Best Of
New here, and want to say thank you
Hello @ all.
me from Gemrany, and i want to say "Thank you".
Long time i think about, to buy Subnautica, because the past with "Survice" was all other than nice in my Eyes.
but the Nautic and the Ocean in this game, are so amazing that i buy, and now ?
3 days ago ? i see nothing but more than 40 Hours Subnautica, just: the first Days of my Holidays i cant stop to play.
VERY NICE WORK! REALLY GREAT!
For me one of the best Gaming Feelings ever
and beside of Witcher 3 the best Gaming Experiance since 15 Years.
Very thank you for this absolutly nice Game!
I hope we will get more Content, and more Epic places, and the Ideas (and the Money vor Dev) of the Team
will never end !
Short: keep up the good Work, i absolutly love this game!
( PS. sorry for my bad English, i hope you can understand ).
me from Gemrany, and i want to say "Thank you".
Long time i think about, to buy Subnautica, because the past with "Survice" was all other than nice in my Eyes.
but the Nautic and the Ocean in this game, are so amazing that i buy, and now ?
3 days ago ? i see nothing but more than 40 Hours Subnautica, just: the first Days of my Holidays i cant stop to play.
VERY NICE WORK! REALLY GREAT!
For me one of the best Gaming Feelings ever
and beside of Witcher 3 the best Gaming Experiance since 15 Years.
Very thank you for this absolutly nice Game!
I hope we will get more Content, and more Epic places, and the Ideas (and the Money vor Dev) of the Team
will never end !
Short: keep up the good Work, i absolutly love this game!
( PS. sorry for my bad English, i hope you can understand ).
Glass roof
Are there going to be glass roofs in the game. I recall they were in the multipurpose rooms picture. It would be so cool for my greenhouse part of my base to have these domes.


Re: Subnautica vs No Man's Sky
Subnautica: 20 $
No Man's Sky: 60 $
No Man's Sky: 60 $
Subnautica vs No Man's Sky
1. WORLD
Subnautica: Hand-crafted single world, planet 4546-B; no deformable Terrain (though this used to be in, it was removed for optimization purposes), but everything hand-placed, unique Biomes filled with even more unique creatures.
No Man's Sky: Massive universe, something like 18 quintilian planets but it's procedurally generated by an algorithm; lifeforms are also procedurally generated.
2. LIFE
No Man's Sky: Species in No Man's Sky are procedurally-generated, and can be affected by a number of factors such as the player, surrounding area, environment, or location. Plant lifeforms can range from the purple bio-luminescent mushrooms showcased on Sayall, to the green grass and trees of New Ventu, while creatures include both the towering Daplokarus and the small fish-like Ictaloris Alus. All flora and fauna in the game is mathematically generated using a series of algorithms, rather than being individually designed. Fauna can be fed to befriend them. The food needed to befriend an animal varies by species, but is usually easy to obtain on their native planet. Befriended animals have a smiley-face icon. Befriended fauna will occasionally give you gifts of a small amount of a neutral element or point out interesting features. Fauna can also be killed to obtain resources, and can be scanned after they've been killed. Hostile, aggressive fauna that are near the player are indicated by a red paw icon; they will attack and try kill the player when in range.
Subnautica: Species in Subnautica are not procedurally-generated; instead each Biome contains its own distinct flora and fauna. Plant lifeforms can range from the purple bio-luminescent acid mushrooms in the Safe Shallows, to the massive Creepvines of the Kelp Forest, to the odd Ming and Bulbo Trees of the Floating Island, while creatures include both the fearsome Reaper Leviathan and the small Peeper fish. Some fauna - the Stalker - can be fed to befriend them; they will reward you with Scrap that can be turned into Titanium. The animals are not 'deliberately' hostile; it doesn't 'feel' gamey; Stalkers - for example - will go after you, but they'll go after anything they see as prey, and will give up after a while. Bonesharks are highly aggressive and will bang on your Seamoth. The Rabbit Rays are friendly and will (at some point) be able to take things from your hand like the Stalkers. We will be getting a Cutefish pet that we can interact with.
3. MARKETING
No Man's Sky: Epic fail. No Man's Sky was hyped up and then Hello Games didn't deliver. They weren't open with their customers and in the end a lot of things were cut. Failed dreams and broken promises. Feels like an alpha.
