New loot system and tech tree design - Subnautica

SystemSystem Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond

imageNew loot system and tech tree design - Subnautica

If you’ve been playing the Experimental branch of Subnautica on Steam Early Access this week, you may have noticed that the entire loot system and crafting tech tree have been...

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  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    (Post moved to Subnautica site, oops)
  • GameOverGameOver Germany Join Date: 2003-10-15 Member: 21700Members, NS2 Map Tester, Reinforced - Shadow
    edited February 2015
    Nice. I like it.
    It give's you more the feeling of having achieved something.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited February 2015
    My only immediate concern (before playtesting in the next 15 minutes) is that if loot is relegated to safe shallow reefs only.. what gameplay incentives are there for me to explore elsewhere?

    I mean I would be naturally curious to explore.. but if I quickly realized that everything I needed for progression was back at that one area, I'd be hard pressed to leave it for progression's sake, let alone explore risky zones elsewhere. This makes me concerned that the issue of not having loot feel "special" by discovering it throughout the world through your exploring efforts - may still occur?


    I misread!
  • AsisdeadAsisdead California Join Date: 2015-02-24 Member: 201536Members
    I just recently bought Subnautica and have been playing on experimental. Glad to see this loot system as in general things did just seem too easy to get and too fast. One thing of note and im sure that tuning to drop rates and quality of loot will be addressed in the future but in particular salt seems to be very rare considering we need to use it for both food water and magnesium, admittedly magnesium is only used for the welder currently. Ive been having to just eat uncooked food take the h2o hit and then make water from airbladders.

    Ideally eventually we should be able to just filter the salt from the saltwater and the water to well.. drink through some kind of machine but i would guess that something like this is already planned in the eventual fleshed out base system. Really though im enjoying the game quite a bit more then i thought i would and im extremely impressed by your guys openess in regards to development with your trello page, public feedback and changes pages and even this post. Star citizen likes to tout themselves as the people being involved in development but not even with them to do you get this close of a look. Keep up the good work I look forward to seeing the future of this game.
  • SeldkamSeldkam Join Date: 2014-01-01 Member: 191213Members
    If Iron Horse is understanding it right, I'm totally on board with that-- though I'm assuming there will be more important things later on that will require exploration of more dangerous areas...
  • AsisdeadAsisdead California Join Date: 2015-02-24 Member: 201536Members
    IronHorse wrote: »
    My only immediate concern (before playtesting in the next 15 minutes) is that if loot is relegated to safe shallow reefs only.. what gameplay incentives are there for me to explore elsewhere?

    I mean I would be naturally curious to explore.. but if I quickly realized that everything I needed for progression was back at that one area, I'd be hard pressed to leave it for progression's sake, let alone explore risky zones elsewhere. This makes me concerned that the issue of not having loot feel "special" by discovering it throughout the world through your exploring efforts - may still occur?

    Im not sure where you get this assumption? If you look at the diagram you'll see that loot is distributed across all biomes from playing experimental a lot of this isnt in the game yet but thats the eventual plan. The only mention of loot being in safe shallows is in reference to

    " Loot elements are now put in the world primarily in one and only one place (“coral walls in safe shallows”) to make it clear to players where they must go if they want something. This also means that old areas won’t become obsolete as the player plunges downward."

    Which just simply means certain items are found in certain biomes to make them never useless. If you have a base 200m deep where all the minerals you currently need are but you need coral walls? well you gotta go back to safe shallows to get them. In effect its the opposite of what you said, you'll need to go to all different places to gather materials giving a reason to go to biomes, not stay inside one.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    (Just ignore Mr @ironhorse. He needs to learn to RTFP :P
  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    edited February 2015
    Just looking at the diagram there and something that was said. In the diagram it shows for enameled glass sandshark tooth is needed. Now it's stated in the written post that stalker teeth/tooth is needed? I've been playing experimental during the week the loot changes were made and in all that time I've not found one stalker tooth/teeth. How exactly do you get these? I've tried killing stalkers, giving stalkers fish and giving stalkers scrap metal. Nothing, not one bit of stalker teeth. I've been able to get everything else that's able to be gotten, save for lithium which I have to go into deep water for. So the question is... what is up with getting stalker teeth?
  • AsisdeadAsisdead California Join Date: 2015-02-24 Member: 201536Members
    Just looking at the diagram there and something that was said. In the diagram it shows for enameled glass sandshark tooth is needed. Now it's stated in the written post that stalker teeth/tooth is needed? I've been playing experimental during the week the loot changes were made and in all that time I've not found one stalker tooth/teeth. How exactly do you get these? I've tried killing stalkers, giving stalkers fish and giving stalkers scrap metal. Nothing, not one bit of stalker teeth. I've been able to get everything else that's able to be gotten, save for lithium which I have to go into deep water for. So the question is... what is up with getting stalker teeth?

