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Suggestions - balance, and miscelaneous suggestions (minimal spoilers)

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I absolutely love this game. I'd like to talk balance a bit, because it feels off for me. I'm playing in the mode with no eating, but with power requirements and the balance feels off for me. I was progressing at what felt like a normal and logical pace for about 15 hours or so. Around the time I got the cyclops, I felt the need to go and find the power cell charger. I've been searching for it and I simply cannot find it. I had found about 4-5 power cells so in addition to the 6 that come with the cyclops I am ok for now. It is severely limiting how much I want to use the cyclops though. I've struggled finding the PC charger, even though I've been to the grand reef, blood kelp and mushroom forest wrecks. Also, the modification station seems like it is essential a lot earlier than I ended up finding it. Although I have not found the PC charger, I have the nuclear reactor and alien containment BPs, things that would seem to be way more advanced than a simple power cell charger that I could probably pick up at the universe's equivalent to Walmart or something.

Biomes - it would be nice to have some sort of indicator as to which biome I am currently in. My seamoth is rated to 500M, I've been to the sea-treaders path but cannot find a wreck there to save my life. I notice that at some point I found an insanely deep cliff system went down to 499M, still nothing but black, and just a giant wall. I wasn't sure if the game is just not finished or if there is something down there? Still, some indication that I'm in location X, at any given point would be nice. Further, an indication that I'm in "the void" as many of the maps indicate would also be helpful. Even if this unlocked as a feature in one of the lost bases, or a pda would be great.

HUD - could we have a conversion to feet as an option? I know I live in the backwards part of the world, but 30M doesn't mean anything to me, I have no sense scale for that.

Hardcore survival - As a certified advanced scuba diver, I can tell you that the time to surface from 30M in game feels a lot more like the time to surface from 30 feet in real life, assuming you were ascending fast for some reason. 98 feet (30 meters) gets covered in just a few seconds with 2 tanks. You guys got so much right, but depth isn't one of them. Ignoring depth, the draw distance and the way light looks as you descend is so freaking perfect. I was so psyched when I dropped into some area just off the aurora down deep and watched as the clear blue went to deep blue, and the surface was gone and the light was scattered. It reminded me of my first ever wreck dive and I literally got goosebumps! The way the bottom just started to come into view was so lifelike - If the devs don't dive, they did a galdarn magnificent job recreating something that lifelike! If they do - kudos for them for hitting it out of the park.

That being said, I read somewhere that considerations for pressure are being considered (not sure if true). I want to say - please don't do this, unless you are going to try and make an honest to god scuba sim. If you have a suit that allows a diver to dive to the absurd depth of 1637 feet (an impossibility in anything less than the modern equivalent of a prawn suit) you already have plausible deniability that things like safety stops (where you stop at a shallow depth or several to let built up nitrogen gas out of your system) aren't necessary. If you do, o2 consumption has to slow way way down and it would force a total change to the game. Implementing this with the speed that you use o2, and the insane depths that you go to would make the game artificially hard to the point of feeling petty.

I'd also love it if the camera options in the cyclops could be displayed sort of overlayed over the bridge dome. I'd love to at a glance be able to see what's around me. I'd think by whatever year, they'd have features you can find on modern day luxury cars (blind spot cameras - come on, that exists now).

Finally, I don't think there is a submarine today that doesn't come with at least two things. First a depth finder, and 2nd sonar. I should know how deep the water I am in is without going down. Making these optional and or an upgrade feels cheap to me. These are basic features on subs made in this century, I'd think a race of humans that can travel the galaxy would have a slightly better minimum trim on their subs.

I love this game and even if none of these are ever considered I'm still going to play the crap out of this when it hits 1.0 and beyond. Great job!

What you want

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What do you want to have. And tell me why

Another Poll: Do you agree with the developers' descision to remove the Deep Grand Reef entrance?

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So right now there are three entrances to the Lost River, one in the Deep Grand Reef, one in the Blood Kelp Trench, and one in the Northern Blood Kelp Zone. But recently the devs have said they are planning to remove the Deep Grand Reef entrance and turn the Ghost Canyon into a dead end with a skeleton and some other things in it.
Here's what the developer Cory Strader said about this "The LR has 3 entrances. That is too many. And most people I've seen find it going through ghost trees" "the more entrances and exits the more likely players will explore only half of it before running into an exit and leaving" Do you agree with their decision to remove the Grand Reef's Lost River entrace?

