Best Of
Re: "Diamond Crusade" : Subnautica Story Vol. 2
Zenn Codett
Jack Stamford was my chief spymaster, and a great friend of Barvan Grey. They shot signals back and forth from our frozen tundra to Barvan Grey's tropics concerning goings on all across the globe. One day the signals stopped coming, but they had both prepared for such a situation.
"You go," Jack Stamford told me. "Take Ruthless with you, you two are easily most qualified for espionage, not to mention war."
They had both agreed that if Barvan Grey went dark it was a result of invasion or uprising. If Barvan Grey had died or was otherwise preoccupied we would find out about it.
"It's going to be hard for me to do a checkup," I noted. "Sasha Corren wants me dead just as much as she wants Ollos Silver dead. If I set foot on that island, in peace or otherwise, there's going to be a fight."
"Then let there be," Jack Stamford brushed that line of conversation away quickly. "Or just get in and out without a trace. Whatever you do I need to know what's happened to Barvan Grey. Keep someone by the cyclops radio and keep in touch. I'll be poking for an update every twelve hours so make sure I get one."
"You're starting to sound like the boss around here," I joked. "You better not have turned the place over before I get back."
"It seems inevitable," Stamford shrugged. "If we're going to want to start refining this oil it had better be done right away. It'll take time to get it all set up so if everything goes right this whole place will be very much turned over."
We laughed and said our farewells. Men filed into the fleet's five cyclopses and we sailed off through the ocean. We skirted over the twisty bridges and made our way south. It would take a few days at top speed to reach the Island but it was necessary. To be honest, I expected it to be nothing more than a power blip; a momentary outage, a solvable problem. It wouldn't be anything big I thought.
We came close in the early hours of the morning. The faint glow of fire painted the horizon a dim orange. "Well shit," I remarked. "Can anyone tell me what's going on?!" Nobody could at first, but as we came closer we began to detect cyclopses in the water on the far side of the island, and they were in combat. "Well bugger me," I said, realising what was going on. "It's an invasion! The Islanders are under attack! Engage shields and prepare the cannons! Get our foot soldiers ready to beach, with lethal weaponry!"
As we came closer cyclopses from the far side of the island broke away. They had seen us coming, and a battle ensued. Torpedoes snaked through the water and struck our second cyclops directly in the back turbine. "We're sinking!" Captain Pitrav yelled. "You're a ship down, Zenn!" Pitrav went down with his ship into the abyss, as I would if we were hit the same way.
"Zenn!" Ruthless cried out to me. "When we board the island, which ones do we kill?! The invaders or the Islanders?!"
"I doubt either of them will be friendly towards us!" I thought. "I suppose you'll have to kill all of them." I wished we could set our differences aside, but I doubted Sasha would really want to. I'd try and spare her life, but if I couldn't then that would be the way it goes.
We made landfall. The cyclopses hung in the water off the shore as men with rifles in hand made their way out of the bottom of them and up the beaches. As they rose from the water they were shot down, blood spilling into the ocean. Men were already waiting for us on the beaches; whether they were Sasha's or invaders we didn't know. Bullets flew for two minutes before half of our men and all of theirs were dead. We set foot on the beaches and began to rest, but we were unable to for very long. It was about to become clear whose men we had just killed. "We've done it!" Ruthless yelled, both of us standing on the beach above the piles of dead. "We've taken this shore!" Gunshots were still heard in the distance; the battle was far from over. And that much became clear when a cyclops appeared far off shore. It was a hulking thing, more than twice as big as all of ours that were parked. We heard the hiss of torpedo fire beneath the waves and the crash of an explosion beneath the water, and before we knew it our cyclopses had sunk beneath any visible point. "Shit!" I yelled.
The cyclops parked itself on the shore lengthways, and we waited for men to exit and make their way up the beach; this time we had the jump on them. But instead hatches in the top of the cyclops opened. "What are they?" Ruthless asked me. "We didn't have them." Out from the hatches thumped artillery shells that trailed smoke into the sky high above us. "Make for the caves," I cried, "if you can remember where they are!" I definitely couldn't, and from what followed neither could anyone else. There was mass hysteria on the shore and before we knew it artillery was pocking craters all around us. Bodies were flying, men were dying, and I fell to my stomach and began to crawl through the madness, making my way inland. Ruthless's lifeless body fell in front of me, white eyed and bloody. "Dammit," I scorned beneath my breath, and tears began to fill my eyes. He was a good friend; simple but kind, dumb but understanding. His inanimate image would haunt me, and I would go on to miss him very much.
