Best Of
Re: Subnautica Below Zero Ideas
I have some ideas i would like to see in the game, make a hot cup of tee or coffee, put some chillout music, relax and sit back:
- It would be nice to see the atmospheric conditions to affect bases and not only the player. For example, insulation (temperature dropping if doors are open), heating devices inside rooms, etc.
- Some creatures attack bases and be more aggressive to the player. Bigger and more deadly leviathans.
- More insecurity feeling in some biomes. I remember the first time i built cyclops and i went very deep and it got damaged. I was very afraid to go out because i felt vulnerable so i went quickly out to fix it because i had the scary feeling that something will grab me from the dark void. Nothing happened. So i would like to see something like a "never feel safe" thing.
- Light switches in every room, in every device and a remote control (like beacons tab). It would be nice to see your base glowing in the night, especially if you have illuminant fish.
- More diversity in Fauna & Flora. I love scanning and discovering new speciments.
- More depth. I would like to see a bigger trench and bigger leviathans and more dangerous than Subnautica that it will need special equipment.
- More vehicle options. Different vehicles for different cargo. Land vehicles and garages. Cargo bays for materials.
- Elevators with glass so you can watch outside. Observatories are more useful in gameplay.
- When you try to steal eggs from the creatures, they attack you and all from the same species attacks you when you're holding their eggs. If you get leviathans eggs inside your base, they attack your base.
- Organize far away expenditions to find rare materials or artifacts.
- Some metals need refining before use.
- Satisfactory-like production of some materials with use of machines.
- Auto-production/auto-mining with use of robots.
- More scarce and rare metals or materials that exist only in specific places and need special and different equipment for each to harvest them, like drills, oil derricks, vehicle drills, lazers, etc.
- Flora or/and Fauna can be used for production of some materials.
- Blueprints for easy building with use of robots/drones.
- Helmet upgrades to add flashlight, scanner, etc.
What do you say?
- It would be nice to see the atmospheric conditions to affect bases and not only the player. For example, insulation (temperature dropping if doors are open), heating devices inside rooms, etc.
- Some creatures attack bases and be more aggressive to the player. Bigger and more deadly leviathans.
- More insecurity feeling in some biomes. I remember the first time i built cyclops and i went very deep and it got damaged. I was very afraid to go out because i felt vulnerable so i went quickly out to fix it because i had the scary feeling that something will grab me from the dark void. Nothing happened. So i would like to see something like a "never feel safe" thing.
- Light switches in every room, in every device and a remote control (like beacons tab). It would be nice to see your base glowing in the night, especially if you have illuminant fish.
- More diversity in Fauna & Flora. I love scanning and discovering new speciments.
- More depth. I would like to see a bigger trench and bigger leviathans and more dangerous than Subnautica that it will need special equipment.
- More vehicle options. Different vehicles for different cargo. Land vehicles and garages. Cargo bays for materials.
- Elevators with glass so you can watch outside. Observatories are more useful in gameplay.
- When you try to steal eggs from the creatures, they attack you and all from the same species attacks you when you're holding their eggs. If you get leviathans eggs inside your base, they attack your base.
- Organize far away expenditions to find rare materials or artifacts.
- Some metals need refining before use.
- Satisfactory-like production of some materials with use of machines.
- Auto-production/auto-mining with use of robots.
- More scarce and rare metals or materials that exist only in specific places and need special and different equipment for each to harvest them, like drills, oil derricks, vehicle drills, lazers, etc.
- Flora or/and Fauna can be used for production of some materials.
- Blueprints for easy building with use of robots/drones.
- Helmet upgrades to add flashlight, scanner, etc.
What do you say?
Re: Subnautica: Below Zero Early Access - Subnautica
Is this a feedback thread? I know the stickied one is for vanilla. Anyhoo. I've spent about 6.5 hours in the game so far and here are my thoughts:
The Good:
The environments and atmosphere are great as always. I love the new flora and fauna and everything feels so alive. You guys managed to recreate the awe of the first game wonderfully. The ice adds so much anxiety, too. You’re running low on oxygen, you flee for the surface, and bam! You hit a chunk of ice instead. Now you have to plan your dives even more carefully.
