Some of the items that take really long to craft, the fabricator makes its sound for 2 seconds and then it is silent for the rest of the time, it needs sounds for the whole time it is crafting.
Whats the difference if all the raw materials are in your base, you are stacked either way, I only prepare 2 or 3 fish at a time anyway, and water makes itself. I don't want crafting to become a chore.
The way it is right now you can make all the food and water you need for a month in under a min or 2. With a longer crafting time you wouldn't be making a months worth of food, you would only make what you need making it harder. You cant tell me the ability to instantly craft things is fair.
How would only making what you need when you need it make it harder?
How does this even result in you only making what you need, since it's the same wait time no matter when you make it?
How is it "unfair"? What does that even mean? Because yes, I'm going to tell you that it's completely fair. Why wouldn't it be?
If you're gonna make such unintuitive claims you need to actually explain the mechanism or it just sounds like you're bullshitting.
I don't mind. I spend the waiting time with harvesting ressources. So *shrugs*
You're gonna spend the 7 seconds between each and every titanium ingot out harvesting resources? Only craft a single item every time you return to base?
That sounds like you'd have to go back to base a lot to make any progress, and begins to sound a bit tedious... Also, what are you going to do with all those resources you are gathering, if you've already got a long backlog of crafts you still need to make? Just accumulate them for the heck of it?
Seems like no matter how you do it, you're ultimately going to be sitting around waiting for the crafter timer to run down.
The way it is right now you can make all the food and water you need for a month in under a min or 2. With a longer crafting time you wouldn't be making a months worth of food, you would only make what you need making it harder. You cant tell me the ability to instantly craft things is fair.
I'm unsure how fairness enters the picture. Fairness requires a comparison to someone else and this is a single player game.
Second, who cooks a month in advance? Early game it's impossible, you're already cooking and eating everything fairly quickly. Late game I keep 3 salted fish and three water bottles on me and the rest in a habitat/water filter. Making me sit and wait to make them is not making the game harder, just more boring. But if I have to wait to make them, I'm going to have to start having cooking marathons where I fill up a locker to stockpile, so I don't have to wait for cooking AND crafting when I'm between explorations.
I dont wanna argue over an opinion, and there is no difference if your just crafting what you need the whole point i'm making is that you couldn't just craft lockers full of food with out putting time into it.
I dont wanna argue over an opinion, and there is no difference if your just crafting what you need the whole point i'm making is that you couldn't just craft lockers full of food with out putting time into it.
Considering spoilage is a thing that is already pretty difficult. Personally I would have problems gathering all the salt needed for curing unless I went completely overkill with filtration machines and generators.
I dont wanna argue over an opinion, and there is no difference if your just crafting what you need the whole point i'm making is that you couldn't just craft lockers full of food with out putting time into it.
I'm trying to understand, because you're trying to explain. Why do I need to put time into it? Why is that necessary? What does it add to the game besides boredom? How does it make things harder?
All those mint accounts only made to vote here make the validity of this poll highly dubious, no matter which way it will turn out.
I've only been playing Subnautica for a month, and learned of this forum's existence just yesterday from a post on Reddit's Subnautica page. My opinion and vote is just as valid as anyone else's is, thank you very much.
QTE and Crafting timers doesnt have any place in a game. Its horrible bad poor way to artificially lengthen gameplay. This is a sandbox game. im already spending more than enough time swimming around, finding what i need. Now i gotta sit here and watch some stupid timer.
Add more depth in other ways. make stuff take more power to create, thus creating a fun gameplay loop. You need more power and ways to get and store power. Maybe you cant always use solar panels because on en eclipse on the planet.
Add air management and other stuff to the game that engages the player. Timer break up gameplay, makes you wanna quit and no play. Thats what it did for me. Im not gonna stand around for 2-3 minutes to wait while a welder is creating and i dont have anything else to do,. because i need it now, i just gathered a ton of stuff.
Imagine if instead of having infinite power, the life boat did not have infinite batteries, but a solar panels. and you would instead have to make more solar panels and bigger batteries and store power, because creating stuff out of matter takes a lot of energy, it would probably accomplish the same, but be way more fun and make the player actively engaged and feel like they are progressing. But then again im not a game designer. But im a gamer for over 25 years so i know what i find fun. And ive yet to hear anyone ever say, wow yeah timers are fun!, they make the game so much better! also i have so much time in my life i dont know what to spend it on.
