Newbie Feedback (started playing after Precursors update)

XzanronXzanron Join Date: 2016-12-21 Member: 225299Members
First time through, started after Precursor update landed, 24 hours playtime.

The story through messages was nice, the seabeam countdown was excellent, I didn't realise land even existed until I hunted for the landing zone. Trying to race through the precursor site after I realised from the messages that the sunbeam was likely to be shot down was excellent, only to then see it explode when my time ran out :(. I have to admit the sense of rushing and panic was excellent. Also risking travelling that far from my lifepod (I only had the seaglide) was a big step and the story sort of forced me into it.

I've avoided the wiki and other things as much as possible. (playing in freedom mode). Eventually I used it once or twice though, the first time to find the multi-purpose room. I had reactors and other components I just couldn't build because I had no rooms in my base that would hold them and nothing to help me understand how to fix that. I never found the floating island myself I guess i never picked the correct direction (see navigation/tracking below).

My achievements, in case that helps people understand how much I've done (or not)
  • I have a Seamoth, Prawn and Cyclops
  • I have a base, with a moonpool, bioreactor, nuclear-reactor
  • I have seen/scanned some Sea Treaders
  • I've visited 2 islands
  • I've found the underground abandoned base
  • I've seen those blue balls at the bottom of the ocean, can't seem to use them for anything though
  • Explored the Aurora and repaired the reactor leaks. (assuming there's only one part/entrance to explore)

My biggest issues/feedback (other than bugs like framerate):
  • Quartz - it seemed plentiful to start with, then I built a base and I totally ran out of it. Had to start scavenging my windows for stuff I needed more :(
  • No watch - I really missed not being able to tell the time. Seems like a fundamental thing to have in a HUD or in the lifepod
  • Navigation and tracking where I'd been was awful. I eventually found a compass, which helped, as did beacons, but without a range to the beacon it's hard to even do manual (i.e on paper) mapping. Even if only the starting lifepod (and not the beacons) had a range value it would be possible to map stuff manually.
  • I had to use the wiki (and youtube videos and eventually debug coordinates) to find spore sacks for aerogel. I actually had the cyclops before the PRAWN because of that, which is why I looked it up, as that seemed very odd.
  • My base flooded at one point, I had no idea why (I think I ran my cyclops into it), where the problem was, needs more feedback/information. I did start adding water tight doors after that.
  • I hear rumours of a mapping room, never seen it or even a piece of it, maybe that would solve my navigation issues
  • I have the PRAWN, but no other arms for it (I do a have a torpedo arm but nothing else) and I guess I need some mining arm for those big chunks of stuff, unless there's a hand-held drill somewhere I've not found yet.
  • Are there any "normal" gloves? I'm still wearing the radiation ones.
  • It's very scary when the depth indicator goes red. I thought the depth would kill me (or the trip back up). I've never dived in my life and even I know it's dangerous to go too deep. Eventually I realised it wouldn't and I started exploring deeper.
  • I discovered my oxygen tanks stacked by accident. I'd been planning to swap them out manually when one ran out; turns out I didn't need to.
  • I have a load of eggs, no idea what to do with them, I tried putting them in the aquarium to hatch, but it wouldn't let me.
  • Why can I charge batteries but not powercells? Is there a charger I've simply not found yet?
  • Why is cyclops storage so small? I can't even fit my gear into it (tile is too big), so I built a bigger locker myself.

Still playing, still exploring, still avoiding the wiki.

Edit: Added spoiler tag, case the comment was aimed at me.

Comments

  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    edited December 2016
    Not entirely sure if your questions are made to have answers considering you avoid the wiki. I think these are safe though:
    • UWE is busy reworking the signal system. Don't know if they'll add distance, but it's requested a lot and it makes sense to have.
    • Before the December update, the PRAWN required uranium instead of aerogel. It seems to have been something of a mistake that the ingredient got replaced without spore sacks being made more common. It'll probably get fixed next update.
    • That mapping room you speak of is very much unfinished. It won't help you with what you need and overall expect to be underwhelmed unless you're an enthusiast for making pretty pictures safely.
    • Some things can only be found if you are thorough. Consider revisiting a wreck or two with full gear.
    • There aren't any non-radiation gloves. There's every intention to have some more eventually, but development hasn't gone in that direction yet.
    • There was one update mid-2016 in which air tanks were made non-stackable (and able to hold more), but then it was changed back due to fan demand. The fact you can exchange them is used as reasoning as to why they stack and the middleman is cut out by just having all your tanks work towards one whole air supply.
    • You can hatch eggs, but they won't hatch in an aquarium. Too tiny.
    • Does it make sense for there to be a power cell charger?

    And yes on the quartz. I really hope we can get respawnable resources one day.
  • XzanronXzanron Join Date: 2016-12-21 Member: 225299Members
    edited December 2016
    DrownedOut wrote: »
    Not entirely sure if your questions are made to have answers considering you avoid the wiki. I think these are safe though:
    [...]
    And yes on the quartz. I really hope we can get respawnable resources one day.