I love that you forced me out of my comfort zone by denying me a seamoth early on. Exploring the twisty bridges caves with only a seaglide was an experience. I hope there's more stuff like this that forces old players to learn new tricks.
The voice acting really is quite excellent so far and it’s sort of nice to have occasional background chatter to break things up, like when you got radio messages in the original. I really love Robin’s VA…she makes Robin playful and curious without being annoying. The character seems to come natural to her. Major props.
The Neutral:
It looks like a significant portion of the game will take place on land this time. If I had to guess, maybe a third of it does? On the one hand…it’s a bit weird for a game called Subnautica; on the other hand, FREAKING HOVER BIKE. So I'm cool with it. :P
It looks like a lot of existing tools/vehicles are not going to be there this time. In a way this is good because it forces us to find new solutions, and in a way it’s bad because it feels like certain staples are missing, so I'm honestly not sure how I feel about it. Can't I still build a seamoth/cyclops for shiggles? I’ll still use the seatruck. Never underestimate how much stuff your players will build!
The Bad:
Story-based restriction on certain items, such as the habitat builder. I am MEGA wary of this. Anyone who’s played through Metroid: Other M will know how frustrating and un-fun it is to have your abilities restricted until some authority figure allows you to use them. It makes realistic sense, but it’s just not fun in gameplay. Just like in Metroid, you earn your upgrades in Subnautica by simply seeking them out, and then use those new upgrades to get even more upgrades. You could have a castle on top of the mountain island and every vehicle in the game built before you even set foot in the inactive lava zone. Not having that kind of freedom when we had it before is jarring and wrong and it’s going to turn a lot of players off. If any devs are reading this, I implore you, please reconsider this decision. Just have Sam say that Alterra won’t authorize her to drop anything else but that Robin could probably salvage things from the abandoned temporary bases left by the scout teams. Or go with the suggestions above of Sam cutting out. Maybe Robin's communications relay gets damaged in the electrical storm. Or something! You can still gate the story by making certain NPCs unavailable or hard to find, and gate upgrades by making certain materials difficult to acquire. (To use my twisty bridges example above...maybe it's near-impossible to build a seamoth early on because the fragments for it are at the limits of your breath meter. You can get them if you know where to look for them and feel like risking it, but it's probably not something you'd know on your first playthrough. Later on you can find more easily-accessible fragments). Look how much work you have to put in just to find the sea empress in the first game.
On the note of the story…Alterra’s antagonism is pretty on the nose and could stand to be scaled back a bit. I want to punch Maxim but not for the right reasons. We already know Alterra’s corrupt, and the Precursor bounty posters in zero base are all the reminder we need. It’s much more sinister if we don’t know exactly why Sam’s holding back, at least for a while – or if we don’t even get to talk to an executive at all. If Sam has to be there, everything we know should be filtered through her. The player begins to feel doubt: is Sam lying to us? Did our sister betray us for her own gain? Is she just pretending that she was given orders when she really hasn’t? Fear comes from what we don’t see, don’t know, and don’t hear – it’s what this game series is all about. I adore the writing but I feel like there's missed potential here.
Titanium kind of sucks to get now that there’s no scrap metal. There’s plenty of it, but gathering it one-by-one when you need so much of it is kind of a drag. If we go with the salvage-old-bases thing, we could get away with having scrap metal again…
Oh, and I can’t pet the penglings. Literally unplayable.
The Good:
The environments and atmosphere are great as always. I love the new flora and fauna and everything feels so alive. You guys managed to recreate the awe of the first game wonderfully. The ice adds so much anxiety, too. You’re running low on oxygen, you flee for the surface, and bam! You hit a chunk of ice instead. Now you have to plan your dives even more carefully.
I love that you forced me out of my comfort zone by denying me a seamoth early on. Exploring the twisty bridges caves with only a seaglide was an experience. I hope there's more stuff like this that forces old players to learn new tricks.