I pulled a radio from my inside pocket. "Stamford," I groaned into it. "Stamford," I repeated. "Come in Stamford. The Island is under assault by an unknown force. My men our down, Ruthless is dead... Our cyclopses are wrecked, there's no way for me to get back to you."
"I copy," Stamford said quickly. "There'll be someone coming to help." That wouldn't help, I thought. It takes days to get down here.
I lay motionless. I must have laid there for twenty minutes. But eventually men began to rise out of the water and walk up the beach, and one by one I began to recognise their faces. There was one that I recognised more than the rest, however. When that sinister voice spoke it sent shivers down my spine. "They're dead," it said. "All of them. If any of them have the strength to fight now then I say let them, they deserve it." It was Ollos Silver. He was a passenger on either the Lunar or Solar vessels, I couldn't remember. It didn't make much difference to me either way. All that was clear to me was that he was a conspirator alongside Seth, as I regrettably was. That meant we were close, but not too close, and I'm glad of that. He cracked up to be a right nutcase.
But then all of a sudden a new voice chimed in. It said words that I didn't fully hear, followed by a piercing gunshot.
Jack Stamford was my chief spymaster, and a great friend of Barvan Grey. They shot signals back and forth from our frozen tundra to Barvan Grey's tropics concerning goings on all across the globe. One day the signals stopped coming, but they had both prepared for such a situation.
"You go," Jack Stamford told me. "Take Ruthless with you, you two are easily most qualified for espionage, not to mention war."
They had both agreed that if Barvan Grey went dark it was a result of invasion or uprising. If Barvan Grey had died or was otherwise preoccupied we would find out about it.
"It's going to be hard for me to do a checkup," I noted. "Sasha Corren wants me dead just as much as she wants Ollos Silver dead. If I set foot on that island, in peace or otherwise, there's going to be a fight."
"Then let there be," Jack Stamford brushed that line of conversation away quickly. "Or just get in and out without a trace. Whatever you do I need to know what's happened to Barvan Grey. Keep someone by the cyclops radio and keep in touch. I'll be poking for an update every twelve hours so make sure I get one."
"You're starting to sound like the boss around here," I joked. "You better not have turned the place over before I get back."
"It seems inevitable," Stamford shrugged. "If we're going to want to start refining this oil it had better be done right away. It'll take time to get it all set up so if everything goes right this whole place will be very much turned over."
We laughed and said our farewells. Men filed into the fleet's five cyclopses and we sailed off through the ocean. We skirted over the twisty bridges and made our way south. It would take a few days at top speed to reach the Island but it was necessary. To be honest, I expected it to be nothing more than a power blip; a momentary outage, a solvable problem. It wouldn't be anything big I thought.
We came close in the early hours of the morning. The faint glow of fire painted the horizon a dim orange. "Well shit," I remarked. "Can anyone tell me what's going on?!" Nobody could at first, but as we came closer we began to detect cyclopses in the water on the far side of the island, and they were in combat. "Well bugger me," I said, realising what was going on. "It's an invasion! The Islanders are under attack! Engage shields and prepare the cannons! Get our foot soldiers ready to beach, with lethal weaponry!"
As we came closer cyclopses from the far side of the island broke away. They had seen us coming, and a battle ensued. Torpedoes snaked through the water and struck our second cyclops directly in the back turbine. "We're sinking!" Captain Pitrav yelled. "You're a ship down, Zenn!" Pitrav went down with his ship into the abyss, as I would if we were hit the same way.
"Zenn!" Ruthless cried out to me. "When we board the island, which ones do we kill?! The invaders or the Islanders?!"
"I doubt either of them will be friendly towards us!" I thought. "I suppose you'll have to kill all of them." I wished we could set our differences aside, but I doubted Sasha would really want to. I'd try and spare her life, but if I couldn't then that would be the way it goes.
