Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all 42799 articles
Browse latest View live

Bring Back PowerGlide as Upgrade to Seaglide

$
0
0
I miss the PowerGlide. I miss being able to haul maximum ass and outrun Reapers for the 5 seconds of battery life.

Please bring back the PowerGlide as a Workbench upgrade to the SeaGlide.
Have it remove the terrain mapping (I never use it tbh), and make you unable to toggle the lights in exchange for the SANIC DER HERDGEHEG mode.

Or allow us to swap between the two at the Workbench as we please.
I miss the power.
I miss the glide.
I miss the PowerGlide

Crashing near the mountain island

Subnautica Constitutional Convention

$
0
0
There have been some stirrings recently in the "political" discourse as to how Subnautica should be run. So far, since the election that concluded 1-2 months ago, the president-elect peeper has stuck with the current Subnautican government, the Articles of Absolutely Nothing. Finderalist advocates have proposed a constitution, and a written draft called the Messorem Administratum There is a wide consensus that the Messorem is flawed, allowing for a government with potentially weak powers, is easily and ridiculously overthrown, and potentially promotes amoral practices concerning the use of "genocide." For these reasons this convention has been called to hopefully revise the articles, and propose other constitutional ideas. Before the convention is called to order, there are a few rules:

1: Developer input is prioritized above other people's ideas, after all, they did make the game and should decide what values it supports (if any of the devs are interested :smiley: )

2: Everyone is encouraged to pitch in! Politics have mushroomed under a few forums, but that doesn't mean you have to construct essay-long political statements to participate. If you have an idea or ideal that you think Subnautica represents (or should define the planet's government), don't hesitate to propose it. All suggestions will be considered (though the length of "consideration" varies depending on the competence of the post).

3: Heads of parties, or people who have shown themselves to be competent with political ideas (basically, have posted in the other forums) should and will have their ideas considered more seriously. Consider allying yourself with a party, or sending an idea to a party official, if you want.

Without further ado, let the debate begin!

Disappearing fabricator from cyclops

$
0
0
Has anyone experience the same glitch on the Xbox edition?

Coop or multiplayer in Subnautica? I'm afraid not.

$
0
0
Hey everyone,

We've been getting tons and tons of questions and requests about whether we're going to add multiplayer to Subnautica or not.

Back in our early prototypes we always had multiplayer in the back of our mind. But we had so much to learn about the game, multiplayer was never a priority. Eventually we hit early access and now it would take many man-years to add any kind of multiplayer to Subnautica. We don't want to spend years more working on Subnautica before v1.0, so we sadly have come to terms with the fact that we won't be adding any kind of multiplayer or coop to the game.

Maybe one day we'll start over on a different engine and make a new Subnautica game based around coop. A game where one person is piloting the sub, another person is poring over readouts and computers, another is repairing the engines and yet another is radioing for help in a dark biome, where their Seamoth is almost out of juice. We would love to play that game.

But until then, we're going to finish up Subnautica the way it was meant to be: one person trying to survive in in a massive, dangerous, beautiful, alien world.

Precursor Gun lowered sea level for player (42069 Dec-2016) (Experimental)

$
0
0
Version: 42069 (Experimental)

After entering the Precursor Base through the Moonpool area with a seamoth (assuming that is the name of that area), exploring the precursor base and attempting to disable the gun, I returned to the Moonpool area to leave. I saved before I entered the seamoth. I exited the base, and hopped out of my seamoth in the ocean, and started falling through the water. I landed in water at about 150m depth. I reloaded my save. There is still water inside the Moonpool area and surrounding location, until I enter my seamoth and move away. It seems there is a large cube of water that is normal around the gun area, but there is no water until a very deep location elsewhere. Vehicles are unaffected. I leave to go back to my base at the Grand Reef, at about 180m depth, and there is still no water, instead walking on the seabed. I tried entering and leaving my base, which didnt fix it. I tried falling out of the moonpool, which almost killed me due to fall damage, and I tried saving and reloading which was probably a bad idea. I cannot explore the Aurora or the wrecks anymore as I cannot swim through the laser-cut holes in doors. Oxygen does not deplete, either. Vehicles do not make the *splash* sound when jumping out of water, for example in the Seamoth. Aren't they supposed to splash? Death (by fall damage due to falling through the water) did not fix it.

