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Re: Subnautica: Below Zero Stranger Pings Update - Subnautica
I've been playing Below Zero steadily since the first EA release. With this update the game no longer launches - it crashes on launch before even loading anything visible. I don't see the splash screen, loading screen, nothing - Steam tries to launch the game, I see a title bar in the Windows toolbar, then the Subnautica title bar disappears and the Steam launch button switches back from "STOP" to "PLAY".
Have you tried verifying your game files on Steam? I'd recommend trying that to see if it resolves the issue.
What a game!
Ok so im a little late to the party, but hey i got here and WOW! Just WOW! Thanks to Charlie and teams who just gave me one of the best gaming times ive had in decades. Im sure there's many posts saying how good the game is, etc. but i had to add my few words, i just loved the story, the execution, the music scores, the atmosphere...just fantastic, thankyou to all concerned for enriching my gaming life!!
...and in the unlikely event Charlie reads these messages, you have come a long way since NS1 eh? Im so glad you stuck at it !! This is just gold ! Cant wait to play SubZero!! Keep at it!!
(Edit: spelling)
...and in the unlikely event Charlie reads these messages, you have come a long way since NS1 eh? Im so glad you stuck at it !! This is just gold ! Cant wait to play SubZero!! Keep at it!!
(Edit: spelling)
general concerns, and things i think could be improved drastically
below are a list of 5 major or minor concerns i have with below zero's gameplay in general, not related to story or bugs.
1) chelicerates. chelicerates too high up prevents people from exploring otherwise superb areas of the game. Specifically, the ventgarden area, and the east side of the purple vents. If the goal of them is to be an arctic reaper, having them in the middle of the map is a bad move, since it locks off portions of the map. This is by far my biggest concern with the game, the rest below this are just minor concerns that I think would enhance the game, whereas this one really bugs me.
2) The deepest parts of the game feel lackluster (crystal caverns and fabricator caverns). The potential is there; I was amazed when I first got into them, and the shadow leviathans are incredible, they serve their purpose very well to scare the player but not make it impossible to explore. However, there are two big issues: the first is, its quite dark. compare these biomes to the lava zones or lost river, and the latter are FAR brighter, including many details on the walls and biomes than you can see right away, encouraging you to explore them. and two, the entire biome is very plain. Other than a few fragments here and there, there is very little to do outside of the main storyline. again, compare this to the lost river, which leads me to my next point:
3) There isn’t enough stuff to do. In the first game, a LOT of the draw felt like it came from the idea of a totally open world to explore, with many different things to do; the sky was the limit. The lost river felt like a biome, not a story plot with only one path. In specific, the fossils that had basically nothing to do with the story, were amazing inclusions, that are totally absent from snbz. The giant cove tree as well, although it serves no purpose to the game, was one of the most memorable parts, and a hugely popular place to build a base. The biomes in snbz feel way more like streamlined plot devices, rather than actual biomes i can explore.
4) Lack of uniqueness. The lack of biomes that are completely different from one another, is very apparent. the only biomes I can think of that truly feel like a different world than any other area on snbz, are the deep lily flower biome, (which is superb), and mayyyybe the crystal caves, but not really. All the rest of them feel like different variations of something else. As an example from the first game: the blood kelp trench was a completely new world from anything around it. The area around lifepod 19, was super different than the areas around it. The dunes felt barren and empty, while the mushroom forest felt full and lifelike. The lost river was a whole new world under the rocks. The lava zones were incredible, giving a hot magma covered perspective on the deepest parts of the ocean. The bulb zone was completely unique compared to any other biome, as was the grand reef. It felt like each biome was its own world with its own ecosystem, whereas in bz, they all kinda feel about the same. Twisty bridges feels the same as shallow twisty bridges, kelp forest, and deep twisty bridges, thermal spires feels the same as purple vents and tree spires, Lilypads is kinda unique but it’s too small to make a difference, and it’s right next to the ventgardens which makes it feel unspecial. All the on land portions feel exactly the same, and the arctic, sparse arctic, and glacier all feel the same as well.
5) The world feels really really small. I am not sure if this was intended, but it’s way faster to get to the edge of the map than it was in sn, and it feels slightly restrictive, as if we’re not playing in an open world anymore, but rather in a small map, reducing the realism. This point is less important than the other ones imo, but it’s worth noting, and goes hand in hand with number 3.
some solutions:
1) move the chelicerates deeper. i'd love to see the chelicerates as a replacement for the reaper leviathans, guarding the furthest reaches of the map, rather than being placed near the center. it would provide a more progressing difficulty level, rather than just giving you a random chelicerate in the center for no reason, and it would open the world significantly more, allowing you to build a base in areas otherwise not accessible without a prawn suit or seatruck to protect you.
2) i think a lot of the biome problems i have would be solved by simply increasing the field of view in some biomes, and changing the color tints to be either darker or brighter. the biggest culprit of this by far is the crystal caves, where it feels reaaaaally plain, because of the way the crystals LOOK like they should glow, but dont, and are instead hidden by the foggy effect of the water. darken the biome, and brighten the light sources, to match the ideas from the deep lily flower biome, where the biome is quite dark but the flowers REALLY stand out, making it far more enjoyable. the other thing that makes them lackluster is the fact that the whole biome looks exactly the same. maybe add different parts of the biome, like how the lava zones were split into two different zones, each with unique features (lava castle, the big lava lake, corridors, and main rooms). an example, you could add a fabricator caverns corridor, connected to a large main fabricator caverns room, rather than just one big mesh of caverns. crystal caves could have this same treatment applied to it.
3) add more things that are not related to the story. wrecks from sn didnt always contain story related blueprints, but they ALWAYS had blueprints, meaning you were inclined to explore them even if it didnt advance the plot. id love to see a similar thing implemented, the mercury is a decent start but it only has a few pieces and they arent very time consuming, you can explore all of them in about 30 minutes, and they provide very little blueprints or resources at all, really just a landmark rather than a useful exploration site. also if possible, expand the world, although i think this would require a LOT more work, and its less important than the rest of the points i made.