We made landfall. The cyclopses hung in the water off the shore as men with rifles in hand made their way out of the bottom of them and up the beaches. As they rose from the water they were shot down, blood spilling into the ocean. Men were already waiting for us on the beaches; whether they were Sasha's or invaders we didn't know. Bullets flew for two minutes before half of our men and all of theirs were dead. We set foot on the beaches and began to rest, but we were unable to for very long. It was about to become clear whose men we had just killed. "We've done it!" Ruthless yelled, both of us standing on the beach above the piles of dead. "We've taken this shore!" Gunshots were still heard in the distance; the battle was far from over. And that much became clear when a cyclops appeared far off shore. It was a hulking thing, more than twice as big as all of ours that were parked. We heard the hiss of torpedo fire beneath the waves and the crash of an explosion beneath the water, and before we knew it our cyclopses had sunk beneath any visible point. "Shit!" I yelled.
The cyclops parked itself on the shore lengthways, and we waited for men to exit and make their way up the beach; this time we had the jump on them. But instead hatches in the top of the cyclops opened. "What are they?" Ruthless asked me. "We didn't have them." Out from the hatches thumped artillery shells that trailed smoke into the sky high above us. "Make for the caves," I cried, "if you can remember where they are!" I definitely couldn't, and from what followed neither could anyone else. There was mass hysteria on the shore and before we knew it artillery was pocking craters all around us. Bodies were flying, men were dying, and I fell to my stomach and began to crawl through the madness, making my way inland. Ruthless's lifeless body fell in front of me, white eyed and bloody. "Dammit," I scorned beneath my breath, and tears began to fill my eyes. He was a good friend; simple but kind, dumb but understanding. His inanimate image would haunt me, and I would go on to miss him very much.
I pulled a radio from my inside pocket. "Stamford," I groaned into it. "Stamford," I repeated. "Come in Stamford. The Island is under assault by an unknown force. My men our down, Ruthless is dead... Our cyclopses are wrecked, there's no way for me to get back to you."
"I copy," Stamford said quickly. "There'll be someone coming to help." That wouldn't help, I thought. It takes days to get down here.
I lay motionless. I must have laid there for twenty minutes. But eventually men began to rise out of the water and walk up the beach, and one by one I began to recognise their faces. There was one that I recognised more than the rest, however. When that sinister voice spoke it sent shivers down my spine. "They're dead," it said. "All of them. If any of them have the strength to fight now then I say let them, they deserve it." It was Ollos Silver. He was a passenger on either the Lunar or Solar vessels, I couldn't remember. It didn't make much difference to me either way. All that was clear to me was that he was a conspirator alongside Seth, as I regrettably was. That meant we were close, but not too close, and I'm glad of that. He cracked up to be a right nutcase.
But then all of a sudden a new voice chimed in. It said words that I didn't fully hear, followed by a piercing gunshot.
Re: Would you like alternative endings?
AnomalyDetected wrote: »
I always wonder how people even find these kinds of threads. They just going along on Google Search/Bing/Whatever and then see a thread and go I MUST POST IN THIS! without checking the date?
Or considering that the topic in question's long since been finished. A personal favorite of mine there is "Correcting someone" on their assumptions or theories from a time where said information couldn't possibly been known by anyone other than the developers, after the thread's been done and over with for several years.
Re: "Nos Manere" (we remain) - a Subnautica story
Personal log, T+2
"Good news, bad news" seems to be the way things go around here for the near future. I woke up to a Lifepod with running lights, the air filters whirring quietly, and a couple fresh fish for breakfast. This is definitely an improvement. The bad news is that building a single tool consumed every scrap of non-common materials we have. There are subtle differences between the rocky outcrops I can somewhat tell which ones are more likely to have silver or gold. In good light. Usually. And I've used what few there were nearby.
Priority one is a standard scanner. Not only is the wall fabricator "blind" the internal database is pathetically bare-bones now that I've had a moment to look through the list. Even low-end commercial 'fabs have long been able to "jigsaw" furniture from smaller parts. It's practically a rite of passage anymore to print and assemble your own bed. So at best, the wall-fab's internal memory is grossly inadequate. More likely there was just no simulating anyone in a survival scenario lasting longer than a couple standard days.
I'm not sure if that's just Alterra's usual level of planning or an unspoken expectation that nobody would live this long without outside assistance.
About 200 meters out, I've made an amazing discovery: exploring without such advanced tools as a map and compass is a bit tricky.