I am not sure about the reproduction steps, but what I did is as follows:

1. Use seamoth to enter the Precursor Gun moonpool area.
2. Go to the top of the Precursor Gun, attempt to disable, and return to Moonpool area.
3. Save the game.
4. Enter seamoth and leave the area.
5. Leave seamoth. Player should no longer be able to swim. Oxygen will not deplete.

I do not know how to use Imgur, but I believe I have done it right. I have taken multiple screenshots of the glitch:
http://imgur.com/a/9B1dg

If you need any other information, just let me know.

Vote Subnautica for best indie game of the year

Precursor Cold Storage Unit: New Precursor Base + Arctic Cave Biome

$
0
0
So I spoke on this earlier but never really went into too much detail.
The idea of an Arctic biome with surface glaciers and such is nonsensical considering the tropical nature of the region.

So, of course, the Arctic Biome would need to take place entirely inside an enclosed area, much similar to the Jelly Shroom Caves. The Sub Zero temperatures of this Biome would be attributed to the large, malfunctioning Precursor Cold Storage Unit in the center of the cave system.

The Precursor Cold Storage Preservation Chamber

The purpose of this unit was to cryogenically preserve specimen DNA for repopulation after the Carar virus was destroyed. Unfortunately the lock failed, and the specimens were contaminated, as the freezing temperatures were released into the surrounding waters, dropping the ambient temperature to arctic levels, creating a frozen wilderness within the cavern.

The Frozen Cavern
The Frozen Caverns are an extensive cavern system with 4 large main chambers, interconnected by tunnels of various sizes, which lead to each other, and to other, smaller chambers, making the system a natural maze.

The Caverns can be accessed through a large Aurora Wreck that had fallen, and punched through the ground, creating a passage into the cavern system from above. There is also a less conspicuous entrance near the northeastern side of the Grand Reef biome in the south.
uaiQiHC.jpg

Nestled at the back of the largest, deepest cavern would be the Precursor Cold Storage unit, a large Precursor structure encased in thick ice. The player would not be able to access the structure, but merely see it through the ice. The PDA would detect frozen samples of several billion different, unknown species, but would also state that all of them are infected with the alien virus. The biome itself would be very dark, with very little bio-luminescent flora to naturally illuminate the cave.

Frozen Flora and Fauna
Flora would be extremely sparse in this biome. Patches of Glowing Algae clinging to the ceiling of the Arctic Caves, and various microorganisms would be the main producers of this ecosystem. Arctic versions of Oculus, Reginald, and Garryfish would prey on the Algae and phytoplankton, while Rapier Sharks, Ghost Whales, and the Polar Leviathan would feed on the smaller fish. Sea urchins, Starfish, and Frost Mushrooms would survive on the detritus that falls down to the seabed

Glowing Algae is a bioluminescent plant that grows on the ceiling of the Frozen Caverns, taking nutrients from the soil above. It partially resembles Creepvine, with large glowing blue Spore sacks that provide most of the light in the Cavern system. Glowing Algae can be harvested and eaten, or grown on the ceilings of Alien Containment Units, providing a funky lighted floor to the room above.

Rapier Sharks would be new carnivores exclusive to the Arctic Caverns. Smooth, sleek predators with long, sharp, sword-like beaks for impaling their prey, and powerful jets underneath their tails for rapid acceleration. They would be peaceful towards the player, unless the player pulls out a knife. The Rapier's high intelligence and keen eyesight allows it to spot another Rapier's sword from a great distance, where it will then engage in a territorial jousting match with the other shark (Or in this case, you)

Ghost Whales would be large, peaceful carnivores that feed on microorganisms. About the length of a Crabsnake, these large herbivores float lazily in pods of 2-3, often accompanied by their young, similar to Reefbacks. Their glowing, translucent skin gives off bioluminsence, providing valuable light to the player.

