LivingConcourse wrote: »
Not sure where exactly to leave this, but multiplayer in this game would be awesome. Also making it to where you could go into a waiting list and randomly get thrown in with someone else who plays. Anyways carry on lol this thought hit me while I am standing on top on my escape pod looking at my seamoth needing 2 more copper for the cyclops lol wishing I could send a friend on the mission to go find the copper ;-)
Alien lifeforms may have unexpected characteristics and applications. Utilizing alien resources is a proven survival strategy. Good job.
Duraloot wrote: »
1.how on earth did the precursors manage to escape the planet if they built a gun that shoots down ships?
HenryHingst wrote: »
Is Subnautica an online only game? I'm asking if you can play it without any kind of internet connection at all. I have no internet access at home and bought the game a few days ago but it won't load it's just stuck on the opening screen.
Gimboid wrote: »
Hey Guys, some general feedback:Balance
The change from constantly needing food/water to being 100% easily self sufficient is a bit too drastic. Breeding and Plant growing should occur much much slower. At current, a single outdoor grow-bed with Marblemelons can keep the player infinitely fed. A pair of filtration machines can also provide infinite water for what feels like very little cost.
Drastically slow down edible plant growth
greatly reduce captive breeding speeds
Water Filtration machine should be significantly more complex to craft (Fiber Mesh, Lubricant, computer chips etc)
Water Filtration machines and other equipment should require maintenance. At the moment you can build a few thermal generators and your base is perpetually perfect. Thermal generators as an example working under extreme heat should break down over time, require being repaired by the player.
mikeloeven wrote: »
I wanted to weigh in on oxygen mechanics as someone who has done recreational diving. Subnautica is a game about exploring however the current state of oxygen mechanics makes early game exploration obnoxious. The issue is that the rate of oxygen consumption does not appear to properly scale with depth for example in the shallows a single standard sized tank would realistically last last about an hour where the time would decrease significantly past the 50M point however you would still be able to get several minutes of dive time instead of the ridiculously short duration were seeing here.
Additionally for longer duration dives additional tanks would not be stored in the player inventory but rather strapped together on the characters back I would say that a diver could comfortably fit about 3 standard sized tanks on their back before extra tanks would start to take up inventory space. At deeper depths where the player is using a re breather system the tank configurations would have to include additional gasses.
Basically I would suggest giving the player 3 equipment slots for tanks to allow longer duration dives without sacrificing inventory because it really doesn't make sense the way tanks are stored in the player inventory and somehow magically provide air when not equipped. Having multiple equip slots for tanks also allows the exploration of advanced gas mixtures later in the game