Battery Chargers Fragments are too fundamental to be as hidden as they are

SeigaSeiga Join Date: 2016-08-17 Member: 221448Members
edited August 2016 in Ideas and Suggestions
Hi there. Just started playing the game recently, having a lot of fun. I'm approaching the game as it seems to be presented, as one where you are meant to explore and discover things by your own curiosity, and it works like that! It does it well. But the battery charger fragments are a problem on this front. Obviously this varies based on the luck of where you are initially and where you explore to (I am aware that certain meta information streamlines this, but as I said I am avoiding meta information to enable an exploration play style) as I've heard some players find the battery charger fragments very easily, but I am 7 hours in and haven't seen a one. I have heard that specific biomes contain these fragments, and I respectfully request to not be told exactly which biomes involve which fragments, but my point is that I've approached something of a deadlock.
  1. Want to explore to find new stuff
  2. Spend a lot of time find resources for and making batteries for the Seaglide so I can actually get places in reasonable time
  3. Start exploring, the Seaglide consumes batteries VERY quickly
  4. Fail to find fragments for battery charger [have been wondering how to recharge batteries since the beginning due to displayed charge levels]
  5. Back to square one, except now I am sat on a stack of empty batteries taking up locker space and feeling dejected

So I feel like the most sensible thing would be to solve step 4 somehow. Recharging batteries is so fundamental I don't get why the fragments are as obscure as they are. I'm worried I'm going to be told 'oh it's ez you just need to go to this specific location' but as I said, this meta information is not helpful to a new player. Being able to recharge batteries sooner in the game progression would enable the organic exploration and discovery of new things to a great extent, so I am confused as to why this is such a relatively hard thing to accomplish.

Part of me feels that having the battery charger even be something that you have to unlock at all is a bit nasty, though I understand the want to not just give players everything from the start, getting the rest of the materials together for the ability to recharge batteries is surely gateway enough.

TL;DR: Wide exploration is unreasonably slow without the ability to recharge batteries. Wide exploration is currently required to find the means to recharge batteries.

EDIT: I'm going to make a brief list of bullet points based on initial play impressions and feedback from this thread.
  • MAJOR: Battery charging is too fundamental to gameplay to have to be unlocked by such obscure fragments
  • MEDIUM: Titanium pipes should have their maximum length listed in the tooltip, I had no idea they were so long! I didn't use them because I thought I'd need a LOT of them, but I really didn't
  • MINOR: Swim speed factors should be included as part of the tutorial [not having items in hands, item weight, etc]

Comments

  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
    well, an honest solution is the one I found in my hardcore run. stacking enough tanks to search along the sea floor for a long while, having at least two minutes is useful enough, and if you aren't holding anything, you swim faster.
  • SeigaSeiga Join Date: 2016-08-17 Member: 221448Members
    Sigmalx wrote: »
    if you aren't holding anything, you swim faster.

    Ah! I never noticed that. Explains why swimming felt so slow.
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
    yep, be careful if you think you get use out of air bladder. it consumes precious seconds of o2 and could screw you if you aren't careful.
  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    Its hard to give you specific infos without selling you where they are hidden exactly :pensive:
    Also, wether you play in Stable mode or Experimental modes, the fragments are distributed differently
    Devs ultimately want fragments to be found mainly (but not only) near noticeable points of interests that will catch the player's eye, so you should maybe try to concentrate your attention to those places :wink:

    Also, @Sigmalx is right having more airtanks when you are on ''exploration/search'' is helpful since you dont have to go back to the surface so often, but keep in mind that each airtank in your inventory adds some weight, slowing you down a bit, so the more tanks you have on you the slower you swim. So you need to find the proper balance between more air capacity/swimming speed rate.

    Something i found useful with depleted batteries is that you can combine them to make fully charged powercells for your Seamoth/Cyclops :smiley: That seems like a bug to me that may probably get fixed eventually but for now it works lol

    Hopefully ive helped you a bit without selling you too much infos that you may not have wanted to see :wink:


    ps: Also keep in mind that this game is still in early access, meaning that devs are still in the process of balancing every little features as well as tools/fragments placements so expect them to be shifted from places to places a few times until official release :smile:
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
    personally, one slotted and four extra is enough for me to do long explorations, though without the rebreather, I recommend sticking to the shallows as you could find yourself staying down longer than you should have.
  • DumaDuma Oklahoma Join Date: 2016-02-02 Member: 212475Members
    edited August 2016
    Also don't take a page from my book, and forget to craft fins! My last 3 games I totally forgot. Could not figure why I was not pulling away from things with teeth. Or running out of air at the bottom of a dive.
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
    wanna know the worst feeling, thinking you are safe with low health, only to be butt touched by an invisible stalker that teleported hence forth from the ground.
  • SeigaSeiga Join Date: 2016-08-17 Member: 221448Members
    Rainstorm wrote: »
    ps: Also keep in mind that this game is still in early access, meaning that devs are still in the process of balancing every little features as well as tools/fragments placements so expect them to be shifted from places to places a few times until official release :smile:

    Well of course, my only hope is to throw in two cents on what I think was a little problematic as a brand new player and hopefully put in some feedback as to how it should be shifted!