The voice acting really is quite excellent so far and it’s sort of nice to have occasional background chatter to break things up, like when you got radio messages in the original. I really love Robin’s VA…she makes Robin playful and curious without being annoying. The character seems to come natural to her. Major props.
The Neutral:
It looks like a significant portion of the game will take place on land this time. If I had to guess, maybe a third of it does? On the one hand…it’s a bit weird for a game called Subnautica; on the other hand, FREAKING HOVER BIKE. So I'm cool with it. :P
It looks like a lot of existing tools/vehicles are not going to be there this time. In a way this is good because it forces us to find new solutions, and in a way it’s bad because it feels like certain staples are missing, so I'm honestly not sure how I feel about it. Can't I still build a seamoth/cyclops for shiggles? I’ll still use the seatruck. Never underestimate how much stuff your players will build!
The Bad:
Story-based restriction on certain items, such as the habitat builder. I am MEGA wary of this. Anyone who’s played through Metroid: Other M will know how frustrating and un-fun it is to have your abilities restricted until some authority figure allows you to use them. It makes realistic sense, but it’s just not fun in gameplay. Just like in Metroid, you earn your upgrades in Subnautica by simply seeking them out, and then use those new upgrades to get even more upgrades. You could have a castle on top of the mountain island and every vehicle in the game built before you even set foot in the inactive lava zone. Not having that kind of freedom when we had it before is jarring and wrong and it’s going to turn a lot of players off. If any devs are reading this, I implore you, please reconsider this decision. Just have Sam say that Alterra won’t authorize her to drop anything else but that Robin could probably salvage things from the abandoned temporary bases left by the scout teams. Or go with the suggestions above of Sam cutting out. Maybe Robin's communications relay gets damaged in the electrical storm. Or something! You can still gate the story by making certain NPCs unavailable or hard to find, and gate upgrades by making certain materials difficult to acquire. (To use my twisty bridges example above...maybe it's near-impossible to build a seamoth early on because the fragments for it are at the limits of your breath meter. You can get them if you know where to look for them and feel like risking it, but it's probably not something you'd know on your first playthrough. Later on you can find more easily-accessible fragments). Look how much work you have to put in just to find the sea empress in the first game.
On the note of the story…Alterra’s antagonism is pretty on the nose and could stand to be scaled back a bit. I want to punch Maxim but not for the right reasons. We already know Alterra’s corrupt, and the Precursor bounty posters in zero base are all the reminder we need. It’s much more sinister if we don’t know exactly why Sam’s holding back, at least for a while – or if we don’t even get to talk to an executive at all. If Sam has to be there, everything we know should be filtered through her. The player begins to feel doubt: is Sam lying to us? Did our sister betray us for her own gain? Is she just pretending that she was given orders when she really hasn’t? Fear comes from what we don’t see, don’t know, and don’t hear – it’s what this game series is all about. I adore the writing but I feel like there's missed potential here.
Titanium kind of sucks to get now that there’s no scrap metal. There’s plenty of it, but gathering it one-by-one when you need so much of it is kind of a drag. If we go with the salvage-old-bases thing, we could get away with having scrap metal again…
Oh, and I can’t pet the penglings. Literally unplayable.
Re: Subnautica creature ideas by onatfb
i have an idea for the lore behind the "titan holefish" in subnautica below zero.
since the titan holefish provides oxygen, and water is made of H2O, i was thinking that as water flows through its hole, it breaks up the water into hydrogen, which the fish uses to propel itself through the water. And the oxygen gets caught and stored in its inner ring, making the inner ring of the titan holefish a little habitat for where micro ecosystems can live and for other fish to feed off of. let me know what you guys think and please help me get this message seen by the developers.
since the titan holefish provides oxygen, and water is made of H2O, i was thinking that as water flows through its hole, it breaks up the water into hydrogen, which the fish uses to propel itself through the water. And the oxygen gets caught and stored in its inner ring, making the inner ring of the titan holefish a little habitat for where micro ecosystems can live and for other fish to feed off of. let me know what you guys think and please help me get this message seen by the developers.
Re: Subnautica Below Zero Ideas
Fauna
Poison Fish
Introduce a couple of fish species whose bite leads to poisoning and an antidote is required to fully heal or if no antidote we need to use the med-packs for several days to keep our health up while the venom clears our body.