Its not like Subnautica is a game that is short, you can easily spend hours just swimming around exploring and gathering stuff, i dont need more stupid time wasting mechanics, and you cant even alt + tab, oh no no, then the crafting pauses.
And if you craft something that takes 3 min to make or whatever and you run low on food or water, you just die, because well oh shit, you obviously should have know it would take 3 min to make that welder.
Im not impressed. this feels like a stupid decision made from a PR person, that doesnt have a clue. Other games having timers, we should have timers. No add more content, add more gameplay, add more depth and complexity.
SidchickenPlumbing the subnautican depthsJoin Date: 2016-02-16Member: 213125Members
To the OP - please explain why not wanting to wait is not a valid reason to dislike this idea? When you're playing a game like, say, Starcraft, build times have a purpose - they are balanced proportionally to the value/effectiveness of what you're building. So a marine takes way less time to build than a battlecruiser. It looks like they're implementing similar build times in Subnautica - it's already quicker to build a seamoth than a cyclops, and soon it will be quicker to make an early game tool than a late game tool... the question is why? It doesn't really add anything to the gameplay, and it doesn't need to be balanced like that. I gave an example in the other thread on this topic of Skyrim crafting (I picked Skyrim because it's a purely single-player game that many of us have probably played). If you had to spend actual game hours smithing a sword or a suit of armor no one would want to do it. Now we will HAVE to do it, and that's not really acceptable. Can we walk away and do other stuff? Sure. But why should we have to?
I'd be OK with a few extra seconds for advanced tools, like the cyclops doesn't just materialize instantly it takes several seconds to build, but no more than about 15 seconds. Getting into multiple minutes for build time is just aggravating.
waittimeisfailthe grand reef of failureJoin Date: 2016-08-15Member: 221382Members
OK here's my take on it. Not everyone has all day to spend grinding away at something. Resource hunting is already becoming a bore and a chore with the laughably small inventory once you fill up with air tanks allowing longer dive times. Having to then wait minutes for things to be created for what reason? To keep people playing the game for longer? That's only a valid tactic for subscription based games where you want your players to remain in the game and playing it for longer.
I'd rather not end up desperately needing water only to find out my fabricator is only half way through building something. What would make more sense would be a cool down period where if you use the fabricator excessively you need to let it cool down. The more you use it, the longer the cool down up to a certain limit. I mean that's kind of how it works anyway if you build one in a base and have a single solar panel powering it, eventually after lots of crafting you run out of power.
Just my 2c and if it gets left in, I hope the cheat codes for spawning items gets left in too.
Maybe you could introduce advanced fabricators ie. fabricator mk 1, 2, 3 and so on that reduce the crafting time. Or industrial fabricators. I mean you have a 3D printer in an escape pod to begin with... wouldnt it make sense to build advanced stuff in your base later on?
You're gonna spend the 7 seconds between each and every titanium ingot out harvesting resources? Only craft a single item every time you return to base?
[...]
Seems like no matter how you do it, you're ultimately going to be sitting around waiting for the crafter timer to run down.
You don't need to leave base to harvest resources. On these short timers I either do inventory management or tend my gardens.
If you're so concerned about waiting times place another fabricator and you can produce stuff simultaneously.
The way it is right now you can make all the food and water you need for a month in under a min or 2. With a longer crafting time you wouldn't be making a months worth of food, you would only make what you need making it harder. You cant tell me the ability to instantly craft things is fair.
Who does that? Why do you have to ever do that? Early game you use everything up so fast, mid game you make it as you need it, or make a stockpile. Or I just have a planter with a lantern tree in my base/cyclops and carry a few salted things for deeper exploration. Stockpiling food like that even with instant crafting is a waste of time itself. You have to build all the storage for that too. And lets say I do. What super advantage did I get over making as needed? A little convenience, which is a reward of spending all that time to make a stockpile that big. And again, lantern trees.
Fairness isn't a factor at all. Who is it being unfair to? It is a single player game. Even if it wasn't, everyone would be able to do the exact same thing. So ya, I can tell you it is fair, but it is more accurate to say fairness isn't a quality of the situation at all.
You're gonna spend the 7 seconds between each and every titanium ingot out harvesting resources? Only craft a single item every time you return to base?