What's really frustrating is I had my OWN navigation plugin. Back on the Aurora. And assuming it hasn't been blown or crushed to powder I'm sure it's still quite snug in the fingerprint-and-retina locked titanium safe anyone keeps their Really Neat Stuff in. Now I have a grand total of one reference point: the Lifepod itself, automatically locked as a waypoint on my EPSI suit's primitive HUD.
But that's not the worst part. After rebooting in "emergency mode" my PDA's interface has locked itself to a handful of useful tabs. Not among them are a scratchpad to write notes, an alarm clock, access to a medical encyclopedia, checklists for novice survivalees or a dozen other things that might be very useful for someone stranded lightyears away from help. What really is driving me mad is that I don't even have a gel-pen and something to scribble on if I did. Physical writing material is considered "quaint" and wayfinding tools are built into countless everyday gadgets that I don't have. But even an illiterate caveman with berry juice and an animal skin could make a damn map, then hang a lodestone from a string and have a compass. That is how far down the technological tree I've fallen.
Unless I can somehow hack one of our PDAs back to regular operations, the two of us will have to commit everything important to memory. This is hardly ideal in the best of circumstances. And lacking any better way of orienting myself I've resorted to swimming in a mostly-straight line from the Lifepod until I find something interesting. If I listen closely, I swear I can hear the ghosts of explorers past laughing at me.
After a few failed attempts I start to feel almost...childish...in my efforts. As I imagine trying to communicate my daily excursions with one of my literate, educated peers the conversation has an almost comedicly ignorant tone to it.
"Where did you go today?
-"Oh, I went over that way."
"How far did you go?"
-"I don't know, but it took me a long time to get there and back. But I found some really neat stuff!"
"What stuff?"
-"Umm...some stuff I've never seen before...and some really weird plants."
"Could you show me where it is?"
-"Umm...maybe?"
I mentally decide to put a stop to my internal dialog before I feel even more helpless than I already do. Being cut off from civilized society is bad enough. Realizing you can't communicate nonverbally is downright humiliating.
A/N: According to a physically disabled reader, "the person who survived in your story feels how I feel. I have bad muscle days and can not write or type on a key board. Ideas get stuck in my head and no body can read minds. Sucks doesnt it?? (sic) "
Oof.
"Good news, bad news" seems to be the way things go around here for the near future. I woke up to a Lifepod with running lights, the air filters whirring quietly, and a couple fresh fish for breakfast. This is definitely an improvement. The bad news is that building a single tool consumed every scrap of non-common materials we have. There are subtle differences between the rocky outcrops I can somewhat tell which ones are more likely to have silver or gold. In good light. Usually. And I've used what few there were nearby.
Priority one is a standard scanner. Not only is the wall fabricator "blind" the internal database is pathetically bare-bones now that I've had a moment to look through the list. Even low-end commercial 'fabs have long been able to "jigsaw" furniture from smaller parts. It's practically a rite of passage anymore to print and assemble your own bed. So at best, the wall-fab's internal memory is grossly inadequate. More likely there was just no simulating anyone in a survival scenario lasting longer than a couple standard days.
I'm not sure if that's just Alterra's usual level of planning or an unspoken expectation that nobody would live this long without outside assistance.
About 200 meters out, I've made an amazing discovery: exploring without such advanced tools as a map and compass is a bit tricky.
What's really frustrating is I had my OWN navigation plugin. Back on the Aurora. And assuming it hasn't been blown or crushed to powder I'm sure it's still quite snug in the fingerprint-and-retina locked titanium safe anyone keeps their Really Neat Stuff in. Now I have a grand total of one reference point: the Lifepod itself, automatically locked as a waypoint on my EPSI suit's primitive HUD.
But that's not the worst part. After rebooting in "emergency mode" my PDA's interface has locked itself to a handful of useful tabs. Not among them are a scratchpad to write notes, an alarm clock, access to a medical encyclopedia, checklists for novice survivalees or a dozen other things that might be very useful for someone stranded lightyears away from help. What really is driving me mad is that I don't even have a gel-pen and something to scribble on if I did. Physical writing material is considered "quaint" and wayfinding tools are built into countless everyday gadgets that I don't have. But even an illiterate caveman with berry juice and an animal skin could make a damn map, then hang a lodestone from a string and have a compass. That is how far down the technological tree I've fallen.