Subnautica: Friendly, open community. The developers of the game often chime in with what's going on / what they're doing, etc. We can have some influence on how the game is developed (oxygen tanks fiasco?) and the devs may or may not change things based on what we like or don't. Feedback on bugs and issues can be given from inside the game itself, and there is a HUGE Trello, a board where everything that's being worked on is displayed openly for our perusal. Playtesters from this community frequent the Trello to report bugs and issues. The devs are awesome, friendly, and so open with us it's uber-cool; they even gave us a video tour of where they went on vacation!
The game is in Early Access with two branches - experimental and stable - and if something is going to be cut the Devs clearly explain why (terraforming?) The game - even without story - is playable, though there are of course bugs if you go experimental.
Uhhh... anyone else want to add to this?
Subnautica: Hand-crafted single world, planet 4546-B; no deformable Terrain (though this used to be in, it was removed for optimization purposes), but everything hand-placed, unique Biomes filled with even more unique creatures.
No Man's Sky: Massive universe, something like 18 quintilian planets but it's procedurally generated by an algorithm; lifeforms are also procedurally generated.
2. LIFE
No Man's Sky: Species in No Man's Sky are procedurally-generated, and can be affected by a number of factors such as the player, surrounding area, environment, or location. Plant lifeforms can range from the purple bio-luminescent mushrooms showcased on Sayall, to the green grass and trees of New Ventu, while creatures include both the towering Daplokarus and the small fish-like Ictaloris Alus. All flora and fauna in the game is mathematically generated using a series of algorithms, rather than being individually designed. Fauna can be fed to befriend them. The food needed to befriend an animal varies by species, but is usually easy to obtain on their native planet. Befriended animals have a smiley-face icon. Befriended fauna will occasionally give you gifts of a small amount of a neutral element or point out interesting features. Fauna can also be killed to obtain resources, and can be scanned after they've been killed. Hostile, aggressive fauna that are near the player are indicated by a red paw icon; they will attack and try kill the player when in range.
Subnautica: Species in Subnautica are not procedurally-generated; instead each Biome contains its own distinct flora and fauna. Plant lifeforms can range from the purple bio-luminescent acid mushrooms in the Safe Shallows, to the massive Creepvines of the Kelp Forest, to the odd Ming and Bulbo Trees of the Floating Island, while creatures include both the fearsome Reaper Leviathan and the small Peeper fish. Some fauna - the Stalker - can be fed to befriend them; they will reward you with Scrap that can be turned into Titanium. The animals are not 'deliberately' hostile; it doesn't 'feel' gamey; Stalkers - for example - will go after you, but they'll go after anything they see as prey, and will give up after a while. Bonesharks are highly aggressive and will bang on your Seamoth. The Rabbit Rays are friendly and will (at some point) be able to take things from your hand like the Stalkers. We will be getting a Cutefish pet that we can interact with.
3. MARKETING
No Man's Sky: Epic fail. No Man's Sky was hyped up and then Hello Games didn't deliver. They weren't open with their customers and in the end a lot of things were cut. Failed dreams and broken promises. Feels like an alpha.
Subnautica: Friendly, open community. The developers of the game often chime in with what's going on / what they're doing, etc. We can have some influence on how the game is developed (oxygen tanks fiasco?) and the devs may or may not change things based on what we like or don't. Feedback on bugs and issues can be given from inside the game itself, and there is a HUGE Trello, a board where everything that's being worked on is displayed openly for our perusal. Playtesters from this community frequent the Trello to report bugs and issues. The devs are awesome, friendly, and so open with us it's uber-cool; they even gave us a video tour of where they went on vacation!
The game is in Early Access with two branches - experimental and stable - and if something is going to be cut the Devs clearly explain why (terraforming?) The game - even without story - is playable, though there are of course bugs if you go experimental.
Uhhh... anyone else want to add to this?
Subnautica Kudos
I am a long time gamer... very long time.
I watched Subnautica for a while with curiosity. An underwater survival game seemed like an interesting twist on the genre. Along came the Steam sale, so I picked it up and I have to say the game is brilliant.