[...]
Seems like no matter how you do it, you're ultimately going to be sitting around waiting for the crafter timer to run down.
You don't need to leave base to harvest resources. On these short timers I either do inventory management or tend my gardens.
If you're so concerned about waiting times place another fabricator and you can produce stuff simultaneously.
Problem fixed.
Management isn't harvest. And once my inventory management is done? Inventory management isn't something always to be done and isn't greater than the amount of time this would take.
Having a fabricator tied up I can live with, just build another. But I don't want to sit around waiting. That's not enjoyable. Also, I like to tend to the task at hand. I gather all the materials I need so that I can craft my goals. I don't want to run off in the middle of that.
Not a fan of this feature. The fabricator's speed seems pretty low on the list of unrealistic factors in the game, and it seems pretty high on the list of important usability features. All this does is add extra dead space to the game. This is the kind of change that could really kill the game for me.
I'll say what I said in the other thread: realism in a game should not outweigh playability.
Cheers. Subbed to vote and so I voted. If there are timers - keep them to minimum please and best of everything to developers ! Love NS2 and this game.
I was expecting the Two Vs One handicap match of "Two for KEEPING timers, One for No timers", to split the vote too much for our voices to be heard.
Instead, "No Timers" has more than both combined. Commence Punch Out Music!
Anyways. This game just straight up does not have a robust enough crafting end to even deserve such timers. With them removing terraforming in the near future, crafting/building will have even less emphasis than before.
There is so little to go around for crafting as it is, that they are gating the only basic room that we have. Because there isn't anything else TO gate, but hallways. And they don't even give us any way to put air in them to start with, since we have to go and scan solar panels.
That's how bare bones crafting in this game is. That your undersea survival base defaults are "Air sold separately". IKIEA furniture is as hard to unlock as a nuclear reactor. Does that make Nuclear Reactors too easy to unlock, or beds too hard to unlock?
There is so many legit impressive things about this game. A robust crafting/building system sadly, is not one of them. And adding timers to them just hurts it, because there is no infrastructure of mechanics to make such timers meaningful. Not beyond any token "LOL go do something else I guess!" or insulting people because they think comparing their video game to microwave timers is insulting for such a promising game.
Subnautica is not a smartphone app timer game. Subnautica is better than that, and does not need to try and pad things out with superfluous timers. It is cool enough to stand on it's own without holding progress hostage with a clock. Three seconds, three minutes, either way is an insult to the hard work the Devs put into the rest of the game. Implying it is not worth your time, unless they MAKE you take extra time.
Terrible idea. This is not a free-to-play game, I don't need to be waiting on arbitrary timers. Gathering resources is time consuming enough and at least that is engaging as it involves exploration and hazard avoidance. Putting in creation timers adds nothing fun or engaging to the game.
Forced crafting timers make sense when rate of production is itself a game mechanic, which occurs in competitive multiplayer games when you're balancing what one player can produce vs. another. They also make sense (but are evil) in mobile games where the point is to annoy the player into buying time speed-ups with real money.
They make absolutely no sense in a single-player or cooperative multiplayer game. All they do is add tedium for no purpose. (Realism is not a factor. A future-tech 3D molecular printer that takes two minutes to craft something is not more realistic than one that takes four seconds. And in fact we're specifically trained by shows like Star Trek to expect the latter over the former.)
If you could set up a crafting queue, then it could be somewhat excused by actually being able to go out and find more resources while things are cooking up back at your base -- but SN doesn't have that. Nor do I think it would be useful to add a crafting queue to SN, since most of the time you are crafting things specifically to use on your next expedition, so you'd end up waiting for them anyway.
I enjoyed this game enough that I bought it twice, once on Xbox One and then again on PC after I finished building one. A large part of why I like it so much is that it doesn't overburden itself with unnecessary busywork like a lot of survival games do, instead putting all the focus on exploring the really beautiful and imaginative seascape. Crafting timers hobble what I consider to be the primary gameplay hook of the game for absolutely no good reason.
Let's just take the example of the Seaglide. If I have already gone through the trouble of collecting resources to build a Seaglide, there is no good reason for it to be gated behind some timer. At that point in the game there is so little else to do and I've already scavenged the area around the lifeboat for anything worth taking, so even the excuse of 'just go get more things' does not apply there. It's also worth pointing out that the Seaglide is the first major thing that really opens the game up and lets you see so much more and gather resources so much faster, it's the first major milestone for a new player to build. Making it take three and a half minutes to build the most important early-game item at a point where you can do basically nothing in the mean time is just absurd. And that's just pointing out one example of why timers are a terrible, terrible idea in this game.