Unless I can somehow hack one of our PDAs back to regular operations, the two of us will have to commit everything important to memory. This is hardly ideal in the best of circumstances. And lacking any better way of orienting myself I've resorted to swimming in a mostly-straight line from the Lifepod until I find something interesting. If I listen closely, I swear I can hear the ghosts of explorers past laughing at me.
After a few failed attempts I start to feel almost...childish...in my efforts. As I imagine trying to communicate my daily excursions with one of my literate, educated peers the conversation has an almost comedicly ignorant tone to it.
"Where did you go today?
-"Oh, I went over that way."
"How far did you go?"
-"I don't know, but it took me a long time to get there and back. But I found some really neat stuff!"
"What stuff?"
-"Umm...some stuff I've never seen before...and some really weird plants."
"Could you show me where it is?"
-"Umm...maybe?"
I mentally decide to put a stop to my internal dialog before I feel even more helpless than I already do. Being cut off from civilized society is bad enough. Realizing you can't communicate nonverbally is downright humiliating.
A/N: According to a physically disabled reader, "the person who survived in your story feels how I feel. I have bad muscle days and can not write or type on a key board. Ideas get stuck in my head and no body can read minds. Sucks doesnt it?? (sic) "
Oof.
Re: [Long] Thoughts on the game
@scylk
Although I agree that all the things you've listed are problematic, I don't really agree with the sulitions you've suggested.
For me, Subnautica is still an exploration game. And that means that players should be able to forget certain starting inconveniences later on, in order to keep them willing to discover new areas and try out new things.
Oxygen:
To give the Seamoth a limited oxygen supply would achieve nothing, except to force the player to dive up every now and then, wasting their time without adding any sort of 'fun' to the game.
Likewise, it's always possible to carry more than one oxygen tank with you. Therefore, you could say that oxygen only results in a reduction of inventory space. Ergo, the game could limit the available space and keep the oxygen the same, and the result would be a similar inconvenience & waste of time (f.e. by increasing the size of other items => normal fish = 2x1 // 2x2; energy cells = 2x4, wreckage = 4x4 or even larger, etc.))
Hostile creatures:
Same thing here. To increase the damage of a bite would simply increase of number of medkits players will carry with them, reducing the available inventory space. Or it would increase the number of times players will load an old save game. And the request for better weapons might just pop up more frequently.
So in regard of crabsquids consuming energy for good:
Unless crabsquids would deplete all the reserve energy cells you stored somewhere, all it would achieve is to force players to kill the scrabsquids and then replace the energy cells, resulting in a more violent or outright aggressive gameplay.
And in case you want them to deplete every energy source:
Remember the larvae that leech energy? If you want so experience how much 'fun' the idea to lose all the energy is, just dive down to the lava sea and let them suck up all the energy of the Cyclops, thereby also disabling the docking bay.
___
What you might want to achieve instead is to make the interactions with these creatures rather more interesting than more deadly. (And you could always avoid the stasis gun & upgraded fins, if you really like a challenge)
Because just compare Subnautica with other games: Do you need to fuel up cars in Far Cry? Or do you need to feed your horse in Witcher 3, Skyrim or Assassin's Creed?
Don't get me wrong: I LOVE inconveniences, but they have to be fun (not grindy) amd provide a unique game experience.
Although I agree that all the things you've listed are problematic, I don't really agree with the sulitions you've suggested.
For me, Subnautica is still an exploration game. And that means that players should be able to forget certain starting inconveniences later on, in order to keep them willing to discover new areas and try out new things.
Oxygen:
To give the Seamoth a limited oxygen supply would achieve nothing, except to force the player to dive up every now and then, wasting their time without adding any sort of 'fun' to the game.
Likewise, it's always possible to carry more than one oxygen tank with you. Therefore, you could say that oxygen only results in a reduction of inventory space. Ergo, the game could limit the available space and keep the oxygen the same, and the result would be a similar inconvenience & waste of time (f.e. by increasing the size of other items => normal fish = 2x1 // 2x2; energy cells = 2x4, wreckage = 4x4 or even larger, etc.))
