FEEDBACK - some comments/ideas and feedback
Nikonthenet
UK Join Date: 2016-05-12 Member: 216680Members
I’ve been totally blown away with Subnautica. It really is a wonderful game.
-I say that as someone who’s been playing games since Spy Vs Spy on an Atari XL in the 80’s and very rarely have I enjoyed a game as much as this. Big thanks to the team for making such a wonderful experience!
Theres only a few gripes I have with the game so far...
1. EXTERNAL BASE LIGHTS
So far I have tested the following: Spotlight, Flood light, Light Stick.
The lighting options are great, but the restrictions on each really make them moot. The game does an excellent job of creating a heavy/dangerous atmosphere with scientific flair, and for the most part provides good and fun tools to aid survival, but not the lighting for the following reasons. I think this is an issue that has big impact on game-play, as the lights themselves also serve large amounts of atmospherics.
My issue is; the area immediately surrounding our base should be well lit to aid us getting into the habitat safely...and quickly like our lives depended on it, which often it does! The same is true for the Cyclops yet both have limited/restrictive lighting options.
FLOODLIGHT -this is a good, bright, stationary light. This is ideal to light an entrance to a habitat and surrounding area, for safe and fast entrance when the situation demands. It also adds excellent ambience. I was using one to conduct tests of new equipment in safe conditions before going deeper...until the battery ran out despite being placed on my habitat!? We already have a flashlight, lightstick, sub lights...why do we need another battery powered light?
SUGGESTION: When placed at our base, Floodlights should use the bases power.
SPOTLIGHT - this light creates some ambience but thats about it. Its great that it uses base power, but its not good because its moving. If i’m rushing to get back to safety, I really don’t need the light to be moving around as I try to locate the entrance in a hurry.
SUGGESTION- the spotlight would be amazing IF it could be mounted to the Cyclops.
LIGHTSTICK - this is great at what it does. Its a field light and should be battery powered(where the floodlight should not be).
SUGGESTION: The colour of the lightstick is very white, I think a softer ambience would work well -more like the Seaglide’s bluish hue.
2. INTERNAL BASE LIGHTS
SUGGESTION: Please allow us to turn down the base lights, just as we can with the Cyclops lights.
3. CYCLOPS the forward facing lamps are terrible! The lights on the Seamoth are more powerful. The Cyclops desperately needs many more lights to illuminate below and off to the sides, it is a deep sea research vessel afterall!
SUGGESTION: Allow mounting of Spotlights on the hull.
CYCLOPS PRESSURE DOORS - Each time we enter the sub, the doors are reset to open. I close the doors to limit damage should the worst happen, but the game over-rides this.
SUGGESTION: The doors should be reset closed!
4. DIGGING - so far, I’ve had to dig very little! The game centers around exploration and discovery, and this could be extended into digging, even just moving the sand away to uncover the loot.
SUGGESTION: a certain Flora may be seen emerging from the ground, yet the interesting part is the root, which must be dug up.
5. WEATHER - why no changing environmentals?
SUGGESTION:
-huge swarms of floaters drift in, damaging bases, subs etc
-vast fields plankton drift, clouding vision, attract big feeders
-water spouts/whirlpools/tornado(in shallow water)
6. CONTENT - Really my only concern for the game is that there may not be enough content to discover. I’m already beginning to think I’ve seen the majority of lifeforms in only 20hrs playing.
SUGGESTION:What if we have a creature creator some-what like the Spore game, where players could design and download each others creations to provide an ever-changing and unending supply of new and exciting things to discover!? To remove creatures you don’t like that invade your game, we could use science to study them and develop a toxin/virus type thing. I’m going to gather my ideas and start a thread in the Ideas section...if you like this idea, please call by and post
Heres a link: http://forums.unknownworlds.com/discussion/142185/creature-creator?new=1
Thanks for reading if you got this far. Good luck to the Devs with the launch of the game
-I say that as someone who’s been playing games since Spy Vs Spy on an Atari XL in the 80’s and very rarely have I enjoyed a game as much as this. Big thanks to the team for making such a wonderful experience!
