Major Problems / Ideas - Checklist
olamedia
Russia Join Date: 2016-06-08 Member: 218270Members
* https://trello.com/b/WEDPjhjg/subnautica-feature-vote is a joke? who makes this feature list?
* Linux. This is my primary system, i don't want to go back to windows even for such nice game.
* Water at ground level inside bases - really disturbing
* Seamoth should be upgraded faster and have larger max depth than Cyclop (Cyclop starting with 500m max makes Seamoth useless until upgraded 2 times)
* Garbage utilization unit required. Machine/reactor to remove extra unwanted resources (salt, copper ore) since thrown objects DO NOT disappear with time.
* Water generator requires too much power => Useless since fruits replenish thirst too. 2 Fruit trees is enough to fulfill ALL food and water needs.
* Nuclear generator on a base? Useless and too high price for a base energy. => Make a space on Cyclop or some new vehicle. Thermal/Solar/Bio is enough for almost any base
* Glitch through base/vehicle => Stuck => Death (check collision by the vector, not with steps)
* Dive under base fundament on a coast => Standing on a ground, stuck in fundament => Deconstruct fundament => Get water in a base.
* Object is movable, but not by the player => [Stuck between object and ground/wall/another object => Death] / [Can not enter to structure (chest near the door on the island is the example)]
* Add crouch, allow to jump and crouch in small space - see above
* Fix terraformer: Let it build sand/soil instead of ugly coral-like mix. Let it build in smaller chunks in height - i need to fix ugly stepladder road on the island.
* Scanner room is useless on a base. Move to vehicle.
* Get loot from dead fish / pickup dead fish
* Open PDA in Seamoth
* Replace energy source in bioreactor without destroying reactor. [Flush] button, for example
* Add manual for upgrades, especially for Sonar and Perimeter - it is not obvious to select upgrade with digit and click LMB, preferably as a section in PDA
* Add some note about Seamoth light projector RMB control
* Multipurpose rooms are tiny when have a reactor or large aquarium. I suggest room upgrading by attaching up to 8 sections making ring around and connected to multipurpose room (without walls).
* Cruise control or Transmission (Full forward / Slow Forward / Neutral / Slow backward / Full backward) for Cyclop. It is boring to press W for 3-5 minutes when travelling from island to island without ability to detach finger from keyboard.
* Bio reactor should be cheapest power source in any term, lowest output. Thermal - should have a bit more high price, output much higher than solar and bio. Solar panels should be costly (in terms of advanced materials, not the quantity) - ~10-20 panels equal to single thermal, 2-3 panels equal to single bio. Nuclear should be as rewarding as it can - fuel should lasts for weeks, lets say, 1 in-game month without refuelling, output highest, of course, equal to 3-5 thermal or even more.
* Consider placing magnetite closer or making beacons even cheaper (or copper less rare) - it is much harder to navigate in open sea than on land, almost without "landmarks".
* Consider adding mining plant at least for titan - since it's the primary building resource. Or adding large rocks you can harvest multiple times from - in addition to small chips. Or similar to Treaders - have some large creatures poop with certain metal chips.
Minor:
* Place Treaders deeper - it's too easy to find them and then get Lithium
* Sonar upgrade for Cyclop! Cyclop is already useless in any way other than movable storage/base. Raise a visibility a little.
* Simple map with visible current point. Call it GPS or something an place into PDA as an extension or into vehicle. Let it be 8 .png 1000x1000 or 256x256, install it and then allow player to choose color of the point player/vehicle is. (Dropping radio beacons is enough for tracking the POI, but not enough to track visited/unvisited areas.)
* If u call it GPS, i suggest adding a costly launchable rocket with sattelite to do the job.