Some more problems

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Now the game is freezing big time it's not even crashing just sitting there. I was headed to the Floating Island to find the Alien research place, and it started lagging big time then froze. I can't even close the game with out deactivating the comp. Getting really tired of these breakdowns.

Cutefish

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Can there be an option to turn off Cutefish? it's quite annoying to do something in creative while fish are stuck to you like magnets.

The ENDING of Subnautica

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I think, when the Sunbeam lands (after you disable the Array) Avery Quinn walk out to meet you, and he looks around for a bit, but then he gets the Carar. And a warper detects it, Enables the Array, and when you (the player) looks out a window, you see the gun fire up and shoot, then everything goes black, to the credits (you don't have to add me to the credits).

Yay, I can play again! or: Vesper Returns After a Nine Month Hiatus

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So as a belated Christmas present to myself I purchased a new laptop that isn't a decade old and able to run this beautiful game. As the title suggests, I've been unable to play for about nine months and it feels like a brand new experience coming back with the added content and continued tweaking of what was already there. In order to keep everything fresh I've been avoiding the wiki as much as possible in regards to new wreck, fragment, and resource locations. Fortunately my memory of previous locations is rather dim, although I vaguely remembered where the floating island was but duly waited for the radio transmission before questing for it (which was actually a good thing, as the idiotic Second Officer Keens listed due south as apposed to southwest! My only gripe, honestly) . Without further fuss, some of the things I've enjoyed thusly;

Hunger and Thirst: The meters seem better synced with the day/night scale to me. I'm not certain if they've been adjusted or if I'm remembering them less favorably than in the past but as of now they feel about right at a couple of water breaks and at least one decent meal daily.

Air pumps for pipes: As a child I discovered that sealing PVC pipe together and trying to use it as an ad hoc snorkel is bound to fail. As such it always bothered me that bare titanium pipes even worked deeper than a meter down.

Fragments look like fragments: This one actually confounded me at first. I was accustomed to fragments looking like safes and was initially ignoring them (assuming they were salvage or décor) and needed to resort to the before mentioned air pump and pipes to access deeper areas, as I was missing the initial seaglide.

The demise of the Sunbeam: The entire sequence is delightfully bleak and is a wonderful introduction to the Precursors.

Silver scarcity: Yes, I know it seems odd, but I enjoy that a necessary resource is something that needs to be worked for, scrimped, and hoarded. Every piece of silver I've used thus far has been a hand wringing experience and I wouldn't want it any other way. I may not have enough to build everything I want, but I might have enough to get just what I need, to paraphrase the Bard.

I could go on, but moderation in all things. And I'm already a bit tipsy from a few nips of my other Christmas present and as such apologies for any gross errors in grammar and/or spelling.





I think PRAWN is false (naming)

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Hello Devs,

While trying to find a translation for the PRAWN suit in German, still banging my head against the wall, I think that PRAWN itself is not the right name that you gave him!

Pressure Re-Active Waterproof Nano = PRAWN

The name sounds like the constructor (Alterra) had developed it especially for underwater missions on the subnautica planet!
(Did they knew they will crash there o_o)
Or to be correct: named for subnautica like planets!

Because Alterra is mostly building phasegates in outer space and also have many mining colonies, I would name it different!
Maybe something like:

Human power amplifying robot unit
Human strength enhancing robot unit

Just examples! Google translator is the biggest sh... since ever

The suit is enhancing the strength of a human, is anatomically shaped like a human (kinda like a mech, avatar) because it does what the human inside is doing and that with ease, and with the different modules it is perfect for building really heavy pieces together to get a phasegate (propulsion) or mining for ore thru the whole planet (drill arm)!
Just the torpedo arm makes IMO absolutely no sense (but it seems that this (only this) has something to do with oceanic planets)
Sorry but still doesn't make any sense to me and is a weapon (doesn't matter if it is vortex or gas), it is a weapon (but that is maybe another thread)

So is, Pressure Re-Active Waterproof Nano = PRAWN, really good?

What do you think? What do the Devs think?