Please do not let this game turn into an exercise in tedium.
I'm extremely surprised how many people are in the "yes" camp. Coming from that other thread I really felt like a minority. Guess not.
Manufacturing a false consensus by vote brigading and dog piling (with and without fake accounts) isn't that uncommon on the internet.
I even got my very own fanboy, who went through all my posts to put a disagree on every single one of them. So much effort, just to be petty.
Wow, he even disagreed with what you named your Cyclops. That's just rude. I think that thread really just **** the numbers of some of our profiles, cause it makes you look like someone nobody likes.
I had somebody disagree with my post saying "So I noticed you are the only one disagreeing with every single one of my posts, as of now".
Funny how the people for the long timers think there is some big conspiracy against them. It never occurred that people might have been enjoying the game not needing to interact with the devs until this change happened? Then once these timers were added, they decided they needed to seek out a way to communicate their dislike of the change. It's not brigading just because they have new accounts. They just felt it was necessary to register an account to voice their opinion.
Players' opinions created these timers and now players' opinions will (hopefully) change it back. I haven't seen a single argument for the long timers that makes any sense. All people offer are "do something else while the timer runs." What? I could do that without the timers, what do the timers add to the gameplay? If I am barred from playing the game by a timer, the solution is not to do something else I already could have done without the timer. Here's a solution for you: When you go to craft something, stop playing for 10 minutes. Sure the game isn't forcing you to do it, but it will be exactly the same. That way, people who actually want to play the game can get on with it, and the people obsessed with waiting for things to happen can set their own crafting timers. Why, you could even wait for two days if you wanted to.
Adding a crafting timer does not make the game more difficult. It does not make the game more fun. It does not add anything useful to the game in any way.
I had a little idea. Why not look into making it so that after the Aurora detonates, the Fabricator on the Life Pod begins to "malfunction", and afterwards that particular fabricator is the only one with the crazy long wait times?
I feel like this would encourage players to leave the comfort of the Life Pod as quickly as possible if this were the case.
I don't appreciate games wasting my time. If this change sticks around, I'm just going to stop playing Subnautica.
Unfortunately, as much as I love Subnautica, I can see excessive mandatory crafting wait times making this unplayable for me as well.
I'm not going to sit on my hands and wait 2 minutes for a tool to print. No thanks. If this addition makes it to Stable without the option to disable it, I'm going to have to re-evaluate my opinion of the game.
Chucklefish decided to spontaneously introduce crafting wait times in Starbound (for similarly "molecular printed" items, no less) and it was not well received. So of course a mod was quickly released that removed the crafting timers entirely.
I had a little idea. Why not look into making it so that after the Aurora detonates, the Fabricator on the Life Pod begins to "malfunction", and afterwards that particular fabricator is the only one with the crazy long wait times?
I feel like this would encourage players to leave the comfort of the Life Pod as quickly as possible if this were the case.
People find the Life Pod comfortable? I want out of it as fast as possible. Waterproof lockers for storage space are really annoying.
We've decided to reduce crafting times. You'll see this in the next experimental update in about 45 mins from this post. Please leave your constructive...(get it)...feedback
Comments
How would only making what you need when you need it make it harder?
How does this even result in you only making what you need, since it's the same wait time no matter when you make it?
How is it "unfair"? What does that even mean? Because yes, I'm going to tell you that it's completely fair. Why wouldn't it be?
If you're gonna make such unintuitive claims you need to actually explain the mechanism or it just sounds like you're bullshitting.
You're gonna spend the 7 seconds between each and every titanium ingot out harvesting resources? Only craft a single item every time you return to base?
That sounds like you'd have to go back to base a lot to make any progress, and begins to sound a bit tedious... Also, what are you going to do with all those resources you are gathering, if you've already got a long backlog of crafts you still need to make? Just accumulate them for the heck of it?
Seems like no matter how you do it, you're ultimately going to be sitting around waiting for the crafter timer to run down.
I'm unsure how fairness enters the picture. Fairness requires a comparison to someone else and this is a single player game.
