Should the player die by the infection
adel_50
Join Date: 2016-09-01 Member: 221973Members
The infection as of now serves no purpose, it should be something scary and frightening and make players rush to the primary containment facility
So my suggestion is that after seeing the infection reveal sequence there should be a counter or something that indicates when you're going to die (there should be a long time like 50-80 days) maybe less in hardcore?
What do you guys think?
So my suggestion is that after seeing the infection reveal sequence there should be a counter or something that indicates when you're going to die (there should be a long time like 50-80 days) maybe less in hardcore?
What do you guys think?
Comments
Then why you're commenting?
Either give an answer or don't comment at all
Hero peepers aren't everywhere
Well... considering when we die in Survival mode, we just simply respawn back at our habitat with minimal fuss, I don't see how dying of Carar infection would be any different... we'd just swim off and pick up where we left off at from earlier. Unless you mean they reach a point where they're constantly dying and respawning every 10 minutes due to extreme Carar infection, then at that point the would just become tedious to play.
In Hardcore mode it would make the game unplayable - you've got X number of days to rush through the storyline, and if you dawdle too long it's a guaranteed loss. In Creative mode it wouldn't even take effect... I don't think that you can even be affected by Carar there, since you don't have to worry about dying in addition to the other progress meters.
Now... if the devs added a mechanic where you were at risk of permanent death (even in Survival mode!) due to the Carar, and had to regularly scavenge for materials and synthesize a basic pathogen to stave off infections (to be clear, this would NOT be a cure - think of it as chemotherapy to help stave off death by cancer, as an example) and you wouldn't be cured until you completed the end game and could build the rocket... then yes... I could get behind that idea. Cuz let's face it, if you're infected with a terminal disease and can't leave the planet, but you can swim around for days building bases and stockpiling stuff with no ill effect, that is somewhat silly.
But if instead you're just talking about "Play the game normally and randomly die some time after you hit the final stage of infection"... then nope, sorry. I can't get behind that idea.
Should the infection set a permanent time limit on the length of your game and eventually destroy your save file? Absolutely no.
The idea for something that slows the infection progress is pretty cool and it would be silly to die by the infection and respawn if you died by the infection it's game over but there are ways to make this an interesting experience because you will feel what's like when you are infected with an unknown disease and you have a shot in finding the cure but it's down in the lava I guess this should make things more fun in my opinion
At most, it should have consequences such as slowing movement, decreasing oxygen efficiency or allowing only 50% maximum health. That's what I'd personally choose.
from what you guys said i do agree new people wont be able to go there as fast as us so lets make it hardcore exclusive to add a bit more challenge while in survival as Recursion said it adds negative effects to the player
I hope you mean "make it an option after you've beaten the game once", because if this would happen by default I wouldn't ever touch it again.
Warpers late game don't become a threat anymore as you're always inside the cyclops(unless you don't use the cyclops at all) and you get out of it when you want to repair the cyclops or your going to explore something inside your exosuit so warpers are something at first but not in the endgame
The devs said before that subnautica is a relaxing game so if a dev add this it will not affect your way of playing it and if people are not welcoming this feature then make it hardcore exclusive (maybe in survival but doesn't kill the player instead affecting them negatively)
But look at it being sick and not dying(by a dangerous disease of course) is definitely something odd and strange I would be happy if it's added to hardcore
Maybe survival as an option as you suggested hopefully a dev replies to the post
The OP did mention waiting 50-80 days past the Carar cutscene in the Research Lab, so presumably your already in the Lost River with a full complement of gear, the pressure of reaching Endgame from there in 50 days isn't really too bad.
I would love to see Death from this in Hardcore though.
*ahem*
https://forums.unknownworlds.com/discussion/152403/subnautica-hard-mode-mortality-run
*cough**cough**shameless promotion**cough*
Once the infection kills you that should be final. You are DEAD. Start a new save. No respawn. As the infection progresses warpers should be more of a problem than the side effects of infection.
Then there are the story reasons. Almost nothing that is infected survives. Say that our guy is better than average, or that the human immune system works better than that of the precursor immune system. Our guy has more time than the Precursors had to cure himself.
Even if the Carar kills you in the end 50-80 days is plenty of time to cure yourself after the reveal.
I would like to see symptoms and an actual death from the Carar bacterium, that killed... billions of Precursors.
I disagree; depending on where you are or how you play, you might not even have the right equipment to visit the ILZ & ALZ while in the LR. Rushing the player like that when they might even know what's needed or have the time to do it wouldn't be all that enticing for a lot - especially newcomers or story-over-survival players. Heck, even survival players might not like feeling so forced - it'd just be one more needless timer for something we can infer is already being held back by the "hero peepers" part of the story.
Unless you're playing in Hardcore mode, I could not support such an addition - and even in Hardcore mode, it might just make you feel rushed to the point of not actually enjoying anything. Also, the fact life still exists on this pocket of the planet proves that the infected creatures can survive so long as they get enough enzyme for remission; the only reason the player hits the final stage is because they entered the LR where the Carar is most heavily concentrated. He doesn't have to be cured to survive - he just has to be cured to leave the planet safely.
There could be a "Time Trial Hardcore" mode for maximum difficulty.
Although I do have some problems with the virus as a plot point, and I think some things about it could be altered to make it a more menacing threat. For example, we never actually see the negative effects of the virus in the game (unless I'm missing something. If I am please tell me). All you see are green cysts on your hands and other creatures, and you are told that it will eventually lead to some devastating side-effects. You are also told that it wiped out the Precursors, but you don't see this, nor do you see the carar's side-effects. I think it should have an effect(s) on you, but effects that are solely for the story and have a minuscule impact on gameplay (sometimes a cyst could break and deal a small amount of damage [not enough to kill you, and if you are below half health already this would not happen] or maker you lose a fraction of your water, or sometimes you could see visions of charging bonesharks that aren't really there, or perhaps there could be random animations that show your character in physical pain thanks to the virus, rubbing and scratching at his arms).
For me the carar is missing a sense of urgency, as your character is able to perform just fine even when the disease is in its late stages. There should be changes to the carar that make it a more sinister threat, but having it eventually kill you, or having it impact gameplay in an enormous way, just isn't the way to go, and there are much friendlier and more welcoming options.