* Lighting issues: Reflected light from the top inside cyclop; need some ambient light with vehicle projectors - light not only goes straight, but should be dispersed/reflected
* Silver and Titan are rarest unexpectedly. Not a problem if map will be expanded or this ores with quartz will be renewable resource, else it will limit base number to 1-
* Dim base lights
* Sonar module for suit (Connected to Seamoth)
* Visual: objects inside of the base are visible from Cyclop
Pretty much nothing to do after building Cyclop. Got it on day 2 after buying a game.
Built every single thing and every module/upgrade in survival mode, except for thermal station, torpedoes and costly knifes.
The checklist left for me atm is: visit all minor wrecks, explore all caves, make torpedoes upgrade, learn if it is possible to kill the boss, build thermal station, try to make a power line to it, go under 2000m
So, stop adding new models for animals, plants and base/vehicle stuff, and start working on gameplay for players who built everything.. after fixing major bugs
Since Cyclop is like a movable base, i suggest:
s1. Make map infinite or 5-10 times larger
s2. Add a large belt of void around initial 4000x4000 square without animals and plants to survive and impossible to build bases. Place there a sea emperor.
s3. Add POIs far outside of initial 4000x4000 square, far to move on Seamoth - without planted food.
s4. Make those POIs exciting places to visit with extra technologies and storyline.
Else there is only 2 minor points in Cyclop existence: Movable storage (Seamoth with 4 storage upgrades = 8x8=64 storage space) & Fortress (Stay on Base / Island)
If you want to add even more beauty and realism, add weather with winds, moving clouds, rain, dark clouds, thunder and large waves. With so many moons still water is impossible
* Linux. This is my primary system, i don't want to go back to windows even for such nice game.
* Water at ground level inside bases - really disturbing
* Seamoth should be upgraded faster and have larger max depth than Cyclop (Cyclop starting with 500m max makes Seamoth useless until upgraded 2 times)
* Garbage utilization unit required. Machine/reactor to remove extra unwanted resources (salt, copper ore) since thrown objects DO NOT disappear with time.
* Water generator requires too much power => Useless since fruits replenish thirst too. 2 Fruit trees is enough to fulfill ALL food and water needs.
* Nuclear generator on a base? Useless and too high price for a base energy. => Make a space on Cyclop or some new vehicle. Thermal/Solar/Bio is enough for almost any base
* Glitch through base/vehicle => Stuck => Death (check collision by the vector, not with steps)
* Dive under base fundament on a coast => Standing on a ground, stuck in fundament => Deconstruct fundament => Get water in a base.
* Object is movable, but not by the player => [Stuck between object and ground/wall/another object => Death] / [Can not enter to structure (chest near the door on the island is the example)]
* Add crouch, allow to jump and crouch in small space - see above
* Fix terraformer: Let it build sand/soil instead of ugly coral-like mix. Let it build in smaller chunks in height - i need to fix ugly stepladder road on the island.
* Scanner room is useless on a base. Move to vehicle.
* Get loot from dead fish / pickup dead fish
* Open PDA in Seamoth
* Replace energy source in bioreactor without destroying reactor. [Flush] button, for example
* Add manual for upgrades, especially for Sonar and Perimeter - it is not obvious to select upgrade with digit and click LMB, preferably as a section in PDA
* Add some note about Seamoth light projector RMB control
* Multipurpose rooms are tiny when have a reactor or large aquarium. I suggest room upgrading by attaching up to 8 sections making ring around and connected to multipurpose room (without walls).
* Cruise control or Transmission (Full forward / Slow Forward / Neutral / Slow backward / Full backward) for Cyclop. It is boring to press W for 3-5 minutes when travelling from island to island without ability to detach finger from keyboard.
* Bio reactor should be cheapest power source in any term, lowest output. Thermal - should have a bit more high price, output much higher than solar and bio. Solar panels should be costly (in terms of advanced materials, not the quantity) - ~10-20 panels equal to single thermal, 2-3 panels equal to single bio. Nuclear should be as rewarding as it can - fuel should lasts for weeks, lets say, 1 in-game month without refuelling, output highest, of course, equal to 3-5 thermal or even more.
