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Add average server hive skill back to the Server Browser

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Hey all,

In a previous thread we have been talking about how to better separate low skilled players from higher skilled players so that everyone has a better time. One point that came up was in previous builds the server browser had an average Hive Score section. I believe this section should be added back but not in its last form. It was in a weird arrow format that was confusing and did not work the way it was intended. On higher and low ends of the player spectrum this skill would either always be 2 green arrows or 2 red arrows. This didnt give a good idea of the skill of the server. Hive Score isnt a perfect system but it gives a good idea of how a player is expected to perform. Ie 4k + will most likely be very good, <1k probably not very skilled or new.<br>
That is why I suggest going back to the old system that was in place before the arrow system that @Nordic said had existed that listed the score as a numerical value like 1636 for example. However this will not be enough. Change will be needed for it to work. A colored number system would fit the bill so players who have no idea what Hive score is could visibly see if a server is right for them. The proposed system would look like what @Handschuh had proposed but with slight modifications. The column would be called "Average Skill" / AVG skill - Skill level? Column name WIP.
Player: Bimbo
Hiveskill: 1000 (Your own Hiveskill needs to be available in the browser/menu)

Name | Hive Avg Diff | Hiveskill Avg (doesnt need to be shownshow)
TTO | 2000 | 3000
IBIS | 250 | 1250
TA | 750 | 1750
Rookie| -600 | 400

Orange for "higher hiveskill" and Yellow for "lower", Orange for "higher" (diff <= 500), because most players are lowerskilled, so they need to be warned if they join into a higherskilled server<br> Red for above 1k Difference

We all know getting stomped by high skilled players is super demoralizing and causes newer players to end up leaving because "this game is too hard". The opposite is also true, Higher skilled players get bored with easy games. I believe this change will help both player groups play games in their respective skill groups more often leading to funner more fair games. Any changes that reduces the amount of unfair games is a plus in my book.

What do you all think?

Edit: couldnt see text colors. Fixed

The planet doesn't even have a name yet! Suggestions, please!

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My suggestion: 'Manannán', so named after the Gaelic sea deity, Manannán mac Lir. 

Other suggestions:

Okeanos: Ancient Greek mythology.  The divine male personification of the sea.  Also the name of a single river that encircled the world.

Calypso:  Ancient Greek mythology.   The sea-nymph who held Odysseus captive on the island of Ogygia.  Daughter of the Titan, Atlas.

Hydros: One of the primordial gods of Greek antiquity. Child of Chaos.


Et cetera, et cetera.


Incidentally, the first person to suggest 'Waterworld' gets a free prize... The Official Subnautica Whoopee Cushion!

Actually, it's not as cool as it sounds. 



It involves being seized by an angry mob, then having a 'cocked and locked' Crash jammed into your Jockey Shorts. 






Small Ideas for EXISTING Flora and Fauna

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Thread to showcase small ideas for all of the living creatures that are already in the game. This is not intended to be a thread for new species.

Crashing launching or playing Subnautica? Follow these steps to make a good crash support post!

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Hey guys!

Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:

Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]

1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.

LHmLsSd.png

2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)

3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'

PJAwuF0.png

4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.

These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!

Crashing launching or playing Subnautica? Follow these steps to make a good tech support post!


Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
  • Please make sure that your Windows is up to date.
  • Please make sure that your drivers are up to date.
  • Please make sure your PC meets the minimum system requirements.
  • Please close all other applications before starting the game.
  • Have you tried turning it off and on again? ;)

Should Subnautica have legitimate flying creatures?

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Yes I know of the little things that fly in the air but I mean something else, something bigger.

Camouflage creatures.

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There needs to be some type of fauna that can camouflage itself to match surroundings. A herbivore would be cool but a predator would be terrifyingly brilliant! I want to be scared please add this!

Just imagine this. You're picking up quartz on the cliff faces of the blood kelp. Calmly thinking about the windows you intend to construct and the lithium and copper you need to collect later. As you move from one quartz crystal to the next, you suddenly freeze.

Something looks wrong about the next piece of quartz. Then it moves a little. You slowly start backing away when a 20 meter section of the cliff wall seems to fracture and shift. That odd piece of quartz shimmers and turns a pale blue. Then the color spreads throughout the "rock" as it transforms into the shape of a terrifying sea monster.