The Polar or Bitefrost Leviathan is a large sea monster native to the Arctic Caverns. Significantly smaller than the Reaper Leviathan, it is barely classified as a Leviathan class creature. It resembles the Sea Dragon in that it has large forearms for propelling itself through the water. It has a large vertical finned tail as its main form of propulsion. Its body is covered in thick blubber that interferes with spectroscope scanners, and its shoulders, neck, and head are covered in silky white fur. It has a head more resembling that of a polar bear. It swims normally at a leisurely pace, constantly searching for prey to feed its immense bulk. When it spots a meal, it uses its powerful arms for an explosive burst of speed to quickly take down slower creatures. The one Polar Leviathan would dwell in the deepest chamber, guarding the Precursor Cold Storage Unit.


Prohibitive Temperatures
The sub zero temperatures in the Frozen Caverns would significantly increase the speed at which your hunger meter goes down, as well as provide Hypothermia damage if you spend too long outside of a vehicle.



Whaddyathink? Just getting basic info down for the idea.
I think it would be cool to have a biome you would only be able to access due to a Wreck punching through the ground into the cave system. Could have ice all inside the Wreckage as well.

Hula Doll for Dashboard of Seamoth (and maybe Cyclops)

$
0
0
First off, I love this game to bits. It was gifted to me on Steam and up until the Seamoth started making it crash, I played the crap out of it. As I was playing I felt like something was missing, though... and then it hit me.

G4NmIir.jpg
(Screenshot isn't mine, but I drew the hula doll on top of it.)

Improved frame rate OR new updates

$
0
0
What should the devs be working on for subnautica Xbox.

Lag Issues

$
0
0
I have been having issues with on and off lag spikes that impact the game so much it is impossible to play. I think that it is caused by terrain gen, and it also can't help that I have a cyclops and am building a base in the Mushroom Forests. I believe that my laptop can handle this game fine because I checked the system requirements. I'm also aware lots of other players are having similar issues. If anyone has a fix, please send it this way.

Also I am aware this game is in early access and that things will be changed, but would like this issue gets worked on.

Modification Station problems

$
0
0
I have a problem with the modification station. The only two wrecks that have the fragment are the Blood Kelp wreck and the Mountains wreck, making it impossible to get early game. And without it, it is impossible to get anywhere deep very quickly. Even during mid-game, it is extremely difficult to get. The Mountains wreck is guarded by a Reaper, and the Blood Kelp is guarded by two Warpers. Any suggestions on how to bypass these threats?

Just some comments from a totally new player

$
0
0
Just purchased Subnautica over the thanksgiving weekend, and I thought maybe the devs would like some feedback from someone like me coming at the current game "fresh" as it were. First, it throws you right in the deep end. I feel like things could be made a little more obvious for new players. Explanations of things like the ability to carry multiple air tanks, the importance of scanning to recover tech, the fact that holstering items makes you swim faster, etc. All things that I didn't figure out until well after I probably should have. It was a little disappointing that there was no gender choice, although outside of the occasional instant shattering of immersion caused by a few voice assets it wasn't that big a deal once you got past the opening cut scenes.

I tried the different modes and I have to say that I found none of them really felt right to me. I mean, creative is fine I guess, just kind of pointless. Freedom feels like half the game is missing and there are all these useless items. And then there is survival. Survival is how I spent most of my time in the game, BUT I find it incredibly tedious so I cheat constantly. That feels pretty lame, and I loathe admitting it, but honestly the resource management wasn't hard, just frustrating. It was like every single thing was just constantly running out. I loved the living feeling of needing food, and water, and even air, but it was just so often and tedious that it was completely not fun once the novelty wore off. The levels of damage inflicted by things felt similar. Yeah, make things scary, yeah, make big things able to hurt me bad, but don't make one tiny little bitey fish take my health down to the teens because I can't ward them off with my almost useless knife because of their microscopic, infuriating hit boxes.