* Consider placing magnetite closer or making beacons even cheaper (or copper less rare) - it is much harder to navigate in open sea than on land, almost without "landmarks".
* Consider adding mining plant at least for titan - since it's the primary building resource. Or adding large rocks you can harvest multiple times from - in addition to small chips. Or similar to Treaders - have some large creatures poop with certain metal chips.
Minor:
* Place Treaders deeper - it's too easy to find them and then get Lithium
* Sonar upgrade for Cyclop! Cyclop is already useless in any way other than movable storage/base. Raise a visibility a little.
* Simple map with visible current point. Call it GPS or something an place into PDA as an extension or into vehicle. Let it be 8 .png 1000x1000 or 256x256, install it and then allow player to choose color of the point player/vehicle is. (Dropping radio beacons is enough for tracking the POI, but not enough to track visited/unvisited areas.)
* If u call it GPS, i suggest adding a costly launchable rocket with sattelite to do the job.
* Lighting issues: Reflected light from the top inside cyclop; need some ambient light with vehicle projectors - light not only goes straight, but should be dispersed/reflected
* Silver and Titan are rarest unexpectedly. Not a problem if map will be expanded or this ores with quartz will be renewable resource, else it will limit base number to 1-
* Dim base lights
* Sonar module for suit (Connected to Seamoth)
* Visual: objects inside of the base are visible from Cyclop
Pretty much nothing to do after building Cyclop. Got it on day 2 after buying a game.
Built every single thing and every module/upgrade in survival mode, except for thermal station, torpedoes and costly knifes.
The checklist left for me atm is: visit all minor wrecks, explore all caves, make torpedoes upgrade, learn if it is possible to kill the boss, build thermal station, try to make a power line to it, go under 2000m
So, stop adding new models for animals, plants and base/vehicle stuff, and start working on gameplay for players who built everything.. after fixing major bugs
Since Cyclop is like a movable base, i suggest:
s1. Make map infinite or 5-10 times larger
s2. Add a large belt of void around initial 4000x4000 square without animals and plants to survive and impossible to build bases. Place there a sea emperor.
s3. Add POIs far outside of initial 4000x4000 square, far to move on Seamoth - without planted food.
s4. Make those POIs exciting places to visit with extra technologies and storyline.
Else there is only 2 minor points in Cyclop existence: Movable storage (Seamoth with 4 storage upgrades = 8x8=64 storage space) & Fortress (Stay on Base / Island)
If you want to add even more beauty and realism, add weather with winds, moving clouds, rain, dark clouds, thunder and large waves. With so many moons still water is impossible
Comments
Your use of "garbage" and "useless" could also be toned down. Not just for reasability, but also because it's incorrect. Even when I've got the lantern trees, I make use of water filtration machines. With as little equipment as currently uses base energy, the cost isn't that high. I don't use the nuclear reactor that much myself currently, but I know people who swear by it. Also, I had major issues finding the sea treaders myself, while I don't care much for the lithium atm because there's easier places to get the stuff.
Several of your complaints/advice points are fair. The relative lack of silver and basic materials is a known issue with much discussion on how to solve it. Clipping also is topic of importance. But several others make me question if you get the nature of the product you've purchased. It's in Early Access, about half finished atm. The entire Lava Zone has yet to be implemented, the Dunes and Crash Zone have yet to be mapped, there's one important addition yet to be made to the Grand Reef and one to the Aurora, and there's one or two regular biomes that have yet to be even seen a trace of. This is a product in development - development that currently is implemented until the acquisition of the Cyclops, and everything that is to happen thereafter (and some before) has yet to be added. This is also where the Cyclops (which itself is, rather obviously, currently unfinished) comes in: it will be the only way to get very far down and back. The Seamoth cannot do this, which is intentional because it gives the two different purposes. One doesn't make the other useless.
Terraforming will be removed altogether in the future.
Not to mention I found blueprint for it after building Cyclop