    I'm ok with answers, thanks. I think I've pretty much got as far as I can without the wiki and as this is early access there's also the difficulty of knowing if what I'm missing is because it's simply not there yet, or because it's deliberate/bug/poorly-implemented/not-fully-realised etc., so it's getting much harder to avoid stuff as I try to find out issues.
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    edited December 2016
    Avoiding the wiki means some... Careful answering will be needed XD
    My answers in bold:
    Quartz - it seemed plentiful to start with, then I built a base and I totally ran out of it. Had to start scavenging my windows for stuff I needed more :(
    There's a few biomes that you can reach easily that are flooded with quartz, but early on yeah there's a relatively limited supply of them. Depends on how quartz-hungry you are though heh. The Scarce Reef - the empty'ish place right beside the blue pod reef (Grand Reef) has a lot of quartz and salt, and the scary scary trench right beside that has even more. I would not recommend swimming past that trench though.

    No watch - I really missed not being able to tell the time. Seems like a fundamental thing to have in a HUD or in the lifepod
    Agrreed, being able to tell what time it is would be nice.

    My base flooded at one point, I had no idea why (I think I ran my cyclops into it), where the problem was, needs more feedback/information. I did start adding water tight doors after that.
    Hull integrity. Every time you build something onto it your base will state that the integrity's lowering, and each compartment will say it takes away or adds to that value. The doors do help with containing flooding though when it happens, but its best to prevent it to begin with :) Building Foundations and Reinforced Plating helps a ton.

    I hear rumours of a mapping room, never seen it or even a piece of it, maybe that would solve my navigation issues
    The mapping room doesn't do anything permanent, but you can scan for nearby resources - like quartz and more - to see if you've missed any in the nearby area.

    Why is cyclops storage so small? I can't even fit my gear into it (tile is too big), so I built a bigger locker myself.
    No clue. I don't even bother with its storage myslef, instead optiong to build my own in the little 'living area' along with an aquarium, some posters, and other various interior pieces ^^
  • FoxyFoxy United Kingdom Join Date: 2014-08-19 Member: 198032Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow
    Please use spoiler tags or risk deletion with extreme prejudice.
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    Foxy wrote: »
    Please use spoiler tags or risk deletion with extreme prejudice.

    Fixed up my post just in case xD
  • HiSaZuLHiSaZuL N.Y. Join Date: 2016-11-11 Member: 223803Members
    In experimental the whole signal beacon system is vastly reworked. Each signal can be color coded, turned on and off and beacons have distance.

    Eggs require alien containment tank.
    Cyclops' PDA entry states that it has vast storage capabilities...
    The cyclops is the most popular and reliable deep-sea submersible in the galaxy. By comparison to the competition it can be crewed by just one pilot, hence the name. It features:

    Manual piloting controls and forward observation deck for precision maneuvering
    Dry dock for transportation and maintenance of scouting vehicles
    Extensive storage solutions in the stern section <---
    Internal and external video feeds
    Onboard AI for collision and damage detection
    Multiple customization options


    Ratings:

    Top Speed: 8m/s
    Acceleration: 3m/s/s
    Distance per power cell: Variable
    Crush depth: 500m below sea level
    Dimensions: 54m x 14m x 12m
    Persons: 6


    NB The cyclops does NOT feature:

    Habitation quarters: It is recommended the captain draw up a rota to decide who gets to sleep in the corridor each night
    Emergency ballast: In the event of flooding and full power failure this vehicle WILL sink
    Extensive customization options
    first time it was added it had 0 storage. The lockers are a sad joke sadly. Can't wait for UWE to finally use that entire area for a whole bunch of them and with proper storage capacities, since atm a single buildable locker has more space then entire cyclops put together(not really but it's pretty close).
  • MichloMichlo Originally Wallasey, UK now Los Angeles, US. Join Date: 2016-09-10 Member: 222215Members
    Rezca wrote: »
    Foxy wrote: »
    Please use spoiler tags or risk deletion with extreme prejudice.

    Fixed up my post just in case xD

    I think this was aimed at the OP and I agree.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    Xzanron wrote: »
    DrownedOut wrote: »
    Not entirely sure if your questions are made to have answers considering you avoid the wiki. I think these are safe though:
    [...]
    And yes on the quartz. I really hope we can get respawnable resources one day.

    I'm ok with answers, thanks. I think I've pretty much got as far as I can without the wiki and as this is early access there's also the difficulty of knowing if what I'm missing is because it's simply not there yet, or because it's deliberate/bug/poorly-implemented/not-fully-realised etc., so it's getting much harder to avoid stuff as I try to find out issues.

    Hmm, for what it's worth, I can tell from what you have and what you don't have that you haven't visited several wrecks (properly). Well, that or your save game is bugged. Don't take risks, but try looking around more
    on the West half of the map.

  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    You can hatch eggs in the
    Alien Containment Unit, drop them in there, you can't use the planter, kind of obviously but not if you haven't used the planter in those before.[/url]
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