    Rainstorm wrote: »
    Something i found useful with depleted batteries is that you can combine them to make fully charged powercells for your Seamoth/Cyclops :smiley: That seems like a bug to me that may probably get fixed eventually but for now it works lol



    I was still at a point in the game where I didn't have either of those things, all I was thinking to myself was that powercells were useless since they couldn't be placed into any of the things that needed batteries and I hadn't unlocked anything that needed power cells. In fact, I found myself kind of cursing that the Seaglide couldn't use power cells in addition to batteries since a battery wasn't nearly enough running time for my liking.

    Just recently I tried a different game which placed me closer to the appropriate map location for charger fragments. I have settled on honestly believing that this is not a blueprint that should need to be unlocked. Or at least, allow battery recharge at the lifepod somehow. The inconsistent play experience based on the arbitrary location you spawn and choose to swim in is what I'm bringing into question. I didn't care for most missing/undiscovered technologies [like the seamoth/cyclops/anything else] since I had no idea what I was missing or what I could possibly need them for, but battery charging felt like a missing link whose existence is hinted at from the get go. If that makes sense.

    Duma wrote: »
    Also don't take a page from my book, and forget to craft fins! My last 3 games I totally forgot. Could not figure why I was not pulling away from things with teeth. Or running out of air at the bottom of a dive.

    Oh, I remembered! I hope I don't give the impression that I'm bull-headed. I do try everything, it's just that I ended up going towards the Aurora or away from it instead of the specific required perpendicular direction to find battery charger fragments.
  • DumaDuma Oklahoma Join Date: 2016-02-02 Member: 212475Members
    The ability to recharge even 1 battery at the life pod would be great. I dislike the sea glide so I swim everywhere till I can build a 'moth. One less battery. Still have 2, or 3 to deal with in the mean time.
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
  • CorBlimeyCorBlimey Big Blue Join Date: 2016-08-14 Member: 221300Members
    edited August 2016
    I don't have a problem with battery chargers being a little hard to find (actually not that hard but yeah for a new player...).

    I am not opposed to the idea but perhaps indifferent. If it were any easier then some other useful early-game fragments would have to be pushed further out in exchange.

    There is quite a bit of copper around safe shallows (thermal vents, the coral tunnel) as well as in the grassy plateau and it is no bad thing building a supply of 10+ batteries as you will need them for crafting later anyway.

    I do hugely like @Duma's idea of charging one battery at the lifepod

    While not relevant to this I would quite like med-fabricator to have to be unlocked as it is too easy to build a couple of them and then just 'tank' dangerous stuff in the early-game - there is the one in the lifepod to start with.

    Anyway, they are changing fragment spawns so I wonder how that will pan out.

  • rottendrakerottendrake Join Date: 2016-05-25 Member: 217470Members
    Battery charger is actually one of a common things to find in the game very early on. It used to be located around mushroom forest and blood kelp but now it's around uhm... *spoiler free* shallower area. One thing about this game, and actually this is the only tip that you need.

    DIVE
    No matter how deep
    No matter how scary it looked
    No matter how plain it seemed
    No matter you think you have sweeped the place clean or not

    I too was a newbie player, I did not even have a seaglide until I am around 100 meters deep. Notice when you go up in your lifepod or base it says "Inventory Secured"? That message is not for nothing. You drop some if not all your items that you picked up during your current diving session. But anything you bring from your base or lifepod will not drop. Having a seamoth or cyclops stranded 800 meters deep of course, is another story.
  • SynchSynch Join Date: 2016-08-29 Member: 221862Members
    edited August 2016
    Not just the battery charger, but in general I take issue with the lack of any means of finding the fragments you need.

    I think fragments are a great idea in principle. They incentivize exploration and add an extra layer of progression. The problem is the ocean is simply too big to rely only on "search everywhere and hope you get lucky" as a means of acquiring them. When you're being held back by that one blueprint you haven't found yet, it puts the brakes on the whole game.

    What we need is some way for players to find specific fragments more easily. The game doesn't need to hand them over on a silver platter, but a point in the right direction is crucial, especially since a lot of important fragments are hard to get to. For example, I've only found moonpool fragments in wrecks that are already below the crush depth of the seamoth - which you can't upgrade until you get the moonpool first. Classic chicken-and-the-egg scenario. A player could be forgiven for seeing a 300m wreck and assuming they shouldn't go there yet because they don't have the equipment to handle it.

    That said, I don't necessarily think it's a bad thing to make some fragments difficult to get. An occasional spike in challenge, like the example above, is healthy for a game, but before a player is going to bother taking the risk they need an incentive. Something that lets them know "this wreck is going to be a real challenge, but it'll be worth it". As a brainstorm, what I was thinking was a sensor that could detect fragments at a distance, say 500-1000m or so, and use a hot/cold indicator to help you zero in. It could be set to find any fragment, only fragments you don't already have, or only a specific fragment for which you have already found at least one part.

    As a new player, I think the fragments currently add more frustration than fun to the game, but I do think they show promise and would rather see them improved than removed.
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
    for me, i play hardcore often. so yes, if it looks to deep. no bueno
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