Kaybe

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Kaybe
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  • The energy efficiency upgrade helps a lot here, but you need a moonpool and vehicle mod before you can make one, which is found much later on.

    Problem is the early game. Mid to late, game is fine.
  • Welcome to the game! It's quite enjoyable and I hope you don't get too frustrated early on. There is indeed a heavy debate going on right now on food, water, and energy balance, so you'll have to wait and see which direction the devs wish to take us…
  • And there's the keyword: rebalance. No one, including myself, wants to make this game "EZ-mode". I enjoy the challenge. I just feel that the challenge is excessive for new players who don't know what they are doing or where to go.

    You *s…
  • Except the Aurora is not something you do right off the bat. At all. It requires a bunch of tools, such as the laser cutter and propulsion cannon to be able to fully explore. Plus slowly swimming through Reaper territory is a bit of a bad idea. Alth…
  • How's this: I challenge any experienced players with all the tools to act like they don't. Spend a single evening (at least few RL hours of game play) in the game without using your power cell charger, moonpool, Cyclops, water filtration, alien cont…
  • (Quote)
    But not far. Food and water all require you stay near your base as you need access to your fabricator to make said food and water. And batteries and power cells require copper which are only found in limestone and which are finite.…
  • But that's the thing, though: If you wish to spend more time exploring that scrounging, you do in fact NEED those things. The rate at which you go hungry and thirsty means you need to catch and eat a fish every few minutes. Not only that, but you al…
  • The main problem with this game, in terms of food, water, and energy consumption, is that it assumes two things:

    - You know where all the critical components for managing energy and ingestion are found
    - You go out and get them ASA…
  • Seems the game is designed with the idea that exploration is for mid to late game only. Which is silly as it'll make new players rage quit and get a refund before having two hours of game time.

    At the very least, the rate at which you ne…
  • Yeah, but no fragments at all? Not even behind two sealed doors? I was personally expecting to at least be able to farm some titanium from frags for blueprints I already had. But someone above mentioned that maybe they don't spawn if you already hav…
  • Oh I have it myself. But not having Seamoth frags around wrecks like this is muy muy bad for new players. Or for that matter, any frags at all.
  • While I think just going to the floating island is more straightforward for the MP room, I've actually never been to the shrooms caves, so I'm curious to check it out.
  • If you feel brave enough, you can swim to mountain island at the start of the game. Underwater, on the sides, you'll find magnetite, which unlocks the compass, and diamonds, which allows you to craft the laser cutter.

    Don't go too deep f…
  • Floater island south of spawn is the way to go. So much stuff to scan there for base building.

    Also, MP is a necessity, not luxury. It is required for quite a few long term survival add-ons like the alien containment, water filtration, a…
  • Devs may not want it in the same way they don't want maps. That being said, it could be added to the debug window (F3).
  • I've noticed the game is composed of a series of 'steps' you have to go through to access other things. For example, you get Seamoth, but can't use it at will until you get the power cell charger. You can't access a deeper wreck without moon pool an…
  • The warpers are indeed annoying. Had one pull me out of the Seamoth and then hit me for 80% of my health in two seconds. Seems a bit messed up given you get vehicles for utilitarian and defensive purposes in the first place.

    Fortunately…
  • I actually agree. I love coming onto forums to find out about where to find blueprints or talk game mechanics, but I really don't want to hear story.

    Instead of a newbie forum, I recommend simoly have a subforum devoted to story elements…
  • Not exactly the same thing. It appears to be a bug where having the command console open makes it appear like oxygen is dropping. They being said, while I rarely have it open, I do have it enabled, so I'll head home, turn it off, and see if it chan…
  • Here's the thing: games of this nature are judged on a grind vs fun slider. That slider ranges back and forth. Make it not grindy enough and the initial fun wears off fast as you blow through the content in record time and then ask "what's next?". Y…
  • Correction: Soon to be dead power cells ;)
  • The problem, though, is that it's causing the Seamoth, exosuit, and Cyclops to bleed energy like a slashed artery right now. A large base with loads of renewable power sources like thermal plants and solar panels don't suffer much, but vehicles with…
  • Did you update your game? It's in the September build. I don't personally know if it's experimental or stable, but given I was never given an option which one to download, I'm assuming it's the Stable build.
  • "Between prepping food, water, power cells, batteries, tanks, and lugging the damn seaglide around diving into wrecks is becoming a nightmarish grind that will scare away most gamers and rightfully so. Who the hell wants to spend days farming cop…
  • Yeah, Bioreactor is definitely just for outposts deep below where solar panels are no longer viable. I'd see them for spots you need to make a quick pitstop in to rest or maybe craft a couple of bottles of water. But if O2 consumption drains base po…
  • Yeah, the bioreactor bug is kind of annoying. Only way I can clear the message is by quitting to menu and reloading. Apparently, it's been there for quite some time. Not game breaking, mind you. Just annoying.
  • It's being discussed quite a bit in General. It's either a bug or feature, but they implemented something where oxygen production burns through energy reserves now. You can see it in vehicles and bases.

    I'm personally hoping it's a bug. …
  • I *think* it also applies in bases. I saw it yesterday but I'm not sure if it was from that or because I may have been charging batteries and wasn't paying attention.

    I'll check later tonight, but someone can test it fairly easily.
  • I'm wondering if they implemented a feature where it costs energy to breath in bases and vehicles. Aside from the constant small amount of up and down O2 loss, the Seamoth power drains VERY fast when you're regaining O2 after you get back inside. Li…
  • Discovered something yesterday when someone suggested it ... somewhere. If you turn off the headlights on your vehicle before exiting it, it stops the slow energy bleed while outside your vehicle. Tested it. Of course, this doesn't help the catastro…