Zourin
Building underwater is a lot like building in zero-atmosphere, only inside out.
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The DNA thing seems.. off. Subaquatic Research is one thing, going around like a mutagenetic Mr. Hyde just seems so left-field its stupid. I can understand developing a better understanding of creatures and how they function, and using those kinds o…
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Very simply: No item or material should ever become 'obsolete'. Constructors should be needed for the Cyclops/Moth, but they'll need to be refitted/upgraded at a seabase. An upgrade to allow them to be deployed underwater? maybe, but it should requi…
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I'd like to see evolutions of the Cyclops and Seamoth. Rather than 'expand outwards', treat vehicles as their own skill trees and retrofit them for your needs as you go deeper or stay shallow. These upgrades probably would be performed with a Seabas…
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The current 'tubes' are good for hallways or a simple airlock, but you'd need at least a 2x2 room as any kind of functional space that doesn't feel like a rat maze. A 3x3 base right now really feels awkward with no real space a player can 'stretch o…
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There are some fun things that can be done within the confines of 'no kill' countermeasures, particularly when coupled with lifeform research.
For example:
Rabbitray research could unlock a 'harmless' scent consumable that would ma… -
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I won't disagree. There have been a lot of failed survival clones of late that has turned the kiddie pool a deeper shade of yellow than I'd like. Most successful survival games are mostly about player ambition (chiselling out a com… -
I can see the following:
Current:
'Shroom Batteries'/Power Core - first tier environmental power sources and can fuel ships/seabases
Improved Tech:
Lithium Cell - Rechargeable/reusable basic batteries for use with PED's… -
Has to be balanced a fair bit against both the risks of encountered depths as well as the players ability to cope with the problem. If something is coming up on you in the dark (and believe me, the available field of vision gets really small deeper …
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I had thought they did it in the 93 build and it was broke still. I haven't touched the SeaMoth today enough to test it (I've been going straight to the Cyclops first)
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My most recent save is full of all sorts of fun stuff. (Experimental 14197)
- Base power generators will not save with the game.
- If any fabricator lacks power, all fabricators stop functioning (meaning, if you built a base with p… -
as long as there's plenty of things to oggle. As much as it's a survival game, it's also a giant fishtank.
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At least UWE has a good reputation for finishing what they start, so I'm not sweating the EA portion.
I just hope attention is given to good progression in survival play:
1. Starter Survival - Scavenging, scraping, cobbling t… -
I wholeheartedly agree on this, and I'm pretty sure the psychadelic shroom population will agree as well, at least as far as "power cells" go (I do understand there's some intention to rename them to make more sense), but batteries themselves.. well…
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The current progression is mostly early-game mechanics, and isn't supposed to last for more than a couple hours before you're moving off the shallows, so it's going to 'feel' fast when that is all the existing gameplay. Kinda like saying the first f…
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I'd have preferred a more stylized modelling, but sometimes the 1x1m approach is the more realistically pragmatic approach next to the mushroom-powered submarines. o.O
Either way, the sooner I can build my 2x2-vertical-tower-atop-a-pilla… -
I don't mind things not respawning, but that just means the basics need to be everywhere to sustain play, or a Push order on self-sustainability mechanics to replace scavenging. Not saying it needs to be fixed now, just needs to be fixed. Trying to…
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Something I would like to point out, especially for larger critters like the Stalker and Reefback, is that they need some help. They could really use a little extra room to notice and navigate around terrain without looking, well... like a glitchy c…
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Honestly, I start new games on the daily. Generally, whenever I crash with more than an hour of unsaved work, I tend to restart a new game.
Two, three times a day, as it were. I find the rapid depletion of biome resources to be a problem… -
After a lot more playtesting, I'm finding Quartz to be a major problem. It's only really located in the shallows and associated cave systems, but it's needed in such huge quantities over time that it's easy to deplete the starting environs early and…
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you can build tube chambers, the entrance portal, lockers, fabricator, and power generator. There are no windows or vertical attachments yet (although you can build vertically).
Yet. Sadly, there's not much to see, depending on where you… -
Having the steering column flat like a truck steering wheel at waist height should deal with the problem of being blind to everything in front of you. The observation window artifacts look like a much more technical problem.
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If you go back into the engine bay, you should see small, hand-sized cylinders. These should be power cells and give you a reading on how charged they are. Having a power cell in your inventory will let you interact with a cell and replace it. You …
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True, and it doesn't seem like the air tanks are pressurized either. +30s at shallow depths is fairly obvious that there's no pressure or regulator involved, more like a small diving bell.
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If I'm below 200m, the last thing I want is biolum paint with some of the critters they've got planned. Standard issue floodlights will be fine without looking like a giant deepsea fishstick. -
Survival, sure, but this is a slightly different survival game, a little more Long Dark than Don't Starve. The environment is what's most likely going to kill you at any given time, the fish are just there to bump you around a little and mind your m…
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as long as it doesn't look like a giant red stiffy as it swims, i'll be happy. I'll give stalkers a pass, but if the Leviathan moves around like a giant cardboard cutout, someone on the animation team needs more coffee.
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I believe the plan is to remove the paradoxical reliance on salt for food. Cooking fish, sure, but I think they're talking about removing the salt dependancy since there's already salt in the meat (and adding more salt on top of that is supposed to …
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@Vandragorax true. I may be wrong about the respawning materials as well. I'm getting a sneaking suspicion that my sense of misdirection kept landing me both near my p…
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Initial survival hinges mostly on Quartz and Salt, with the occasional copper and titanium/scrap. Quartz is now used for Silicates instead of sand, and can be found in relative abundance in the cave systems in the shallows if you don't mind the exp…
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The problem I have with the base setups right now is that they don't reflect the art direction of the Crashed Ship, Lifepod, Seamoth, Cyclops, Beacon, etc. It's too dark, to metallic, not round enough. The tubes lack the ovoidal qualities and color…