You flee at the sound of it's horrifying gurgling, back to your seamoth and attempt to enter it but the creature is already upon you. It slams into you poor little seamoth and then grabs it and flings it against the ravine wall, destroying it. In the commotion of the explosion, you manage to hide in a tiny, dead end cave. Silence follows. Your oxygen won't last forever. After 60 seconds of eternity you peep your head out. Nothing. Just the blood kelp zone.

You begin your accent to the safety of your cyclops. Not 15 meters in as you pass close to a bloodvine, it's blood oil orb opens to reveal a giant eye, staring into your soul. You double your speed as the bloodvine begins to wriggle and writh. You try and focus on your cyclops' ping without looking back. You hear that heart-stopping, deep gurgling from behind and you can't take it and spin around to look. Just in time to see its mouth envelope you whole.

You push you desk chair away from the computer, stand up, and go to change your pants.

Subnautica Creature Evolution Chart

[Mod] Exterior Plant Pots!


Subnautica Update 84 on Xbox One - Subnautica

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imageSubnautica Update 84 on Xbox One - Subnautica

Subnautica Update 84 is now available on Xbox One. Update 84 contains all the content of the Steam version – including rocket bug fixing. Check out the Update 84 blog...

Read the full story here


'BOREALIS RISING' - A Subnautica Story V2.0.

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Borealis Rising - A Subnautica Story, V2.0.
By: Bugzapper (Lee Perkins).

CHAPTER ONE

Unlike a certain Mr. Samuel L. Clemens, the reports of my death are entirely accurate.

Alexander Fergus Selkirk lived to the ripe old age of 115 years, and died three times in the process. We're not talking about any 'dying on the operating table'- type deaths, either. The first time, I blundered into the path of a hungry Stalker and paid the price for my singular lack of caution. All things considered, I got off extremely lightly. Having a working Valkyrie Field in the Lifepod gave me a second chance, and I dare say that I learned a valuable lesson from that experience.

Considering that this planet is essentially a heaving mass of aquatic life forms with a marked taste for human flesh, it would serve you well to keep your wits about you. If you've accessed my earlier log entries, you'll probably be aware of the most prevalent threats that planet 4546B (a.k.a 'Alpha Hydrae IV' or 'Manannán') has to offer. I have done my best to provide a broad assessment of each alien species encountered so far, including their general appearance, typical behaviour patterns and perceived threat levels. Please be advised that this information is by no means complete and highly subject to revision, since this planet has entered a state of accelerated evolution. It is entirely possible that new life forms are appearing even as this account is being written.

Yes, you did read that last sentence correctly.

My second death was a rather more unpleasant surprise. Approximately eight months after Aurora crashed on this planet, a Torgaljin Corporation commercial frigate arrived and commenced highly secretive operations near one of my undersea bases. Since I had already launched a deep-space distress beacon by that time and the frigate De Ruyter had made no obvious attempts to contact me, I became immediately suspicious of their intentions. A few days later, a Torgaljin security team entered my base and I was murdered by their leader, Invigilator Galen Tomar. After being restored to life by the Valkyrie Field, I commenced a retaliatory action that culminated in the destruction of De Ruyter and the loss of its crew. This particular outcome was not at all intentional, although the follow-up operation against Torgaljin Corp's base in the Lava Castle was entirely successful and no further human lives were lost during our assault on this facility.

As for what happened to the inhabitants of the Torgaljin base in the aftermath of that raid, I can only speculate how events might have unfolded. As the Lava Castle base has been effectively isolated for the past hundred and two years, I am understandably reluctant to carry out a detailed reconnaissance mission in order to ascertain whether anyone is still alive down there. Camera drones have been sent there on several occasions, although they were deliberately made to be unable to operate the base's airlock controls. My greatest concern is that Torgaljin personnel might capture a more sophisticated drone and begin reverse-engineering its more accessible components. Considering that I took particular care in completely shutting down Torgaljin's illegal operations on this planet, I had no intention of handing over what amounted to an instant technological advantage. They were slapped down hard, and I want those bastards to stay slapped down.
Permanently.

Cloud save repeatedly corrupting...

