Difficulty curve and danger level

CryselleCryselle Canada Join Date: 2017-01-03 Member: 226011Members
So, I picked up this game kinda on a whim during the steam winter sale, and while sandboxy survival games (and early access in general) really isn't normally my thing, I found myself enjoying this particular game immensely. I do, however, have a bit of a gripe.

Specifically, it feels like enemies in general (and therefore the game) tends to flip almost immediately from exceedingly deadly to almost harmless. The best example of this is reaper leviathans, which are massively terrifying in the beginning when you're bare or in a seamoth... and then practically ignored late game in the prawn suit and cyclops. There's never really a point in the game where you're actually dealing with them as a hazard in any significant fashion unless you intentionally decide you want to play stasis-rifle tag with one.

The upshot of this is that I found the beginning of the game to be, by far, the most fun. Stalkers (when you have a knife and fins) feel dangerous and capable of harming you, but something you can deal with if you don't overreach and get yourself into a bad spot. Later enemies were larger and scarier... but significantly less threatening in practice and didn't feel like they were impacting what I wanted to do nearly as much. I would dearly love the ocean to continue to feel like something I need to survive, rather than getting comfortable with perfectly safe trips from A to B to collect the reasonably limited amount of most late-game resources needed, and that means good reasons to get up close and personal with things that want me dead while they're still capable of harming me. Right now you could play up to the active lava zone without ever actually seeing a reaper leviathan, and there's never a reason to have any meaningful engagement with one.

Comments

  • andrewcandrewc Join Date: 2016-12-20 Member: 225231Members
    I agree, mid to late game there is no real danger anymore. Leviathans should travel around the world so on your trip you could meet one - so you always feel a little fear.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    Fair enough, though for many reapers always remain threatening even though they lose their threat level. As far as mid-to-late game NPCs go, crabsquids continue to scare me due to the sheer aggression of their attacks. Add to that the decent chance of a warper spawning nearby so that I can't even rely on the relative safety of my vessel and I prefer to keep moving.

    Since you're new, I estimate you haven't visited UWE's Trello page yet? Warning for spoilers and mind that nothing is a guarantee, but you might like the roadmap's card for Silent Running Cyclops tech in February. The Cyclops never was meant to be guaranteed safety, so the current situation is simply the current situation. Same for bases, but if anything more is done on them it'll be after V1.0 in May.

    Wishes for more reasons to go into reaper territory exist in the community, but there aren't any known plans to make those places more functional atm (give or take more minor precursor leftovers).
  • HiSaZuLHiSaZuL N.Y. Join Date: 2016-11-11 Member: 223803Members
    Danger changes shape. Once you know how to play anything short of leviathans is useless fodder to me if I have a knife, one poke and they piss off and it's easy enough to dodge. Problems arise more from nuisance factors. Crabsquids prevent base building since they now affect bases too... only spot I like for my big base just happened to be next to a crabsquid spawn spot. Reapers are still a major nuisance because they don't care about collisions at all. Biters/bleeders are again more of nuisance then stalkers were even when I just started simply because they come in droves. Gasopods while defensive are a reason why I have 0 interest when it comes to bases in safe shallows.

    Once cyclops is nerfed and bases can be damaged I'll probably not really play anymore. Cyclops is my one and only base these days anyway.
  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Storms and occasional hurricanes would help the atmosphere a lot. And then make Reapers venture out of their territory during them and attack your base. Yes I'm evil. xD
  • CryselleCryselle Canada Join Date: 2017-01-03 Member: 226011Members
    DrownedOut wrote: »
    Fair enough, though for many reapers always remain threatening even though they lose their threat level. As far as mid-to-late game NPCs go, crabsquids continue to scare me due to the sheer aggression of their attacks. Add to that the decent chance of a warper spawning nearby so that I can't even rely on the relative safety of my vessel and I prefer to keep moving.

    Since you're new, I estimate you haven't visited UWE's Trello page yet? Warning for spoilers and mind that nothing is a guarantee, but you might like the roadmap's card for Silent Running Cyclops tech in February. The Cyclops never was meant to be guaranteed safety, so the current situation is simply the current situation. Same for bases, but if anything more is done on them it'll be after V1.0 in May.

    Wishes for more reasons to go into reaper territory exist in the community, but there aren't any known plans to make those places more functional atm (give or take more minor precursor leftovers).

    While I hadn't seen the Trello page yet, the card for Silent Running Cyclops would require the Cyclops to be more interesting to me in the first place. I do have a ton of thoughts on the vehicles and their balance, but havn't posted them since I'm new and don't want people to be all "What's with this chick?" by having a 2 page manifesto in my first 10 posts. =D
    HiSaZuL wrote: »
    Danger changes shape. Once you know how to play anything short of leviathans is useless fodder to me if I have a knife, one poke and they piss off and it's easy enough to dodge. Problems arise more from nuisance factors. Crabsquids prevent base building since they now affect bases too... only spot I like for my big base just happened to be next to a crabsquid spawn spot. Reapers are still a major nuisance because they don't care about collisions at all. Biters/bleeders are again more of nuisance then stalkers were even when I just started simply because they come in droves. Gasopods while defensive are a reason why I have 0 interest when it comes to bases in safe shallows.