love to hear thoughts on this, and i want to mention in addition that i think bz is a GREAT game so far, i thoroughly enjoyed it, i just think it has a few things it could improve.
1) chelicerates. chelicerates too high up prevents people from exploring otherwise superb areas of the game. Specifically, the ventgarden area, and the east side of the purple vents. If the goal of them is to be an arctic reaper, having them in the middle of the map is a bad move, since it locks off portions of the map. This is by far my biggest concern with the game, the rest below this are just minor concerns that I think would enhance the game, whereas this one really bugs me.
2) The deepest parts of the game feel lackluster (crystal caverns and fabricator caverns). The potential is there; I was amazed when I first got into them, and the shadow leviathans are incredible, they serve their purpose very well to scare the player but not make it impossible to explore. However, there are two big issues: the first is, its quite dark. compare these biomes to the lava zones or lost river, and the latter are FAR brighter, including many details on the walls and biomes than you can see right away, encouraging you to explore them. and two, the entire biome is very plain. Other than a few fragments here and there, there is very little to do outside of the main storyline. again, compare this to the lost river, which leads me to my next point:
3) There isn’t enough stuff to do. In the first game, a LOT of the draw felt like it came from the idea of a totally open world to explore, with many different things to do; the sky was the limit. The lost river felt like a biome, not a story plot with only one path. In specific, the fossils that had basically nothing to do with the story, were amazing inclusions, that are totally absent from snbz. The giant cove tree as well, although it serves no purpose to the game, was one of the most memorable parts, and a hugely popular place to build a base. The biomes in snbz feel way more like streamlined plot devices, rather than actual biomes i can explore.
4) Lack of uniqueness. The lack of biomes that are completely different from one another, is very apparent. the only biomes I can think of that truly feel like a different world than any other area on snbz, are the deep lily flower biome, (which is superb), and mayyyybe the crystal caves, but not really. All the rest of them feel like different variations of something else. As an example from the first game: the blood kelp trench was a completely new world from anything around it. The area around lifepod 19, was super different than the areas around it. The dunes felt barren and empty, while the mushroom forest felt full and lifelike. The lost river was a whole new world under the rocks. The lava zones were incredible, giving a hot magma covered perspective on the deepest parts of the ocean. The bulb zone was completely unique compared to any other biome, as was the grand reef. It felt like each biome was its own world with its own ecosystem, whereas in bz, they all kinda feel about the same. Twisty bridges feels the same as shallow twisty bridges, kelp forest, and deep twisty bridges, thermal spires feels the same as purple vents and tree spires, Lilypads is kinda unique but it’s too small to make a difference, and it’s right next to the ventgardens which makes it feel unspecial. All the on land portions feel exactly the same, and the arctic, sparse arctic, and glacier all feel the same as well.
5) The world feels really really small. I am not sure if this was intended, but it’s way faster to get to the edge of the map than it was in sn, and it feels slightly restrictive, as if we’re not playing in an open world anymore, but rather in a small map, reducing the realism. This point is less important than the other ones imo, but it’s worth noting, and goes hand in hand with number 3.
some solutions:
1) move the chelicerates deeper. i'd love to see the chelicerates as a replacement for the reaper leviathans, guarding the furthest reaches of the map, rather than being placed near the center. it would provide a more progressing difficulty level, rather than just giving you a random chelicerate in the center for no reason, and it would open the world significantly more, allowing you to build a base in areas otherwise not accessible without a prawn suit or seatruck to protect you.
2) i think a lot of the biome problems i have would be solved by simply increasing the field of view in some biomes, and changing the color tints to be either darker or brighter. the biggest culprit of this by far is the crystal caves, where it feels reaaaaally plain, because of the way the crystals LOOK like they should glow, but dont, and are instead hidden by the foggy effect of the water. darken the biome, and brighten the light sources, to match the ideas from the deep lily flower biome, where the biome is quite dark but the flowers REALLY stand out, making it far more enjoyable. the other thing that makes them lackluster is the fact that the whole biome looks exactly the same. maybe add different parts of the biome, like how the lava zones were split into two different zones, each with unique features (lava castle, the big lava lake, corridors, and main rooms). an example, you could add a fabricator caverns corridor, connected to a large main fabricator caverns room, rather than just one big mesh of caverns. crystal caves could have this same treatment applied to it.
3) add more things that are not related to the story. wrecks from sn didnt always contain story related blueprints, but they ALWAYS had blueprints, meaning you were inclined to explore them even if it didnt advance the plot. id love to see a similar thing implemented, the mercury is a decent start but it only has a few pieces and they arent very time consuming, you can explore all of them in about 30 minutes, and they provide very little blueprints or resources at all, really just a landmark rather than a useful exploration site. also if possible, expand the world, although i think this would require a LOT more work, and its less important than the rest of the points i made.
love to hear thoughts on this, and i want to mention in addition that i think bz is a GREAT game so far, i thoroughly enjoyed it, i just think it has a few things it could improve.
Re: Subnautica Xbox One Update 1.0.0.35 - Subnautica
Hey what about an update, the savebug is still there !!! see older post here. and the game still needs nearby 5 minutes to load its savegame....cant get it why you DEVS so lazzy about maintaining your game! let me guess, its MS fault...pls stay on pc and steam, you give a shit about console players.
Model
I made a quick NS2 Metro video
Hey everyone, I made a quick video on Metro kinda inspired my past videos, take a look if you want 
https://youtube.com/watch?v=t4frm81IgbY
I only threw it together in an hour or so and I totally forgot the commands to set the cinematic camera mode without changing the game speed