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Unplayable glitch :(

While trying to save the game lagged out. I was still able to move and interact with my base and vehicles. Everything else stopped loading though and actually eventually disappeared, leaving my world completely empty except for my base and vehicles. After about 30 minutes of waiting for the save to finish I finally just had to dashboard quit the game, it wouldn't even let me quit normally.

Now the game tries to sync and fails, creating a 1.4KB save that is nothing and does not allow me to play. It also does not allow me to delete the cloud save as normal from the "manage game" menu on the Xbox.

I play on a new Xbox One S and have spent over 12 hours total speaking with Xbox completing every single troubleshooting option they claim to have available, and they assure me that it has nothing to do with them (which I don't really buy) or my Xbox.

It is literally preventing me from getting past the intro screen. I understand that this is a game preview, and I understand the connotations of such. However, at this point I do not have a game. I have an intro screen. If this cannot be remedied sometime soon I would very much just like my money back. If it is fixed at a later date I can decide whether or not I want to purchase it. Again I understand this is a game preview, but I no longer have a game preview, I have an intro screen :(

P.S. I would MUCH rather have this fixed I was having fun and would very much like to play the game.

New Fade Ability Concept (Shadowstep? Gone. Vortex? Gone. Stab? Sucks. Try this instead.)

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Existing Fade Theme
shadows, stealth, "assassination", energy regeneration

Reality
Shadowstep was a great movement ability but isn't coming back. Ditto acid rockets from NS1. Since the removal of shadowstep and vortex (which was never used anyway), NS2 fade has been a blink/swipe/metab machine. Stab is situationally useful versus unaware exos but rarely gets researched anyway.

Experienced veterans do pretty well with fades. Hitbox changes have made things more difficult, but bad/new fades get the worst end of this: they're poor at energy management, have difficulty timing their swipes or estimating their swipe range, and they often find themselves walker fading in the middle of a group of marines. Thus: fade has a high skill floor and a much higher skill ceiling. This results in new players rarely learning how to fade. It also means that changes made to the fade always have to take the already high skill ceiling into account: no ability that gets introduced should significantly increase the effectiveness of a top tier fade.

That means that a good fade ability should be 1) simple / easily understood so that new players can use it effectively while 2) still offering unique, non-OP utility to high tier fades. If it 3) fits into the fade's existing theme, all the better.


Proposal
  • Remove stab
  • Replace stab with a new ability @ whatever biomass prereq. you deem appropriate called 'execute' or 'lunge' or 'impale' or something comparably flashy
  • MOVEMENT FUNCTION: The fade quickly dashes forward a few meters in any direction within a 45 degree cone in front of the fade. You can edge this direction right or left slightly, but the fade's trajectory should be relatively predictable after triggering the ability. The closest analogue would be the skulk's leap.
  • MOVEMENT SYNERGIES: There should be no delay between this ability and blink. A fade should be able to blink-cancel the attack at any point in the animation. A fade should be able to transition to blink seamlessly after executing the attack as well.
  • MOVEMENT SPEED: Faster than blink in terms of distance traveled per unit of time, but slower than shadowstep (from the player's perspective). This could be adjusted for balance as needed.
  • APPEARANCE: Use shadowstep-like particle effects -- something like the familiar shadowstep-ish black and purple smoke from the fade's point of origin.
  • ATTACK FUNCTION: The fade should damage whatever it comes in contact with after the first 25% of the animation. There would need to be a minimum distance required in order to do damage; if you use the ability while already pressed against a marine, you'd execute the animation but be blocked from doing damage.
  • DAMAGE: The attack should not be significantly more damaging than a normal swipe. Maybe 1.25x.
  • ENERGY COST: 2-3x swipe's cost seems reasonable
  • SPECIAL FUNCTION: If a fade manages to kill a marine using this ability, the fade instantly regens 2x the energy cost of the ability.