I'll start a new game swearing I'm going to be good, but it never works out. :( it will start nagging me I'm going to die from dehydration or starvation, and the first two or three times I'll dutifully take care of it and then I hit the time after that and NOPE, not fun anymore, especially if I've taken care of making sure I can easily handle those requirements. So the console comes up and survival gets turned off. Then I'll hit the 6th time rushing back to the surface while trying to get needed scans out of a wreck or cut a door, and NOPE, so oxygen gets turned off. Then I'll swap out my fourth battery in the seaglide and NOPE, so energy management gets turned off. I'll get tired of going back to my pit/indentation/wherever titanium won't roll away pile outside of my base and building cost will get turned off. I'll load my game back up when I come back, and sure enough, I"ve kept building my bases and such as if survival and such were important, so I'll once again tell myself "THIS TIME WE'RE NOT CHEATING!" and the first 10-30 minutes I'll stick with it, but that's about it before one of the annoyances or another will wear me down.

I guess what I'm saying is, the gap between survival and freedom feels absolutely enormous, and where freedom feels like playing half the game, survival feels like I'm playing it at 10x speed with how totally obnoxious the resource management is. I really wish there was something in between, where a tank of air would give me something more like 15-30 minutes underwater, and I might need to eat or drink once or twice in an hours play time, and damage was less vicious and maybe the natural healing was several times faster.

Also do something/anything about storing resources so that I'm not just forming literal dump sites on the sea bed around my bases. It might be realistic, but it's ugly, and running back to them constantly because of the limited inventory space just feels bad. Honestly, I'd add a universal supply pool to the fabricator and just do away with any kind of inventory management for raw materials at all once they've been delivered to a base/lifepod/cyclops. It might be less realistic, but sometimes good gameplay trumps the hell out of any amount of realism.

And get rid of the crash powder requirement for the repair tool! Replace it with magnesium or something. The RNG on this material is just heartbreaking in the early game. One game I'd get it from the first group of crash fish I found. The next game I'd be baiting every crash fish I could find for over an hour and not see a single one. They either need to be a guaranteed drop EVERY time or they have no business whatsoever in the recipe for a piece of gear that almost all of your new players are going to consider an A #1 priority just from the sparking box in the crash pod.

I love the setting, and the exploring, and I want to see more of the story, and more of your creature designs, and building bases is awesome fun though. I'll definitely keep checking it out from time to time as new stuff gets added, even if I have to cheat constantly to make it seem more like recreation instead of a second job.

Anyway, I'm sure there's probably a whole "hardcore" group of survival game enthusiasts who I've thoroughly horrified, so I'm sorry if I have offended anyone.

I have Subnautica dreams on a regular basis

$
0
0
So, I have some Subnautica dreams. I have them about once every two or three nights, and I don't have dreams about any other games (it's really weird). So I decvided that I'd kind of make a dream journal about all my Subnautica dreams that I have. Here's the one I had last night, which made me decide to make this whole thing:

I was on a boat in the Mediterranean with all of my mates when we get told to jump into the water and dive down to find a wreck. We aren't given any diving equipment, we just have to swim down. So I start. The water's quite murky and after half a minute I have to come back up for air. There's some people who just keep on going down, and I don't even understand why, but okay. So I try again, and this time I'm so determined to find this little wreck that even when I start drowning I keep on swimming down. One of my friends, who's swimming down with me (who's completely fine, by the way), says something along the lines of "Okay, so your lungs have collapsed but don't worry because it will only effect you when you come up for air". This is why it's so hard for me to lucid dream, my mind comes up with weird explanations for stuff all the time. This is, by the way, when we both find ourselves outside the entrance to the blood kelp. So we swim down there. We swim into the Lost River and this is when drastic changes from the game happen. We go straight into the main section of the Lost River and there's blue, translucent tendrils dangling from the ceiling. Their tips are glowing yellow, and there's a Phantom Leviathan swimming around the giant skeleton. There's also loads of light blue, transparent trees growing out from the ground, and the whole place looks a lot more dense than in the game. So I think 'k' and move through this place. I can't remember what happens before this, but I find myself in the Lava Castle and I'm swimming through it. I eventually find a rusty old piece of metal that's stained with yellow blood with the white words Degasi on the side. I touch it and, Endless Ocean style, a pop up comes up on the screen saying that we found what we were looking for and I needed to come up for air. Then something really weird happens. I know I'm about to die when I come up for air, so I open the flippin' console commands and set the game mode to creative? Then I go freecam and try out the Precursor portals and stuff? I dunno, it was weird.