Second, who cooks a month in advance? Early game it's impossible, you're already cooking and eating everything fairly quickly. Late game I keep 3 salted fish and three water bottles on me and the rest in a habitat/water filter. Making me sit and wait to make them is not making the game harder, just more boring. But if I have to wait to make them, I'm going to have to start having cooking marathons where I fill up a locker to stockpile, so I don't have to wait for cooking AND crafting when I'm between explorations.
Considering spoilage is a thing that is already pretty difficult. Personally I would have problems gathering all the salt needed for curing unless I went completely overkill with filtration machines and generators.
I'm trying to understand, because you're trying to explain. Why do I need to put time into it? Why is that necessary? What does it add to the game besides boredom? How does it make things harder?
I've only been playing Subnautica for a month, and learned of this forum's existence just yesterday from a post on Reddit's Subnautica page. My opinion and vote is just as valid as anyone else's is, thank you very much.
Add more depth in other ways. make stuff take more power to create, thus creating a fun gameplay loop. You need more power and ways to get and store power. Maybe you cant always use solar panels because on en eclipse on the planet.
Add air management and other stuff to the game that engages the player. Timer break up gameplay, makes you wanna quit and no play. Thats what it did for me. Im not gonna stand around for 2-3 minutes to wait while a welder is creating and i dont have anything else to do,. because i need it now, i just gathered a ton of stuff.
Imagine if instead of having infinite power, the life boat did not have infinite batteries, but a solar panels. and you would instead have to make more solar panels and bigger batteries and store power, because creating stuff out of matter takes a lot of energy, it would probably accomplish the same, but be way more fun and make the player actively engaged and feel like they are progressing. But then again im not a game designer. But im a gamer for over 25 years so i know what i find fun. And ive yet to hear anyone ever say, wow yeah timers are fun!, they make the game so much better! also i have so much time in my life i dont know what to spend it on.
Its not like Subnautica is a game that is short, you can easily spend hours just swimming around exploring and gathering stuff, i dont need more stupid time wasting mechanics, and you cant even alt + tab, oh no no, then the crafting pauses.
And if you craft something that takes 3 min to make or whatever and you run low on food or water, you just die, because well oh shit, you obviously should have know it would take 3 min to make that welder.
Im not impressed. this feels like a stupid decision made from a PR person, that doesnt have a clue. Other games having timers, we should have timers. No add more content, add more gameplay, add more depth and complexity.
I'd be OK with a few extra seconds for advanced tools, like the cyclops doesn't just materialize instantly it takes several seconds to build, but no more than about 15 seconds. Getting into multiple minutes for build time is just aggravating.
I'd rather not end up desperately needing water only to find out my fabricator is only half way through building something. What would make more sense would be a cool down period where if you use the fabricator excessively you need to let it cool down. The more you use it, the longer the cool down up to a certain limit. I mean that's kind of how it works anyway if you build one in a base and have a single solar panel powering it, eventually after lots of crafting you run out of power.
Just my 2c and if it gets left in, I hope the cheat codes for spawning items gets left in too.
You don't need to leave base to harvest resources. On these short timers I either do inventory management or tend my gardens.
If you're so concerned about waiting times place another fabricator and you can produce stuff simultaneously.
Problem fixed.
Who does that? Why do you have to ever do that? Early game you use everything up so fast, mid game you make it as you need it, or make a stockpile. Or I just have a planter with a lantern tree in my base/cyclops and carry a few salted things for deeper exploration. Stockpiling food like that even with instant crafting is a waste of time itself. You have to build all the storage for that too. And lets say I do. What super advantage did I get over making as needed? A little convenience, which is a reward of spending all that time to make a stockpile that big. And again, lantern trees.
Fairness isn't a factor at all. Who is it being unfair to? It is a single player game. Even if it wasn't, everyone would be able to do the exact same thing. So ya, I can tell you it is fair, but it is more accurate to say fairness isn't a quality of the situation at all.
Management isn't harvest. And once my inventory management is done? Inventory management isn't something always to be done and isn't greater than the amount of time this would take.
Having a fabricator tied up I can live with, just build another. But I don't want to sit around waiting. That's not enjoyable. Also, I like to tend to the task at hand. I gather all the materials I need so that I can craft my goals. I don't want to run off in the middle of that.