Hostile creatures:
Same thing here. To increase the damage of a bite would simply increase of number of medkits players will carry with them, reducing the available inventory space. Or it would increase the number of times players will load an old save game. And the request for better weapons might just pop up more frequently.
So in regard of crabsquids consuming energy for good:
Unless crabsquids would deplete all the reserve energy cells you stored somewhere, all it would achieve is to force players to kill the scrabsquids and then replace the energy cells, resulting in a more violent or outright aggressive gameplay.
And in case you want them to deplete every energy source:
Remember the larvae that leech energy? If you want so experience how much 'fun' the idea to lose all the energy is, just dive down to the lava sea and let them suck up all the energy of the Cyclops, thereby also disabling the docking bay.
___
What you might want to achieve instead is to make the interactions with these creatures rather more interesting than more deadly. (And you could always avoid the stasis gun & upgraded fins, if you really like a challenge)
Because just compare Subnautica with other games: Do you need to fuel up cars in Far Cry? Or do you need to feed your horse in Witcher 3, Skyrim or Assassin's Creed?
Don't get me wrong: I LOVE inconveniences, but they have to be fun (not grindy) amd provide a unique game experience.
Re: Ideas For Subnautica Below Zero
Gender option for player character. It should also have been in the original game.
Some people are happy playing either gender. Good for them. I'm not.
To pre-empt any "you're just insecure about your masculinity" rubbish, I'm gay and couldn't care less about that.
First off, if you're not happy about playing as a boy, don't play. I honestly can't tell wether you want to be a boy or a girl. But guess what, your gener relates to the story, and frankly you can't even see your character, only there hands and part of the body. And also, you didn't need to come out of the closet to say what you wanted.
Re: HIVE Skill not Updating (2 Week Issue)
I'm gonna share McGlaspies announcement in Discord. The a fix has been deployed.


Re: Current Bug List for PS4 Console Release of Subnautica
@Lyalius
I had a very similar thing happen with Stalkers stealing my cameras right off my Scanner room. I don't think this is a bug though, I think this is a reality of landing on a strange planet were the fish are titanium addicts... Once I found out who was stealing my cameras I went to the scanner room and plugged into the camera controls, as the stalkers came to get the camera i slowly backed up the camera so it was always just barely out of reach to them. I actually had 5 Stalkers chasing the camera by the time it reached the destination. They followed the camera all the way to the Floating Islands and the bone sharks made short work of the thieves. The bone sharks would attack them, they would swim away for a very short distance, but if you just brought the camera close to them they would come right back to the bone sharks. Do this a few times and watch them sink to the bottom of the deep. That was the end of my camera problems.
@BinaryAbyss Lucky I'm getting ridiculous glitches left and right.
Apparently if you take the Camera anywhere near the Kelp Forests the stupid Stalkers will home in on it and follow it all the way back to your Scanner Room and steal it.
This has happened twice for me and both times I rammed the Stalker to get it to drop my Camera. It did, but then decided to make a new nest just next to my base.
I reset my game but apparently I saved it just after the Stalker swiped my Camera so I just sort of let him have it and followed him back to the Kelp Forest where he and another Stalker played "pass the camera" before dropping it and swimming on their merry way.
I nabbed it back and hopefully they won't come for it again...but if they do then idk what the h*** to do. At least they aren't nesting outside of my base which is far enough from the Kelp Forest they shouldn't have even ventured to my base in the first place.
Edit: So apparently if you hurt the Stalkers in any way in my game you wind up breaking their AI and they move away from the Kelp Forest...you can also apparently lure them back but it takes a bit of patience.
I had a very similar thing happen with Stalkers stealing my cameras right off my Scanner room. I don't think this is a bug though, I think this is a reality of landing on a strange planet were the fish are titanium addicts... Once I found out who was stealing my cameras I went to the scanner room and plugged into the camera controls, as the stalkers came to get the camera i slowly backed up the camera so it was always just barely out of reach to them. I actually had 5 Stalkers chasing the camera by the time it reached the destination. They followed the camera all the way to the Floating Islands and the bone sharks made short work of the thieves. The bone sharks would attack them, they would swim away for a very short distance, but if you just brought the camera close to them they would come right back to the bone sharks. Do this a few times and watch them sink to the bottom of the deep. That was the end of my camera problems.
Lost Pengling?