Natural Hazard
Underwater current
Certain areas which complicate exploration because the current grabs us and carries us away to undesired (or desired) areas or into depth and if unable to escape the undertow we could end up drowning. This might be difficult to execute or the dev team could simply put in an invisible creature to pretend to be the current. I just feel that more could be done to improve the experience of the texture of water while diving.
Poison Fish
Introduce a couple of fish species whose bite leads to poisoning and an antidote is required to fully heal or if no antidote we need to use the med-packs for several days to keep our health up while the venom clears our body.
Natural Hazard
Underwater current
Certain areas which complicate exploration because the current grabs us and carries us away to undesired (or desired) areas or into depth and if unable to escape the undertow we could end up drowning. This might be difficult to execute or the dev team could simply put in an invisible creature to pretend to be the current. I just feel that more could be done to improve the experience of the texture of water while diving.
Re: Subnautica Below Zero Ideas
Fauna:
Acid Nubis or Nubis
Leech or piranha sized (2 to 4 inches; 5 to 10 cm) parasitic fish or worm that lives in large groups. when we get too close to their nest, they cover us from head to toe and we have to swim away from their territory to get them off. As we swim away, there is an animation of the player shaking his head and chasing them off as if they're bees. their bite/saliva contains acidic enzymes and the consequences of the attack would be a reduction in health as well as damage to the suit where the suit efficacy is reduced or has to be repaired with the fabricator and resources. the attack could be bad enough to result in having to build a brand new scuba suit. seeing them get attached to the mask and start to melt the glass is terrifying. the screams as we get bitten all over will add to the tragic effects of the attack. post-attack aftereffect should be a panicked "what the f*** have I just been through." Scanning this species proves almost impossible, at least not without serious consequences.
Kelper
A rare species of aggressive fish which lives in the kelp forests and has adapted for life there via camouflage. It likes to live in close proximity of the kelp/creep vine seed clusters or bottom of the creep vines where it hides its offspring. It is able to attach to the creep vine stalk and it looks like one of the leaves. Harvesting creep vines or seed clusters uncovers the fish which then bolts to attack the player.
you never know what lingers in the depths and crevices of this alien ocean
Acid Nubis or Nubis
Leech or piranha sized (2 to 4 inches; 5 to 10 cm) parasitic fish or worm that lives in large groups. when we get too close to their nest, they cover us from head to toe and we have to swim away from their territory to get them off. As we swim away, there is an animation of the player shaking his head and chasing them off as if they're bees. their bite/saliva contains acidic enzymes and the consequences of the attack would be a reduction in health as well as damage to the suit where the suit efficacy is reduced or has to be repaired with the fabricator and resources. the attack could be bad enough to result in having to build a brand new scuba suit. seeing them get attached to the mask and start to melt the glass is terrifying. the screams as we get bitten all over will add to the tragic effects of the attack. post-attack aftereffect should be a panicked "what the f*** have I just been through." Scanning this species proves almost impossible, at least not without serious consequences.
Kelper
A rare species of aggressive fish which lives in the kelp forests and has adapted for life there via camouflage. It likes to live in close proximity of the kelp/creep vine seed clusters or bottom of the creep vines where it hides its offspring. It is able to attach to the creep vine stalk and it looks like one of the leaves. Harvesting creep vines or seed clusters uncovers the fish which then bolts to attack the player.
you never know what lingers in the depths and crevices of this alien ocean

Re: My Seamoth is trapped.
I have the same problem, was in my moth and bam a wreckage structure spawned around me and now i can't escape.
Need the console or be able to send the devs my save file so they can fix it.
Need the console or be able to send the devs my save file so they can fix it.
Re: Subnautica: Below Zero Early Access - Subnautica
Is there any Lithium in the game world yet?
Re: Timed/Infection Mode?
I'm quite glad that I can take my time exploring (and I try to play as slowly as possible because this world is so incredibly awesome), but maybe something like that could be added as an option that those who like a bit more pressure can choose.