Theres only a few gripes I have with the game so far...
1. EXTERNAL BASE LIGHTS
So far I have tested the following: Spotlight, Flood light, Light Stick.
The lighting options are great, but the restrictions on each really make them moot. The game does an excellent job of creating a heavy/dangerous atmosphere with scientific flair, and for the most part provides good and fun tools to aid survival, but not the lighting for the following reasons. I think this is an issue that has big impact on game-play, as the lights themselves also serve large amounts of atmospherics.
My issue is; the area immediately surrounding our base should be well lit to aid us getting into the habitat safely...and quickly like our lives depended on it, which often it does! The same is true for the Cyclops yet both have limited/restrictive lighting options.
FLOODLIGHT -this is a good, bright, stationary light. This is ideal to light an entrance to a habitat and surrounding area, for safe and fast entrance when the situation demands. It also adds excellent ambience. I was using one to conduct tests of new equipment in safe conditions before going deeper...until the battery ran out despite being placed on my habitat!? We already have a flashlight, lightstick, sub lights...why do we need another battery powered light?
SUGGESTION: When placed at our base, Floodlights should use the bases power.
SPOTLIGHT - this light creates some ambience but thats about it. Its great that it uses base power, but its not good because its moving. If i’m rushing to get back to safety, I really don’t need the light to be moving around as I try to locate the entrance in a hurry.
SUGGESTION- the spotlight would be amazing IF it could be mounted to the Cyclops.
LIGHTSTICK - this is great at what it does. Its a field light and should be battery powered(where the floodlight should not be).
SUGGESTION: The colour of the lightstick is very white, I think a softer ambience would work well -more like the Seaglide’s bluish hue.
2. INTERNAL BASE LIGHTS
SUGGESTION: Please allow us to turn down the base lights, just as we can with the Cyclops lights.
3. CYCLOPS the forward facing lamps are terrible! The lights on the Seamoth are more powerful. The Cyclops desperately needs many more lights to illuminate below and off to the sides, it is a deep sea research vessel afterall!
SUGGESTION: Allow mounting of Spotlights on the hull.
CYCLOPS PRESSURE DOORS - Each time we enter the sub, the doors are reset to open. I close the doors to limit damage should the worst happen, but the game over-rides this.
SUGGESTION: The doors should be reset closed!
4. DIGGING - so far, I’ve had to dig very little! The game centers around exploration and discovery, and this could be extended into digging, even just moving the sand away to uncover the loot.
SUGGESTION: a certain Flora may be seen emerging from the ground, yet the interesting part is the root, which must be dug up.
5. WEATHER - why no changing environmentals?
SUGGESTION:
-huge swarms of floaters drift in, damaging bases, subs etc
-vast fields plankton drift, clouding vision, attract big feeders
-water spouts/whirlpools/tornado(in shallow water)
6. CONTENT - Really my only concern for the game is that there may not be enough content to discover. I’m already beginning to think I’ve seen the majority of lifeforms in only 20hrs playing.
SUGGESTION:What if we have a creature creator some-what like the Spore game, where players could design and download each others creations to provide an ever-changing and unending supply of new and exciting things to discover!? To remove creatures you don’t like that invade your game, we could use science to study them and develop a toxin/virus type thing. I’m going to gather my ideas and start a thread in the Ideas section...if you like this idea, please call by and post
Heres a link: http://forums.unknownworlds.com/discussion/142185/creature-creator?new=1
Thanks for reading if you got this far. Good luck to the Devs with the launch of the game
Comments
I do agree with what you said about the lighting. The options are limited and could use some TLC.
The tracking is a great feature! But again one I'd prefer on my Cyclops.
Its not that I think any of the Lighting Items are bad, I just think the limitations make them very similar and overly restrictive in application and ultimately fun!
Mhh, ok, some poison farters are near too, but not that far that I need to do something about them.