Things needed

1badninja1badninja Oklahoma Join Date: 2017-03-19 Member: 229043Members
Let me start by saying I just started playing SN again a couple days ago to see how development is coming for the first time in probably a year or more. I havent gotten real deep yet (at 300m with the seamoth and just got the PRAWN suit unlocked). With that said, I am extremely impressed. This game is turning out to be incredible.

However after extended play periods I noticed some things that bugged me and some things I felt I should be seeing.

1: Some of the Fauna desperately need to migrate around a bit more. The Gastropods for instance. They stay in a very small area swimming in circles unless you chase them away to a new area, which they then stay in. I was unlucky enough to have 2 or 3 of them that swam right in the area of the lifepod when I spawned in. So everytime I went in or out of the pod I was met with a toxic green cloud. The Reaper Laviathin is a terrifying creature, until you realize you can spot him from a mile away if you're watching and he will just stay right where he's at swimming in circles if you dont get too close. He would be soo much more scary and affective if you could accidentally run into him or if he could sneak up on a careless diver in any biome below a certain depth.

2. A wider variety of behaviours amd hunting tactics among fauna. Currently pretty much everything just swims around a bit. If its a predator it will attack if you get too close. And thats pretty much it. If you were to go explore our oceans, you'd find some creatures swimming in schools, solo, chilling out laying in a burrow waiting for prey to pass by, camouflaging themselves to wait for prey(Sand shark is an awesome idea but it fails as he gives himself away and doesnt set still and wait for you to get close like he should instead they stay under sand for about 5 seconds then come out swim around and go back in.), lots of creatures crawl on the ocean floor whether it be by tentacles, legs, or fins, etc... it would be incredible to see something designed after the angler fish that bates you with different objects on the ground outside of a burrow that he's holding onto with a well hidden tentacle or something. Funny enough, I think the Reaper would be much better suited for sitting still waiting in burrows and lungeing out at anything that comes close... it actually looks designed for that behaviour by the long body and the claw like mandible things on its head.

3. Some fauna should be attracted to/drawn by certain things. Blood(yours and blood of wildlife) should attract some predators, schools of fish should attract others, lights (especially at night) should appeal to some enough for them to come investigate(irl some fish are attracted to light because they think its light reflecting off the scales of their prey)... give the player something to think about before they decide to kill something, cruise through a deep area at night with lights on, etc.. consequences.

4. If its not already in the undertones of what I have already wrote... there needs to be some more "jump out and get you creatures" whether its a big creature sneaking up from a seeminglt bottomless abyss as you're cruising through or things camouflaged and waiting on an easy dinner. At first I was scared of what could be lurking anywhere and ready to pounce. But I learned fairly quickly that you can go pretty much anywhere, fairly carelessly at that. Anything that is a threat is usually visible from a long distance and wont bother you if you dont get close enough to trigger it. Some creatures need to be faster at striking as well... the stalker for instance. You can easily get out of your vehicle with 4 or 5 stalkers around and quickly collect teeth or whatever you're after then get back in your vehicle without a problem.

5. Some predators shouldnt attack you by default. Take real life sharks as an example. You can go swim with them, touch them, whatever and chances are they wont hurt you. Put a dead fish in your pocket, cut your finger, or something and you're in a lot of trouble real quick.

6. More interaction with fauna. I know the devs are trying to stay away from killing and harvesting. Thats cool I respect that and its a cool idea. However as of now most fauna are just there. And often in the way. So it would be awesome to really push the alien study aspect. Maybe a syringe to get blood samples, you spot a dead infected creature you should go collect a tissue sample, you should be able to learn some tech, tools and upgrades from studying fauna. A power source would be cool(learned from creatures and plants that emit light). I really feel you should be able to harvest the toxic pods from a Gastropod for something.. maybe you use them to make ammo for a gun that shoots a cloud of gas into an area to clear it(not kill just run them off) out for you to go investigate or pick something up. Maybe the door of a wreck is surrounded by bone sharks.. now you have a way to clear the place out. Or maybe learn a teleporting tech(mahine or/and gun?)from Warpers. Tagging creatures with trackers and thermometers would be cool. Tranquilizer gun and a need to study fauna to find an effective tranquilizer for certain types.


7. A bit more variation in creature types.. no Im not suggesting the devs create millions of them lol. I know there are already a lot. But there need to be some more creatures with only tentacles, some more crustaceans, stuff that clings to coral(similar to starfish and urchins), air breathing creatures similar to whales and dolphins that have to surface for air, nothing I have seen yet has pinchers(i know I'm not that far yet).

8. Real Creatures that need a Subnautica counterpart: Bobbit worm(google it, no redesign needed this dude fits right in), sarcastic fringehead, angler fish(but bigger, smarter, and fishes for you), octopus(redesigned of course), giant isopod, spoonbill, alligator gar, sturgeon, catfish(something big with a flat head and whiskers).

9. Please do away with Cave crawlers...no offense to devs. But these guys just dont work well. They seem very inspired by the Tektite in Zelda. But in Zelda they work because you have a sword to use as a bat when they jump at you. In Subnautica they are just annoying and something you gotta dodge. The physics look unrealistic.. Yea, I just dont care for them at all with this game.

10. A giant dry underwater moonpool type cave forest/jungle type biome(maybe there is one I havent found or maybe its planned idk). Think: Journey to the Center of the Earth.. a place like that with a whole different set of creatures, things to study, loot, and important parts of the story.

11. Cave Mouth..Idk why I want this... but a huge creature that camouflages itself in rocky areas or under sand and holds its mouth open. Its mouth looks very similar to a cave entrance. Except this cave entrance is slightly moving when it breathes.. gotta watch out before going into just any hole now.

Anyways thats about all. I have more suggestions but I dont want to make a long post even longer. Let me know what you guys think.

Comments

  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    You can harvest gas pods for gas torpedos and the transfuser and teleportation tech are post-V1.0 plans (transfuser is some halfway done already). But I concur with the overall idea; there's still room to flesh out various critters and plants.

    Hmm, if you don't like cave crawlers, you've got two more disappointments waiting for you. Which is why they won't be done away with. Any of the cannons and the rifle takes care of them though, although I usually stack up on medkits and just run past.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Yeah, try grabbing gasopod pods with a propulsion cannon and firing them sometime.
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