Idea for encouraging tech progression without wiki reliance
JJJoeJabba
Irvine, CA Join Date: 2016-11-18 Member: 224046Members
Just posted this on steam before realizing that the devs may not read it there.
I see complaints about the need to reference the wiki for information on tech being sought. Yet, at the same time, I think we can all admit that if you chanced upon obscure tech in a hard to find spot, the emotional gratification is much better than if it is simply strewn about everywhere on the ocean floor (as the developers may be tempted to do to satisfy us experienced players who simply want to quickly acquire what we already know exists).
I propose a method for sensing unknown technology that would guide players. Perhaps it could be an instrument that is built and deployed by the player somewhere in the world, then once back at the scanner room of the base (provided that scanner room tech isnt tooooo hard to find ) the player could sync with the deployed electronic scanner (or some fancy name for a thing that would detect foreign substances / altera hardware, etc) and would be provided with a rough guidance to the nearest unknown tech.
I like this approach because it still requires work and resources and the player is only given guidance to 1 additional tech per scanner, but it guarantees that a completionist can be sure they have acquired everything without ever needing to lose immersion by checking online.
Also, provided I have some way to locate it, I prefer to have to go far away on a exploration to find something worthwhile. We only need these scattered in many spots if it is basic tech or there is no easy way to find it. If tech is everywhere, it takes a way a huge compelling reason to discover all the great locations that have been created
Any thoughts?
Btw- This game may be after my heart for my favorite of all time.
I see complaints about the need to reference the wiki for information on tech being sought. Yet, at the same time, I think we can all admit that if you chanced upon obscure tech in a hard to find spot, the emotional gratification is much better than if it is simply strewn about everywhere on the ocean floor (as the developers may be tempted to do to satisfy us experienced players who simply want to quickly acquire what we already know exists).
I propose a method for sensing unknown technology that would guide players. Perhaps it could be an instrument that is built and deployed by the player somewhere in the world, then once back at the scanner room of the base (provided that scanner room tech isnt tooooo hard to find ) the player could sync with the deployed electronic scanner (or some fancy name for a thing that would detect foreign substances / altera hardware, etc) and would be provided with a rough guidance to the nearest unknown tech.
I like this approach because it still requires work and resources and the player is only given guidance to 1 additional tech per scanner, but it guarantees that a completionist can be sure they have acquired everything without ever needing to lose immersion by checking online.
Also, provided I have some way to locate it, I prefer to have to go far away on a exploration to find something worthwhile. We only need these scattered in many spots if it is basic tech or there is no easy way to find it. If tech is everywhere, it takes a way a huge compelling reason to discover all the great locations that have been created
Any thoughts?
Btw- This game may be after my heart for my favorite of all time.
Comments
I personally use the wiki to look for where to find resources more than i do fragments, so I think that the scans of the outcroppings (limestone, basalt, and sandstone) should include where they frequently appear (Which biome they appear in) that would help loads.
First time poster, and fairly new player. I didn't quite use the wiki to progress through my first game, but I was a bit disappointed to rely on lucking out to find tech and I'm sure my enjoyment of the game would have been significantly lessened if I didn't happen to find the cell charger, since I only found the moonpool 10-ish hours later : an unusable seamoth would have been very, very dispappointing indeed.
That said, I think a precise scanner device would waste the exploration/discovery part of the early game. The "initial" scanning is made through the Com Array and the lifepods location anyway, since there's usually a wreck around them containing the basic scannables. Since most prints are in wreck, I believe if one blueprint in the plot-indicated places would allow you to build some kind of sonar tool or base module that just help finding further wrecks, it would be enough...
I would have loved to have some clue on where to find diamonds though. Basic metals I figured out, but diamonds ? Those one are hard to find.
IDEAS TO HELP NEW PLAYERS
A scanner or room etc that displayed points of interest perhaps? Poi would be a general area and not specific to maintain exploration, they could be colour coded or on a level from easy to hard with a varying poi sized area.
The scanner could work on the basis that it scans outwards from it's starting position or on a scale of early to end game items and equipment with the early game items being the first poi to ping on the scanner. This could help new players get the initial starting gear and help guide progression.
End game items and equipment could have a much wider poi and so require more exploration and be harder to find.
To top it off the entire thing could be a option that can be disabled to cater for all.