    You do in fact give stalkers scrap metal, its how i got my stalker teeth, hold it in your hand, they'll take it from you, they will now have dropped 1-2 stalker teeth on the ground, and they look like.. well teeth so go look for them on the seafloor, it helps not to do this in an area like the kelp forest cause the grass makes it impossible to see the teeth, do it in just an open sandy area.
  • boalexboalex United States Join Date: 2015-02-24 Member: 201539Members
    So I played Subnautica when the loot system was revamped and it was a bit of a shock to me given that I was too used to the old system. However, after reading this post I understand the need to change the system a bit better. I like the idea of condensing materials and being more dependent on creature loot as this would play very well with the whole scientist character the game is going with.

    My only issue is having 3 salt deposits to form magnesium. This is the same salt deposit we use to make food from the fish we catch, so I'm just going to assume the salt deposits are our regular sodium chloride (NaCl). Magnesium (Mg) is a wholly different element, so you can't get magnesium just from NaCl unless the fabricator knows how to perform nuclear fusion. However, unrefined sea salt does contain small amounts of magnesium among other things, so is this what the devs intend to happen when crafting magnesium from salt deposits?

    Maybe instead of just crafting from A to B you could implement an extraction and purification system. Example is to use a salt deposit in a fabricator and from it you'll have a high probability of receiving refined sodium chloride for food use and a moderate probability of receiving refined magnesium to use for other items. Other things you could receive from salt deposits could be calcium, sulfates, and salt-resistant bacteria. All of these exist because their trace amounts are found in substances that interact continuously with a wild environment. From that you could possibly receive more loot just from one item and hopefully condense the loot system. Although, I'm not sure if this would make loot feel more "special" or solve the stumbling upon loot rather than finding it issue, but I trust the devs in understanding that more than I.
  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    Asisdead wrote: »

    You do in fact give stalkers scrap metal, its how i got my stalker teeth, hold it in your hand, they'll take it from you, they will now have dropped 1-2 stalker teeth on the ground, and they look like.. well teeth so go look for them on the seafloor, it helps not to do this in an area like the kelp forest cause the grass makes it impossible to see the teeth, do it in just an open sandy area.

    yup awesome for the tip managed to get a good supply of teeth. Another thing I noticed... you can sort of tame Stalkers by giving them two fish, after that the things follow you around like a pet and don't attack you lol
  • Nuki255Nuki255 US Join Date: 2015-01-06 Member: 200658Members
    edited February 2015
    boalex wrote: »

    My only issue is having 3 salt deposits to form magnesium. This is the same salt deposit we use to make food from the fish we catch, so I'm just going to assume the salt deposits are our regular sodium chloride (NaCl). Magnesium (Mg) is a wholly different element, so you can't get magnesium just from NaCl unless the fabricator knows how to perform nuclear fusion. However, unrefined sea salt does contain small amounts of magnesium among other things, so is this what the devs intend to happen when crafting magnesium from salt deposits?
    rofl.. I was wondering that too. Separating atoms/elements is one thing but adding protons/neutrons.