    Once cyclops is nerfed and bases can be damaged I'll probably not really play anymore. Cyclops is my one and only base these days anyway.

    While I agree with you to a point, there's a huge difference between "This area is too annoying for me to bother with" and "I really want to enter this area, but I'm legitimately afraid of dying if I do". While you don't want to make a game feel punishing to the players, there's a lot to be said for the adrenaline spike of "Oh damn, I might die here" moments if they're not overdone. Eventually you're going to hit the point where you know all the threats, know how to handle each of them, and feel pretty comfortable with your ability to do anything you want to do, and that's okay. But getting to that point is the game, in a nutshell.
  • HiSaZuLHiSaZuL N.Y. Join Date: 2016-11-11 Member: 223803Members
    Plenty of places keep you on your toes. Active lava zone is the big one, once Cyclops isn't immune to damage the number of areas like that will jump by leaps and bounds. Dunes, ALZ/ILZ, Crash Zone, Mountain Island, even Deep Grand Reef with crabsquids.

    Sure you feel spectacular swinging around Lava zone with your grappling arm, up until warper teleports you out of your PRAWN suit which then falls into lava and if you got disoriented enough you could lose it right there and then, which would also probably kill you unless you have something else parked nearby. Or just happened to lug around enough resources to make a thermal reactor and a module to hide in.
  • NachoboyNachoboy Join Date: 2016-12-30 Member: 225727Members
    I was thinking the same thing. There is no real threat once you get the seamoth. Maybe a reaper leviathan, but that's really it. The only real danger is the warper (as stated above) as it can warp you into a bad position and cause some chaos if your PRAWN falls into an abyss or something, which is unlikely... Even then it feels mostly resident sleeper in terms of enemy danger. Running out of O2 is more likely and dangerous than being killed or having you vehicle explode by an enemy. Also, enemies tend to attack once then calmly swim away, which, is not very dangerous :neutral:

    I certainly don't look for an Ark-like game where everything is super aggressive and does tons of damage as well as chases, but the enemies should be more threatening nonetheless. The feel more like bees in all honesty. Don't bother them, they dont bother you. Even if you do it'll only sting a little.
  • FluffersFluffers United States Join Date: 2015-05-22 Member: 204749Members
    Well, reapers are always in the mountains and will gravitate towards players, and you need the mountains in the early mid game for nuclear reactors, by that point it's very unlikely that you've gotten a cyclops. It's already scary being near them in a seamoth, but then having to get out of it to pick up the resources when you know reapers are just a few dozen feet away is really terrifying.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    Fluffers wrote: »
    Well, reapers are always in the mountains and will gravitate towards players, and you need the mountains in the early mid game for nuclear reactors, by that point it's very unlikely that you've gotten a cyclops. It's already scary being near them in a seamoth, but then having to get out of it to pick up the resources when you know reapers are just a few dozen feet away is really terrifying.

    GR and 1st BKZ work just fine for that (or at least, they did up to Bones).
  • subnauticambriansubnauticambrian U.S. Join Date: 2016-01-19 Member: 211679Members
    Nachoboy wrote: »
    The feel more like bees in all honesty. Don't bother them, they dont bother you. Even if you do it'll only sting a little.

    I kind of like that, it makes them feel like actual wildlife instead of mindless aggressors. But, then again, I usually side with the "easier" arguments on these discussions.
  • CryselleCryselle Canada Join Date: 2017-01-03 Member: 226011Members
    It's not that I want things to be more aggressive though, I just guess I wish there was more reason to go bother them. It stands out to me because in the course of my normal play I never actually encountered a Reaper Leviathan at all. Didn't see one on my trip to the Aurora, to the Mountain Island, or on my trip down into the ILZ. I only knew they were in the game at all because I checked online, found out where they spawned, and then went out into the dunes explicitly looking for one (this being the only decent reason to ever go into the dunes). And that's kinda a shame, because if I were to pick an 'iconic' monster for Subnautica, the reaper leviathan would probably be the one that stands out.

    I have to go bother stalkers all the time, and sand sharks simply love to sit on places I want to be. The crab snake felt almost perfect my first time into the jelly shroom caves, they were scary looking, common enough to be a threat, but not so common or so dangerous that I wasn't able to do the things I wanted to do down there once I figured out what they were about. Those three, to me, made the ocean interesting in the early-mid game. I would dearly have loved a moment where I really felt I needed to work around the reapers similarly to how I had to accept the fact that I was going to get out of my sub and get things done in crab snake territory. And that was key. Going past crab snakes in my seamoth wasn't too big a deal, they couldn't hurt it much, it was the need to make myself vulnerable in their area that created tension. I never got that with reapers.
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