That's the first one, I guess. If I have any more I'll let you all know :)

A couple of ideas!

$
0
0
I usually make one of these once every two or three months, about a few ideas I've got for the game. So here we go, I'm doing it again!

LEECH RAY
An endgame item. If your in the deepest depths of the ocean, and you're running out of food, just zap a nearby creature with the Leech Ray! The vitamins and nutrients inside the creature will be transferred to you, giving you that little bit of energy you need! The bigger the creature, the bigger the amount of nutrients you get!

Also, you could recycle the Terraformer model for this Leech Ray. I don't know, it could be kind of cool. I hate games that just turn to you Filthy Frank style and tell you you're screwed. Subnautica doesn't do this much, there are always some fancy ways out of tough situations (take Brain Coral for example) and I think the Leech Ray would be a great way to just not have you be completely screwed. This gun cannot, however, be attached to a Sea Hulk, so you have to get out and DIY.

MORE OVERGROWTH
My favourite thing (just generally) is to see ordinary, everyday things just overgrown in the middle of the woods somewhere. For example, a grandfather clock, sticking out of the soil at an angle, vines dangling from it, overgrown with moss, the glass smashed, a bird's nest in the lip of the clock. Or maybe an Xbox smashed on top of a rock, covered in moss, ferns growing from beneath the cracks, worms and wood lice crawling out from the disc slot. Things like that give me goosebumps, and when I saw vines dangling from the pipes at the PG, it blew me the hell away. I just wished there was more.

I don't know how long the Precursors have been gone, but were they gone long enough to have moss grow over the forcefield blocking the entrance? Not the entire forcefield, just parts. And when you disable it it all falls away as the field disappears. And maybe the artifact stand that you put the first artifact into opens very poorly, and only when you click on it. Maybe only opening half way before you have to pry it open, and it doesn't attract the artifact, you have to press it in yourself. I'd love to see the artifacts look overgrown as well, and when you put them into the stands the moss falls away.

Those cubes in the water? Acid mushrooms on top, maybe a whole reefback-esque ecosystem on top of each of those cubes. And vines dangling from the gun itself. And moss growing over the front, except where it shoots from, thanks to the Aurora.

MANUAL AI UPDATES
I'd love to have a button that just makes the AI talk to you. It can tell you if there are dangerous creatures nearby, what biomes are close, so on. It has to be very vague though, for example if it were talking about Stalkers it would have to say something like "There is a predator in the Kelp Forest nearby." or if you were near the Grand Reef "Detecting a vibrant ecosystem deep beneath the surface to the east.". This might just be a personal thing, but I would love it. So. God damn. Much.


Full game when you buy early release?

$
0
0
So I just got subnautica for my pc and I really want to know if when the full game comes out do you have to pay for it or does it replace your early development game?

Easter Eggs?

$
0
0
I'm not sure if there are any Easter Eggs in this game. Which sucks, I love Easter Eggs! They're so cool, and they're one of my favourite things about games! Just a few little things, like maybe on the top of a reefback there's a clownfish and palette surgeonfish swimming around. Or maybe there's just a statue at the bottom of the world somewhere. I dunno, just anything really, fun little nods to other games or something.
Or maybe there are Easter Eggs, but we just haven't found them yet...

Sorry, had to get there before @Kouji_San

Returning.

$
0
0
I haven't played Subnautica for a least a good 6-8 months. I really do love this game, and how it differs from most other underwater games which are really low budget / don't actually make it to their planned state.