I'll say what I said in the other thread: realism in a game should not outweigh playability.
I was expecting the Two Vs One handicap match of "Two for KEEPING timers, One for No timers", to split the vote too much for our voices to be heard.
Instead, "No Timers" has more than both combined. Commence Punch Out Music!
Anyways. This game just straight up does not have a robust enough crafting end to even deserve such timers. With them removing terraforming in the near future, crafting/building will have even less emphasis than before.
There is so little to go around for crafting as it is, that they are gating the only basic room that we have. Because there isn't anything else TO gate, but hallways. And they don't even give us any way to put air in them to start with, since we have to go and scan solar panels.
That's how bare bones crafting in this game is. That your undersea survival base defaults are "Air sold separately". IKIEA furniture is as hard to unlock as a nuclear reactor. Does that make Nuclear Reactors too easy to unlock, or beds too hard to unlock?
There is so many legit impressive things about this game. A robust crafting/building system sadly, is not one of them. And adding timers to them just hurts it, because there is no infrastructure of mechanics to make such timers meaningful. Not beyond any token "LOL go do something else I guess!" or insulting people because they think comparing their video game to microwave timers is insulting for such a promising game.
Subnautica is not a smartphone app timer game. Subnautica is better than that, and does not need to try and pad things out with superfluous timers. It is cool enough to stand on it's own without holding progress hostage with a clock. Three seconds, three minutes, either way is an insult to the hard work the Devs put into the rest of the game. Implying it is not worth your time, unless they MAKE you take extra time.
They make absolutely no sense in a single-player or cooperative multiplayer game. All they do is add tedium for no purpose. (Realism is not a factor. A future-tech 3D molecular printer that takes two minutes to craft something is not more realistic than one that takes four seconds. And in fact we're specifically trained by shows like Star Trek to expect the latter over the former.)
If you could set up a crafting queue, then it could be somewhat excused by actually being able to go out and find more resources while things are cooking up back at your base -- but SN doesn't have that. Nor do I think it would be useful to add a crafting queue to SN, since most of the time you are crafting things specifically to use on your next expedition, so you'd end up waiting for them anyway.
Let's just take the example of the Seaglide. If I have already gone through the trouble of collecting resources to build a Seaglide, there is no good reason for it to be gated behind some timer. At that point in the game there is so little else to do and I've already scavenged the area around the lifeboat for anything worth taking, so even the excuse of 'just go get more things' does not apply there. It's also worth pointing out that the Seaglide is the first major thing that really opens the game up and lets you see so much more and gather resources so much faster, it's the first major milestone for a new player to build. Making it take three and a half minutes to build the most important early-game item at a point where you can do basically nothing in the mean time is just absurd. And that's just pointing out one example of why timers are a terrible, terrible idea in this game.
Please do not let this game turn into an exercise in tedium.
I had somebody disagree with my post saying "So I noticed you are the only one disagreeing with every single one of my posts, as of now".
Players' opinions created these timers and now players' opinions will (hopefully) change it back. I haven't seen a single argument for the long timers that makes any sense. All people offer are "do something else while the timer runs." What? I could do that without the timers, what do the timers add to the gameplay? If I am barred from playing the game by a timer, the solution is not to do something else I already could have done without the timer. Here's a solution for you: When you go to craft something, stop playing for 10 minutes. Sure the game isn't forcing you to do it, but it will be exactly the same. That way, people who actually want to play the game can get on with it, and the people obsessed with waiting for things to happen can set their own crafting timers. Why, you could even wait for two days if you wanted to.
Adding a crafting timer does not make the game more difficult. It does not make the game more fun. It does not add anything useful to the game in any way.
I feel like this would encourage players to leave the comfort of the Life Pod as quickly as possible if this were the case.
Unfortunately, as much as I love Subnautica, I can see excessive mandatory crafting wait times making this unplayable for me as well.
I'm not going to sit on my hands and wait 2 minutes for a tool to print. No thanks. If this addition makes it to Stable without the option to disable it, I'm going to have to re-evaluate my opinion of the game.
Chucklefish decided to spontaneously introduce crafting wait times in Starbound (for similarly "molecular printed" items, no less) and it was not well received. So of course a mod was quickly released that removed the crafting timers entirely.
People find the Life Pod comfortable? I want out of it as fast as possible. Waterproof lockers for storage space are really annoying.