Suggestions to add endgame challenges to Subnautica Below Zero
Milkshake
Romania Join Date: 2019-01-30 Member: 249782Members
Dear developers,
I have played through the story of the original game several times, and had only one major criticism for it.
The story is quick to finish after having acquired all the blueprints and crafting all items and upgrades, and the player is then left with a large arsenal of toys and amazing bases, but no incentive to continue playing beyond finishing the story and discovering all biomes.
I have two suggestions for additional challenges to be added for players to enjoy dozens of hours of gameplay beyond the story:
Firstly, I would recommend the addition of extremely hard-to-find collectibles (similarly to the addition of the cuddlefish), such as base decorations for example. Another possibility would be extremely rare materials that can be used to craft decorations or fun upgrades that are not essential to finishing the story. I must stress out the notion of rarity for these, as this way, the players would have an incentive to explore every inch of the map.
Secondly, I recommend the addition of hidden challenge areas that do not play a role in the story (and are perhaps locked until completing all or most of the story). These areas should involve a significantly higher difficulty to pass through, and maybe only possible with creative tactics. For example, an area could consist of tight tunnels with modified versions of the brute shark, making them faster and much more aggressive. This way, hardcore players can exercise their mastery of the game's mechanics to the limits. At the end of such an area, a special reward may be found, such as the collectibles mentioned earlier.
Please consider implementing challenges of this sort, as it will add a great amount of satisfaction to the many fans such as myself.
If you are not a developer, feel free to comment additional ideas for endgame challenges
I have played through the story of the original game several times, and had only one major criticism for it.
The story is quick to finish after having acquired all the blueprints and crafting all items and upgrades, and the player is then left with a large arsenal of toys and amazing bases, but no incentive to continue playing beyond finishing the story and discovering all biomes.
I have two suggestions for additional challenges to be added for players to enjoy dozens of hours of gameplay beyond the story:
Firstly, I would recommend the addition of extremely hard-to-find collectibles (similarly to the addition of the cuddlefish), such as base decorations for example. Another possibility would be extremely rare materials that can be used to craft decorations or fun upgrades that are not essential to finishing the story. I must stress out the notion of rarity for these, as this way, the players would have an incentive to explore every inch of the map.
Secondly, I recommend the addition of hidden challenge areas that do not play a role in the story (and are perhaps locked until completing all or most of the story). These areas should involve a significantly higher difficulty to pass through, and maybe only possible with creative tactics. For example, an area could consist of tight tunnels with modified versions of the brute shark, making them faster and much more aggressive. This way, hardcore players can exercise their mastery of the game's mechanics to the limits. At the end of such an area, a special reward may be found, such as the collectibles mentioned earlier.
Please consider implementing challenges of this sort, as it will add a great amount of satisfaction to the many fans such as myself.
If you are not a developer, feel free to comment additional ideas for endgame challenges