    yup awesome for the tip managed to get a good supply of teeth. Another thing I noticed... you can sort of tame Stalkers by giving them two fish, after that the things follow you around like a pet and don't attack you lol

    holy crap.. seriously? Must try it.
  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    noticed with the few updates today how many more salt deposits there are which is GOOD! I might just switch back to survival when I feel like it.
  • SeldkamSeldkam Join Date: 2014-01-01 Member: 191213Members
    Lol, I usually hate it when people talk about realism in games, but 3 salt to make magnesium is pretty funny-- though I don't see a reason to change it just now if it is balanced well, that's what matters
  • The_HawkThe_Hawk South Africa Join Date: 2015-02-12 Member: 201321Members
    all good changes esp the ingot for scaling
  • Nuki255Nuki255 US Join Date: 2015-01-06 Member: 200658Members
    [
    Seldkam wrote: »
    Lol, I usually hate it when people talk about realism in games, but 3 salt to make magnesium is pretty funny-- though I don't see a reason to change it just now if it is balanced well, that's what matters

    You might want to change it because it's utterly and totally wrong in the context it's being used. Magnesium Chloride is a salt and can be found in seawater, however it's not typically used in food. That's Sodium Chloride. This is a science fiction game. Science being the first word there, it makes more sense to keep things at least within some proper scientific context.
  • SeldkamSeldkam Join Date: 2014-01-01 Member: 191213Members
    I think its better to value balance over "realistic SciFi" which is an oxymoron Imo, but yea I get what you mean
  • ZourinZourin White Castle Join Date: 2015-02-27 Member: 201577Members
    edited February 2015
    Definite step up with the new X-build. My 2¢ in passing is that there should be places outside of the starting regions to find core materials (eg, salt), even if they're rare cave-pockets. I'm finding gameplay still heavily tethered to the shallows because of food, and copper/acid shrooms for batteries as a more distant concern. There probably should be salt pocket caves in other biomes that would reward exploration and deploying undersea bases. Civ 101: build where the food is.

    I lament the loss of sand as an ingredient, however. :(
  • SeldkamSeldkam Join Date: 2014-01-01 Member: 191213Members
    True, it would make sense for sand to be an ingredient right?

    Oh well

    XD
  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    edited February 2015
    Think of it in a different way, the way it is currently is just a base for them to work with. Later on they could add a lot more, there's potential for quite a few machines you can/could make. Grow your own acid mushrooms? Salt extractor from the sea water? Desalination machine to extract fresh water from sea water (could work for both salt extraction and fresh water extraction?) Crystal growing machine to grow those quartz crystals? There's a lot you could do once you get infrastructure (a base) in place where you would have the power infrastructure to run these machines.
  • ZourinZourin White Castle Join Date: 2015-02-27 Member: 201577Members
    edited February 2015
    Think of it in a different way, the way it is currently is just a base for them to work with. Later on they could add a lot more, there's potential for quite a few machines you can/could make. Grow your own acid mushrooms? Salt extractor from the sea water? Desalination machine to extract fresh water from sea water (could work for both salt extraction and fresh water extraction?) Crystal growing machine to grow those quartz crystals? There's a lot you could do once you get infrastructure (a base) in place where you would have the power infrastructure to run these machines.

    Total self sufficiency is a hard thing to do, but limited self-sufficiency can go a long way. Fish farms would be difficult to do because of the need to feed the fish that are feeding you.. so I'd say fish farming is out (although it shouldn't be possible to deplete the natural population as just one person), but having a gizmo that produced 2 salt crystals and 1 filtered water per day (leeching power off the cyclops/base power grid) would go quite a ways in extending player ranges. At some point, you may become fairly self-sufficient for salt and water needs, but you wind up needing more copper and quartz for the power cells instead.
  • boalexboalex United States Join Date: 2015-02-24 Member: 201539Members
    Zourin wrote: »
    I lament the loss of sand as an ingredient, however. :(

    I do too, but it also took up a lot of space in the inventory when accidentally harvested.
    Seldkam wrote: »
    True, it would make sense for sand to be an ingredient right?

    Oh well

    XD

    You are correct as sand has been historically used to create glass. It's the silica in sand that's vital to create the glass we know and use. However, natural sand does contain impurities that will give glass coloration. It also can affect its melting temperature, durability, and other physical properties. In modern and contemporary use, purified silica sand is preferred to create transparent glass. Other chemicals such as sodium carbonate and calcium oxide are added to improve the workability of the glass.

    Quartz is a silica mineral and can be a perfect substitution to make glass. It's possible to make a case for the use of quartz over sand in Subnautica to create more durable and reliable windows for our scientist.