So I was playing a few days ago and I wound up finding a pengling wandering around one of my bases. I'm pretty sure it was a glitch, and it vanished after a few minutes, but I really liked having it -- perhaps a subplot in which a group of pengwings is killed by an ice worm, leaving only one pengling to "adopt" would be a good thing to add? It would definitely be a good opportunity to have some conflict with Alan (he'd probably suggest eating it) and would give some easy emotional investment to the player.
Re: Subnautica can't be played: No intro cutscene, menus broken can't interact with anything
Hi,
i have the same Problems and checked my System for the sonic Studio but it isn't installed.
I had reinstalled the game and deleted all the files in the steam -> common etc. directory before I had installed it again. There is no Sound in die startmenu and when I start a new "Survival" Game (no existing Safed games) there is just the loading screen and "click any key to continue". Then there is just a black screen and after some seconds the info "Press F8 to report any Bugs".
When I start a new game in the sandboxmode I can start the game, but I can not do anything. I tried to open the menu by press "ESC" but I just see the menu and can not click on any button.
I have rebooted the System after the Installation and tried to reinstall my graphic Card Driver but the issue is still the same.
Subnautica Below Zero works on my System properly.
I hope somebody will have a solution for us
Edit: I had attached the Output_log to the post.
The Problem seems to be the following:
SystemNotInitializedException: FMOD Studio initialization failed : Calling initialize : ERR_OUTPUT_INIT : Error initializing output device.
at FMODUnity.RuntimeManager.CheckInitResult (RESULT result, System.String cause) [0x00000] in <filename unknown>:0
at FMODUnity.RuntimeManager.Initialiase (Boolean forceNoNetwork) [0x00000] in <filename unknown>:0
at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <filename unknown>:0
And there is a null pointer exception:
MainLoop aborted
(Filename: C:/Subnautica/plastic_workspace_unity/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at FMODUnity.RuntimeManager.OnDisable () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Edit2: Some hours later
I fixed it!!! Yeah!
There was the same sound issue with the Tropico 6 Beta (if you like simulation games, give this one a try!), so I first startet a driver update in the "Dell" Software, but there was no sound or graphic related driver mentioned. After the reboot I checked the sound confiugration and there was no "Raumklang" konfigured. (I don't know the name of the menu on englisch, perhabs it could by dolby sound - i have attached a JPG with the menu).
Now I have Sound in Subnautica and the game starts properly.
i have the same Problems and checked my System for the sonic Studio but it isn't installed.
I had reinstalled the game and deleted all the files in the steam -> common etc. directory before I had installed it again. There is no Sound in die startmenu and when I start a new "Survival" Game (no existing Safed games) there is just the loading screen and "click any key to continue". Then there is just a black screen and after some seconds the info "Press F8 to report any Bugs".
When I start a new game in the sandboxmode I can start the game, but I can not do anything. I tried to open the menu by press "ESC" but I just see the menu and can not click on any button.
I have rebooted the System after the Installation and tried to reinstall my graphic Card Driver but the issue is still the same.
Subnautica Below Zero works on my System properly.
I hope somebody will have a solution for us

Edit: I had attached the Output_log to the post.
The Problem seems to be the following:
SystemNotInitializedException: FMOD Studio initialization failed : Calling initialize : ERR_OUTPUT_INIT : Error initializing output device.
at FMODUnity.RuntimeManager.CheckInitResult (RESULT result, System.String cause) [0x00000] in <filename unknown>:0
at FMODUnity.RuntimeManager.Initialiase (Boolean forceNoNetwork) [0x00000] in <filename unknown>:0
at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <filename unknown>:0
And there is a null pointer exception:
MainLoop aborted
(Filename: C:/Subnautica/plastic_workspace_unity/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at FMODUnity.RuntimeManager.OnDisable () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Edit2: Some hours later
I fixed it!!! Yeah!
There was the same sound issue with the Tropico 6 Beta (if you like simulation games, give this one a try!), so I first startet a driver update in the "Dell" Software, but there was no sound or graphic related driver mentioned. After the reboot I checked the sound confiugration and there was no "Raumklang" konfigured. (I don't know the name of the menu on englisch, perhabs it could by dolby sound - i have attached a JPG with the menu).
Now I have Sound in Subnautica and the game starts properly.