you can't maintain your shield and pilot out of danger, while managing your power cells and performing repairs. With two players you could have someone swapping out power cells and doing repairs while you maintain your shield and pilot out of danger, or piloting a Seamoth as an escort with it's energy pulse to keep away the leviathan attacks. With one player, that Cyclops is almost guaranteed to become a pile of junk at the bottom of the sea in no time. You might as well not even build it. I certainly don't.
There's also a drastic difference when talking "co-op" and "multiplayer", when you get down to it. The term Multiplayer is an umbrella term that deals with a game that allows more than one player at the same time, while the term "Co-op" is a specific form of multiplayer. To say including "multiplayer" in Subnautica would be too difficult is just a cop-out, in my opinion. Yea, it's too difficult to make Subnautica into a huge dedicated server community with server browsers and 50 players per map. I don't see anyone asking for that though. What people want is a small co-op mode just for them and a couple friends and it's my personal belief that Subnautica practically demands this type of game mode. Specifically a mode where one person hosts the game from their main menu and another player (or two) joins in once the game is loaded. Kind of like how in Minecraft you can open your single-player game to others. It doesn't require the developers to host any kind of network infrastructure. Everything is done between host and clients. This is what the mod community is working toward, and I think the developers should seriously reconsider their position on it. The story built into Subnautica does NOT match up with a solo play experience and all of the calls for co-op proves that point.
What the developers don't quite understand is that every game they make will have a heavy impact on their next game. By not listening to a fairly vocal community about a feature that's highly requested they're setting a president and will likely get a lot less "on the fence" purchases with their next early access title. I know I wouldn't have purchased Subnautica if the Devs had said a solid "No" to multiplayer prior to me buying it, and that my experience is going to make me seriously think about buying from this developer again. The attitudes of a developer and the opinions of a community can make or break a game's success (just look at EA and Battlefield 2). Developers need to take the wishes of their communities more seriously.
To that end I'd urge the developers of Subnautica to seriously reconsider their stance on a co-op game mode. At minimum, approach the developers of the co-op mod to see if it's possible to work together to make it an official addition to Subnautica.
Re: Coop or multiplayer in Subnautica? I'm afraid not.
Can anyone that is complaining about "Buying the game solely for multiplayer" please provide an actual link to or screencap of what ever made them think this game would feature multiplayer?
What I don't get is the attitude of "Oh, why bother building a base if no one else can see it?"
Dude, YOU'RE the one that gets to see it. When the hell did games become only about trying to impress other people with your dong shaped submersible?
Also, Steam Screenshots are a thing.
I even made a thread for that exact purpose. Its one of the stickied ones.
What I don't get is the attitude of "Oh, why bother building a base if no one else can see it?"
Dude, YOU'RE the one that gets to see it. When the hell did games become only about trying to impress other people with your dong shaped submersible?
Also, Steam Screenshots are a thing.
I even made a thread for that exact purpose. Its one of the stickied ones.






