gamer1000k

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gamer1000k
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  • I would like to see an energy/crafting/survival needs rebalance mod. All of these things are so out of whack that it shatters immersion for me.

    I've written lengthy posts on this before so I'll try to keep it short, but in a nutshell I w…
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    Fair enough, and that does make sense from a gameplay standpoint without breaking realism too much to have oxygen production included with base module energy usage. I like the idea of energy usage increasing with depth, beyond incr…
  • Since this thread has recently been resurrected, I'll put my thoughts in.

    IMHO, the whole power system in Subnautica is an inconsistent mess. Sadly, since the game is now "done", there likely won't be any improvements, so I'm keeping an …
  • Thanks for the suggestions.

    A map mod is already at the top of my list, the dev's stubbornness on refusing to include a map is one of my biggest pet peeves with them.

    Skimming through the top mods was my fallback plan, thanks…
  • I'm holding off on getting the game for now until I see how the devs respond to community feedback (or a really good sale at least), but from what I've seen on YouTube so far I'm not happy with the new story structure either.

    The story i…
  • I would like a rebalance and rethinking of many of the game mechanics. Energy especially was all over the place, and the whole survival needs system and the means of fulfilling them could use a major rethink as well. Same thing with creature interac…
  • The plot isn't perfect and definitely has its flaws, but the main points (being shot down by an alien gun and needing to find a way to disable it and build an escape vehicle) are sensible enough for a scifi survival game even if some of the other as…
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    Thanks, I'm glad you've enjoyed reading it. I've been commenting on this throughout early access as well, so if you look at my profile and my posting history you should be able to find some links to some interesting discussions on …
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    Some improvements I would like to see are a combination of more player tools for nonviolently handling hostile creatures, and reworked creature AI so not so many creatures are effectively hunter-killers that home in on the player.<…
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    I think you completely missed the point of my post. Nowhere did I ask for more weapons or complain that the game is too difficult. What I've been trying to get at is to provide my perspective on why the topic of weapons keeps comi…
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    I wasn't referring to the smaller sea dragons, but the one giant one that guards the entrance to the PCF. As far as I can tell, it's unkillable (although not immune to the almighty habitat builder physics glitching).
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    Sure, they may not do enough damage to be a real threat (especially if you're carrying a few medpacks), but in many cases it's still worth taking them out just so they're not constantly annoying/interrupting you with nibbling/grab …
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    Leviathans are rare enough that they're generally not a problem (except for that blasted sea dragon leviathan in the active lava zone which I believe is actually unkillable), I'm thinking more in terms of the warpers, bonesharks, c…
  • I've said it before and I'll say it again. I have nothing against developers choosing to create nonviolent games (I love Kerbal Space Program), and I applaud those developers who don't rely on violence as a crutch to build excellent games.

  • Although I'm tentatively excited for the expansion, I also wonder what happened to the post-1.0 update for the base game that was listed on Trello. There were some nice quality of life fixes planned potentially for a post-1.0 patch, but all we've go…
  • Just logged back in on here after a rather long Subnautica hiatus to give my impressions of what we've seen so far of the arctic expansion.

    That picture of the hovercraft and the descriptions of the other vehicles make me happy. My opini…
  • The devs have been somewhat distant from the community for the entire time I've been playing the game. Occasionally they would post in a topic to clear things up if things got out of hand or there was too much speculation, (or in a few rare instance…
  • @Catsfan45 I generally play singleplayer games for that very reason. Some PVP games have great communities, but mostly those tend to be match-based or cooperative games.…
  • @Catsfan45 I hear you on ARK. What a disappointing waste of a promising game that has become. Sadly, most pvp survival games end up that way. I don't know of any devs th…
  • I would also recommend to find another game to play and come back to Subnautica later after a few patches and maybe an expansion.

    Based on what you mentioned in the OP for building a massive base, I assume that you like sci-fi survival g…
  • Subnautica actually DID have an in-game map at one point fairly early on in development. That was before I bought into early access so I don't know all the discussion around the decision to remove it (the community may not have even been a part of i…
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    Which means that the player and all the wildlife in Subnautica are all actually moving in slow motion compared to what we would perceive as normal, but plants are on high gear and grow from seed in just a few days, and the nuclear …
  • I think the death penalty design is based on the game engine limitations/poor design choices. Right now save games are HUGE (over a gigabyte in some cases, which is why they don't have steam cloud enabled) and might have chosen this route instead of…
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    I do agree that the player should have some dive suit/air tank progression that enables them to go deeper with the player taking damage if they dive too deep without the correct equipment. Dives in the ILZ/ALZ should require the Pr…
  • IRL, the human body can actually survive incredible depths. According to this wikipedia article on deep diving, the record is 534 meter in the ocean, and 700 meters in a test cha…
  • This is a sad state of affairs indeed. I've always been more than a little put-off by all the noise the devs have made about their decision to not include guns in the game to make a statement about gun violence (yet we have the stasis rifle, …
  • Don't forget building the Cyclops so you can build the module for the rocket cockpit.
  • I think I've suggested a similar thing before, but it's still a great idea. Also, maybe we could also get a helmet mounted light so we can see inside dark wrecks while using tools. I really don't like how many games force players to put away their f…
  • My solution, like 0x6A7232 said, is to simply build a bunch of named lockers. I usually do one locker (or even two for things like titanium or quartz) for each common resource, and might have a shared locker for similar uncommon resources (like the …
  • Sounds similar to a bobbit worm, although with suction instead of just grabbing.