    However, I worry that the loot system will place too much dependence on quartz and there doesn't seem to be any indication of it respawning. Although, future patches and the dev team might give us new tech that will allow us to artificially create our own materials and make us self-sufficient as Requiemfang has suggested.
  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    Zourin wrote: »
    Think of it in a different way, the way it is currently is just a base for them to work with. Later on they could add a lot more, there's potential for quite a few machines you can/could make. Grow your own acid mushrooms? Salt extractor from the sea water? Desalination machine to extract fresh water from sea water (could work for both salt extraction and fresh water extraction?) Crystal growing machine to grow those quartz crystals? There's a lot you could do once you get infrastructure (a base) in place where you would have the power infrastructure to run these machines.

    Total self sufficiency is a hard thing to do, but limited self-sufficiency can go a long way. Fish farms would be difficult to do because of the need to feed the fish that are feeding you.. so I'd say fish farming is out (although it shouldn't be possible to deplete the natural population as just one person), but having a gizmo that produced 2 salt crystals and 1 filtered water per day (leeching power off the cyclops/base power grid) would go quite a ways in extending player ranges. At some point, you may become fairly self-sufficient for salt and water needs, but you wind up needing more copper and quartz for the power cells instead.

    which might I point out with the copper issue is that they have a drilling platform in the works which I think will solve long term resource issues in terms of metal materials.
  • ZourinZourin White Castle Join Date: 2015-02-27 Member: 201577Members
    edited February 2015
    I'm pretty sure deposits respawn. This, I'm assuming, after spending almost a "week" nearly starving to death and suddenly finding bits of salt beneath the lifepod. What I can't confirm or assume is if fish respawn as well. The shallows were still pretty empty in my last game.
    which might I point out with the copper issue is that they have a drilling platform in the works which I think will solve long term resource issues in terms of metal materials.

    My only concern with the drilling is that it's, at least at a concept level, a functional replacement for scuba-scavenging, which currently forms the backbone of Subnautica gameplay. Helpful, sure, but it needs to help support a more ambitious goal than just 'free batteries'.

    That said, the Shallows provide enough raw material for current gameplay, which I will tenatively call "Starter Survival" gameplay. Completing a Cyclops is the most logical step up in completing larger projects for Quality of Life/Scaling Survival Needs, but that's still where it ends for now. If Fins, Tanks, and Beacons are Starter Survival, then what is the Cyclops, Sea Bases, and Mines to help achieve besides simply themselves? Good Dev questions, if a little out of scope for the discussion still.
  • VandragoraxVandragorax United Kingdom Join Date: 2015-02-24 Member: 201533Members, Subnautica Playtester
    @Zourin - you don't have to keep going back to shallows if you don't want to. Go swim around the red grassy plains areas and catch a load of Spadefish. They replenish food AND h20 (not negative) so you are no longer reliant on salt once you can swim that far down.
  • ZourinZourin White Castle Join Date: 2015-02-27 Member: 201577Members
    @Vandragorax true. I may be wrong about the respawning materials as well. I'm getting a sneaking suspicion that my sense of misdirection kept landing me both near my pod and near untapped resources. It's bad when I can't recognize my own starting areas. If these are depletable resources, then.. ick.
  • VandragoraxVandragorax United Kingdom Join Date: 2015-02-24 Member: 201533Members, Subnautica Playtester
    I'm pretty sure I've seen salt deposits come back once picked, or at least spawning new ones in very close proximity. We'd have to get dev confirmation on how the spawning of loot nodes works though I guess, otherwise it's all just speculation ^_^
  • SeldkamSeldkam Join Date: 2014-01-01 Member: 191213Members
    spadefish op, nerf


    Anyways, I think most things will come clear once we finally have the ability to analyze creatures ... IT should clear up a lot of questions
  • VandragoraxVandragorax United Kingdom Join Date: 2015-02-24 Member: 201533Members, Subnautica Playtester
    It seems that in the new crafting update, Spadefish has been updated to just provide +food. However the other fish still provide - hydration unless cooked, so it has an advantage there still ;)
  • SeldkamSeldkam Join Date: 2014-01-01 Member: 191213Members
    The main gameplay mechanic now is surviving but I think later it won't be centered quite as it is now...
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