[CRASH]In Deep Reef - Camera Batch and World Position Values & Crash Logs Supplied[42313 Dec 16]

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Another crash to report please.


I was exploring the Deep Reef in my Seamoth when the game crashed.

I noted that the Camera Batch value was 9, 16, 6

World Position Value: -474.5 -470.4 -1024.4

SN_Output_Myrm_5

SN_Error_Myrm_5


Dear Devs,

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Your game is amazing but i have a few questions,
1.how on earth did the precursors manage to escape the planet if they built a gun that shoots down ships?
2.if they didn't escape where are their ships?
3.if they did escape where did they go?
4.how did the activate the gun if they did escape?
5.why did they leave? they didn't get infected! Did they?
6.what does the infection do?
7.is there more than one gun on the island?
8.if yes cool! if no then could you not escape by flying away on the other side of the island!
9.are the warpers the precursors because the are immune to the virus?
thanks Duraloot!

What are you doing so close, reefback?

Bugs/observations/suggestions encountered so far

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I have latest build, got on steam in the end of Dec.
Survivial mode
Base/structures:
I haven't found terraformer yet so basically I build base on a "raw cliff".
-plants/bubbles coming from the bottom/schools of fish (uncapturable ones) are drawn through structures of base
-base's equipment could be seen from the bridge of cyclops at ANY distance
-unfinished structures disappear after save/load (lost some precious resources to that)
-power transmitters work principles are unclear: sometimes they have to be in direct optical vision of each other sometimes they work through obstacles (for example you can build a chain over the stone then remove middle link and viola)
-solar panel works at 200m. And in the shadow of cyclops. By means of evil magic it seems :smile:
-foundations could be built in midwater and will have no columns to reach the bottom still increasing hull integrity
-moonpool sometimes built with one or two support pillars resting on water
-I can build foundation under moonpool completely blocking the dock, however if I have seamoth docked before foundation was built it will swim through
-base attached air pumps aren't drawn.
-base attached air pump can be built on pure foundation with power connected. Where it gets air?
-bioreactor sometimes doesn't activate regardless of intake and lack of power on base. Had to rebuild it with different angle or in different room.
-how can I damage the base? It seems like it made not from titanium but pure unobtanium. I built 8 glass tubes with observatory at end with overall hull integrity around 10 (I love those foundations) and tried to ram it with cyclops - not even a scratch.
-I can construct hatch at 45 degrees walls in multipurpose room but can't attach I-shape in the same place. Unfair.

Cyclops:
-get the seamoth close enough to cyclops for it opens the dock but do not dock. Get into cyclops. You can see the bottom from the opened hatch without consequences.
-sometimes, when I enter cyclops and try to open wall lockers the inventory is drawn behind the walls of submarine making it invisible. However it is accessible and I can manage it by pointing on empty space and reading descriptions. To fix it I have to dock/undock in seamoth.

Gameplay
-on floating isle with observatories I can run down from the peak without any harm.
-several times I've encountered wrecks drawn multiple times in exact same place. I had to repair door opening mechanism triple times, open the same door 3 times, cut trough doors three times and it has tripled loot in it.
-twice I've seen the wreck completely disappear leaving all of it's stuff floating in water or slowly descending on bottom.
-first time played had EP6 and EP17 not spawned. After first cache clear they appeared where they should be.

Proposals:
-Foundation should have pillars with maximum height. In order to maintain the constant depth of base player have to build one foundation atop other.
-Divide the hull integrity from overall integrity to per/"square meter". That will make bulkheads/reinforcements much more useful. As I mentioned before you can build 50 foundations in one place and a base made of glass in other place just make sure they are connected somehow and you will have base integrity significantly greater than zero.
-Limit the amount of power transmitted by one pole/transmitter.
-Nuclear power plant should emit radiation, forcing player to build it in separate place connecting with powerlines/transmitters.
-Solar panels shouldn't start with 50/50 (25/25) power right after construction/sunrise, and shouldn't immediately loose all power after sunset.
-Base needs some kind of energy storage device/room to accumulate excessive power, maybe with a number of energy cells in it. Or modify EC charger to enable EC discharge to energy system of base.
-Enable the minimum angle for construction 45 deg.

CRAZY CREATURES

Crag Hive 1st?

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Is starting crag hive first as alien commander viable? How do you make it work?