The issue is that I really cant find a good enough time to play Subnautica. I was getting really hyped about Multiplayer, and now that its not happened, that's set me back a bit. I've been around the forums daily looking for some new update, however to no avail... Every update that has arrived recently still has not motivated me to play this game again. The problem being, I really want to play it, though.

I am avoiding it currently because if I start now, I would finish it all in just about a weeks time, then when the next update comes, it will bore me as theres nothing really ''new'' or ''motivating''.. Don't get me wrong, I love the game and its developers but seriously, I hope this game doesn't end up like some other *cough* games that were *cough* released this year *cough cough*

TL:DR - I have no motivation to play Subnautica again because the updates are so random or small.

Subnautica and No Man's Sky

$
0
0
No Man's Sky just released a new update that introduces base building. The base building is heavily inspired by Subnautica's style of building except NMS allows you to build cubes in addition to Multipurpose Rooms and hire aliens for the base.

Sparse Reef Theories on Sparseness

$
0
0
Hello all, pie here! Been playing Subnautica for a little over a year and I'd thought to drop in on the forums and say hello =)

Anyways I did some searching and I haven't found any threads directly talking about the conditions of the sparse reef biome and of the theories I've seen here, the wiki, steam forums, youtube comments, and elsewhere I've rarely seen my take on the lack of biodiversity in this location. I've heard (whether or not it is true) that the Sparse Reef is the way it is because the devs created it as a 'filler' biome. While a biome with the defining characteristic of being bland is worthy in its own right it's always fun to speculate why that may be the case. Go ahead and add your own theories if you like. I've heard all sorts of ones ranging from the sparse reef being a prior sea treader feeding ground to the greenish brain coral eating other life out of the location and they were all interesting reads.

Theory: The nearby floater island was recently(in geological time) a part of the seabed located in the center of the sparse reef. The large floaters were initially located inside of the caves below and around the sparse reef. Once they congregated closely enough their lift began to overtake the weight of the seabed above.

Evidence:
  • The shape of the sparse reef largely resembles that of a crater.
  • The many spires along the north and east walls of the 'crater' are similar to the spires hanging from underneath the floater island.
  • Much of the bottom of the sparse reef contains small lumps that resemble debris, both this 'debris' and the surrounding seabed are covered in sand. The reason that this looks out of place is that the seabed would normally be smoother and if the debris were boulders that were naturally occurring there would be no sand resting on top. The sand indicates that it was particulate matter that was in suspension initially during the same time as the larger objects. The larger objects would fall faster due to their girth before the particulate matter rested down afterwords.
  • While not being directly above the sparse reef the floater island is still very close to the biome, when it could have been placed just about anywhere else on the map. Most notable is how far it is from the floating islands biome, which would seem to be much more suitable at first glance.
  • The size of the crater is slightly larger than the island(see below image). While initially a discrepancy it can be explained by large chunks of rock falling away as the island slowly rose to the surface.
  • Where would the larger debris have gone? Of note is a large mound on the southern edge of the biome that does not match the structure of the spires. Conveniently enough it is located between the crater and the current position of the floating island.
  • From the northern shallows to the bottom of the crater the difference in depth comes to roughly 170 meters. The difference in depth between the bottom of the floating island to the top comes to roughly 145 meters. This means the island would fit nicely into the surrounding geography, naturally tapering off from the shallows to the deeper grand reef to the south (it wouldn't be no blood kelp levels of drastic vertical changes).
  • The deeper areas of the sparse reef lack biodiversity and populations of organisms are small, supporting the fact that those areas were not habitable until recently.

And just to reward you for reading all of that (or skimming past it) I made a basic topographical map of the sparse reef. Lighter areas represent more shallow zones and darker areas represent deeper zones. The second map overlays the floater island above the crater, which you can note fits quite snugly into it.
6vf6rr6p5808.png
Think I'm on to something? Think I'm full of crap? Have a different theory? It's all good ;)
Viewing all 42799 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>