https://youtube.com/watch?v=t4frm81IgbY
I only threw it together in an hour or so and I totally forgot the commands to set the cinematic camera mode without changing the game speed

Re: Remapping Commander Keys
here's the solution :
go to steam/userdata/"some number"/4920/remote
open options.xml
change the following
<A>A</A>
<Q>Q</Q>
<Z>Z</Z>
<W>W</W>
in
<A>Q</A>
<Q>A</Q>
<Z>W</Z>
<W>Z</W>
or whatever you want that matches your keyboard
Edit : it didn't changed at all fps control for me
go to steam/userdata/"some number"/4920/remote
open options.xml
change the following
<A>A</A>
<Q>Q</Q>
<Z>Z</Z>
<W>W</W>
in
<A>Q</A>
<Q>A</Q>
<Z>W</Z>
<W>Z</W>
or whatever you want that matches your keyboard
Edit : it didn't changed at all fps control for me
Re: Ns2_Starshine
Update
Changes all around.
Layout
[
Theta


Beach
Shaded Terrace
Star Charting
Observation
Riley (because I'm mad that people mispronounce Rielle)
Vent Hub
Empty Room
Northern Corridor
Luna
Rielle (Ri-elle)
Telescope Command (very likely to change)
Reception
Receiving
Southern Hallway
Communications
Basin
Planetarium
Cafeteria
Map is going ice caves. Tropical stuff will be replaced last as it is better then greybox.
Room names will be changed. The map will continue to be improved in the future.
Changes all around.
Layout

Theta




Beach

Shaded Terrace

Star Charting

Observation

Riley (because I'm mad that people mispronounce Rielle)

Vent Hub

Empty Room

Northern Corridor

Luna

Rielle (Ri-elle)


Telescope Command (very likely to change)

Reception

Receiving

Southern Hallway


Communications

Basin

Planetarium

Cafeteria

Map is going ice caves. Tropical stuff will be replaced last as it is better then greybox.
Room names will be changed. The map will continue to be improved in the future.
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
Unfortunately, I'll be wrapping this story up soon.

In case I don't respond to the finale in time for you to catch it, thanks so very much for all the work you put into this amazing set of stories!
To put it another way, how does it go again... oh yeah: So long, and thanks for all the

Re: When will Subnautica be fixed?
lilmousten wrote: »probly will never get fixed they can't even fix the prawn suit bug that fall thru map even after 2 years. They don't even answer the threads man. Like buy my fucking game even tho isnt working properly and you cant complete it but hey i dont care, i have your money in my pocket!
This bug is fixed in the next update, which is already fixed on Xbox and in the experimental steam beta.