Another list of ideas and suggestions for base construction

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Several of these ideas were generated after observing bugs:
-Foundation should have pillars with maximum height. In order to maintain the constant depth of base player have to build one foundation atop other.
-Divide the hull integrity from overall integrity to per/"square meter". That will make bulkheads/reinforcements much more useful. You can build 50 foundations in one place and a base made of glass in other place just make sure they are connected somehow and you will have base integrity significantly greater than zero.
-Limit the amount of power transmitted by one pole/transmitter.
-Nuclear power plant should emit radiation, forcing player to build it in separate place connecting with powerlines/transmitters.
-Solar panels shouldn't start with 50/50 (25/25) power right after construction/sunrise, and shouldn't immediately loose all power after sunset.
-Base needs some kind of energy storage device/room to accumulate excessive power, maybe with a number of energy cells in it. Or modify EC charger to enable EC discharge to energy system of base.
-Enable the minimum angle for construction 45 deg.
-Floating pump and pipe system should behave as floating system unless you anchor them

Ghouls Balance Mod

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Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=768899664
Mod ID: 2DD47A50

This mod contains various prototype balance changes based on ideas of the NS2 discord balance channel.

Current changes:

- Onos
- Increased Onos cost to 62 personal resources
- Boneshield doesn't heal armor anymore and instead grants a mucous shield of 400 hp while being used.

- Lerk
- Increase non-celerity flap force to match celerity to reduce Lerk’s dependence on Celerity
- Increased strafe flap force to help with spiking
- Improved crouch diving mechanics to help with ambushing and spiking

- Silence
- Silence no longer affects any "non movement" sounds

- Mucous Cloud
- Increased the mucous shield hp to 25% (from 15%) of the traget's hp

- Marine
- Decreased the spread vector distance of the shotgun to 8.5 (from 10) to adjust the "death zone"² of it back to where it was before the alien hit box change.


²) The range in which you can kill Lerks and Skulks with one shot

Code @ Github: https://github.com/GhoulofGSG9/NS2_BalanceMod/tree/ghoulsbalancemod

Feel free to leave feedback ;)

Bad idea to make Stab Worth It(TM)

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Stab - Bio 7 (or whatever)
Upon landing 2 consecutive hits on a single marine within X amount of time (1sec which would be enough time for a fade to swipe twice at max speed, though could be longer to allow for blinking, though it might make the ability a little too powerful if fades can move evasively AND gain a damage bonus), the third hit within ~1 sec is Stab - Double swipe damage, no startup delay, however fade may not attack for 1.25 secs afterwards.
Heck, if that was too strong you could even make it so it only triggered after 3 consecutive hits without missing.

Even with the modifications made to stab, it's not really worth getting or using. Why not make it so fades are rewarded for decent accuracy (even if they're walkers) with an awesome looking 1-2-3 combo attack that does bonus damage, evening out the playing field against heavily armored marines. At bio 7 you'd expect marines to be at least A2, so this would make them a 3-hit kill, IF you land the swipes without missing, and fast.

Maybe a bad idea, but had to get it out here for peer review :P

Not getting enough RTs as alien

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Lately playing as alien commander, I seem to not be holding down RTs and not getting enough RTs. Any advice?

Subnautica Public Chat Room! Come join the Playtesters, Devs & Fans!

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Hi all!

We've created a new chatroom so we can all talk together in real-time. All the info is now in this thread:

http://forums.unknownworlds.com/discussion/139138/new-subnautica-chatroom

Thanks everyone for being so vocal and supportive of Subnautica! We really do appreciate all the tweets, posts and videos made of our game. You guys help us make Subnautica better. We can't wait to see you! :)

-Obraxis
Subnautica Animator

[BUG] INVISIBLE LOCKER CONTENTS & SLOW MANUFACTURE[43227 JAN 17]

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Hi

Playing experimental. I have 4 glass lockers installed in my Cyclops. Often when I open them I hear them open but nothing shows on screen. Normally have to save the game, shut it down, restart and reload for them to show. Happens often.

Also, production of items in the fabricator within the small base I have created is very slow. Even if I am making, for example, glass, I find the process takes about 30 seconds. It does get faster if I look away from the fabricator, but if I am watching the item being made, it's vary slow. The fabricator in my life pod is working normally.
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