So this is just a big "Damn good job" to the Subnautica team. The aesthetic is so good, and the game is so immersive (pun intended). I love the symbiotic vibe of the game. Please NEVER change that. Yes there are some obvious defects (debris floating in air, audio looping), but it is early access and the game is so good that I really don't care.
Kudos to the whole team!

So this is just a big "Damn good job" to the Subnautica team. The aesthetic is so good, and the game is so immersive (pun intended). I love the symbiotic vibe of the game. Please NEVER change that. Yes there are some obvious defects (debris floating in air, audio looping), but it is early access and the game is so good that I really don't care.
Kudos to the whole team!
Re: Subnautica vs No Man's Sky
It is interesting how opposite the two games are: NMS is mind boggling in size yet has nothing interesting in it. Subnautica is just a cube 3km to a side with fascinating stuff crammed into every square inch.
Apparently Hello Games forgot that exploration is about discovering things, not wandering aimlessly and looking at pallet-swaps forever.
Apparently Hello Games forgot that exploration is about discovering things, not wandering aimlessly and looking at pallet-swaps forever.
Discovered a hidden Aurora log, science officer eyes only.

I knew this plot seemed familiar...
Re: When seeding a server, how much would you like those rounds to affect your hive skill?
We decided how we're going to do this. We're going to do a mix of A,B, and C. First for each player we compute their "weighted time," essentially the fraction of the round they played, but weighting the beginning of the game more than the end. The formula is
weighted_time = a^( - join_time) - a^( - quit_time) / a^( - round_start) - a^( - round_end).
Where a is a parameter that controls the balance between the beginning and the end of the round, the same parameter that is used in the rest of the skill system.
We sum the weighted times for the human players on each team, and then scale the weighting of the round by
(min( sum_weighted_times, 12 ) / 12) ^ 4
So if there are 10 human players for the whole match, the round will get scaled down by (10/12)^4 = 0.48. If there are 8 human players for the whole match, the round will get scaled down by 0.20. (6/12)^4 = 0.062 and so forth.
The reason for doing this with a smooth function to scale it down is that there are a lot of edge cases otherwise. Consider the case where a full server of players is screwing around in the ready room. 4 players join teams and start the game, then 30 seconds later or so, the rest of the server joins up. We don't want to handle that with some arbitrary threshold.
weighted_time = a^( - join_time) - a^( - quit_time) / a^( - round_start) - a^( - round_end).
Where a is a parameter that controls the balance between the beginning and the end of the round, the same parameter that is used in the rest of the skill system.
We sum the weighted times for the human players on each team, and then scale the weighting of the round by
(min( sum_weighted_times, 12 ) / 12) ^ 4
So if there are 10 human players for the whole match, the round will get scaled down by (10/12)^4 = 0.48. If there are 8 human players for the whole match, the round will get scaled down by 0.20. (6/12)^4 = 0.062 and so forth.
The reason for doing this with a smooth function to scale it down is that there are a lot of edge cases otherwise. Consider the case where a full server of players is screwing around in the ready room. 4 players join teams and start the game, then 30 seconds later or so, the rest of the server joins up. We don't want to handle that with some arbitrary threshold.
Re: how did the aurora crash?
The Aurora was shot down by a MacGuffin cannon. 

UWE Extensions Log
We've created a google doc which we will be updating whenever what is contained in an extension changes.
Ideally we'd only have one extension, but due to the way workshop works only one person can push to a single workshop mod, so we have needed to create multiples. This document also shows who maintains each of them (this is just a logistical detail).
Our hope is that by centralizing this information it will help to make what is included in these mods less mysterious, as well as give us a place to elaborate on the "why" of some of these changes.
See the details here:
http://tinyurl.com/ns2extensions
Technical Overview of Extensions:
http://tinyurl.com/ns2extsoverview
Ideally we'd only have one extension, but due to the way workshop works only one person can push to a single workshop mod, so we have needed to create multiples. This document also shows who maintains each of them (this is just a logistical detail).
Our hope is that by centralizing this information it will help to make what is included in these mods less mysterious, as well as give us a place to elaborate on the "why" of some of these changes.
See the details here:
http://tinyurl.com/ns2extensions
Technical Overview of Extensions:
http://tinyurl.com/ns2extsoverview