Considerations
  • This isn't shadowstep but as a movement ability it preserves some of shadowstep's function, albeit limited to a cone in front of the fade. It would be used by fades with subpar energy management to more easily close the distance when they find themselves in bad positions. It would be used by players of medium skill to do the same, albeit more effectively. It would be used by players of high skill both defensively (for example: a final burst of speed to round a corner, or to dodge behind a column) and offensively (obvious).
  • The 'energy regen on successful kill' function dovetails really nicely with aura and pairs well with the fade's theme.
  • Stylistically the attack is simple and already resembles mechanics familiar from other games and, indeed, NS itself. Lunging attacks are common.
  • There would be no awkward windup or egregious limitations as with stab, for example.
  • Although the attack could be used to quickly do damage, spamming it would quickly deplete energy unless kills were being chained, in which case the fade would be fulfilling its original design role as a quick killer of low health and/or straggling targets. This would also take a good amount of skill to pull off due to the directional limitations of the attack. It'd also be countered by marines with good tracking/prediction because of the attack's characteristic forward-facing trajectory.

Natural selection steam release

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Hello dear everyone,
As some of you might know, some survivors started to play gathers again on our dear and old natural selection 1.
All is well and working very nice cept we are having trouble finding players to play with at some time. I have no doubt that the game could still interest a certain population of players that might think the game as unplayable or too old right now. But surprisingly enough, it is still working like a charm and not at all disgusting to look at !

So my question to UWE would be: Do you think it is possible to have valve allows for the game to be released as a standalone game ? I don't know what it would take but the game is ready. So most likely just a contact at steam willing to help... Some mods made their ways through this process and were then played again for a while. Why not NS ?
To UWE I don't know why you would oppose yourself to this process as you game is now a classic and therefore if you want it to keep its status you need to make it available to the mass (as TF or CS 1.6 or even doom...)
This is your history, it deserves more than a forgotten downloader on your website.

Will be waiting for replies.
All the best,
Khelby

please explain the spectator slot system to me

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so perhaps i'm a fool (likely) and perhaps i've already seen a thread or two complaining about this, but it seems this whole spectator slot system is fuuuuuuuarked

typical scenario:

1. join a 20 player server with 4 spec slots

2. 20 people playing, i go into spec

3. one player leaves, server now has 19/20 players, and 1/4 specs

4. try to f4 and join ready room, and told there is no room, meanwhile some guy is connecting. this happens 3-4 times in a row until finally somebody leaves and nobody instantly joins, then you have time to join ready room and then join a team

how exactly is this system mean to work? isn't the idea you spec, then you can join a team when there's a leaver? why should people who weren't speccing and might have only been queuing for a minute take greater priority?

Why you don't use the nuclear reactor

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After the previous changes to the bio reactor the nuclear reactor was left behind with nothing special about it to be a considered as an option to power up your base so why you aren't using ,it what can the devs do to fix this, write it down below

Now whether the changes will be added post or pre 1.0 is fine by me as long as they consider giving it a bit of a buff

First play-through thoughts - a bit too easy

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I just finished my first play-through, so admittedly I'm late to the party. I don't anticipate much of any of this being implemented given you're out of early-access, but I felt compelled to share a few things. In general, most of these revolve around the idea that the game is currently a bit too easy and there should be a bit more incentive to try different strategies or equipment.
  1. I fully realize difficulty is always relative among players, but I'd like to see hard mode expanded a bit to complicate recipes for items. I was never really resource constrained in the game and rarely had to go specifically looking for a resource in the middle to late game (except for some very special late-game items). As an example, if the cyclops has six power cells in it, that should be part of the recipe. It was way too easy to construct the vehicles and ultimately the Neptune.
  2. There really isn't much incentive to building additional habitats, which I was disappointed in. I certainly built a few thinking I would need them mainly for charging batteries and power cells. Well after finding the swim-charge fins and solar / thermal charging blueprints for vehicles, I didn't have any power issues ever again. I also built scanner rooms on most of the outpost habitats and never used them. It was always easier to just swim around and find everything. In the end, it wasn't worth it to haul all the necessary materials with the small player and vehicle (pre-Cyclops) inventory sizes. It would be nice if habitats offered some other need satisfaction such as sleep or even eating and drinking.
  3. Along the lines of #2, I also only ever used solar and thermal power. Never built the others, and didn't have the need (which is the problem). I'm thinking power consumption could use a bit of a revamp to have a reason or incentive to diversify power production.
  4. Along the lines of #3, I also never built a torpedo or associated launch capability for any vehicle and built a few decoys for the cyclops and never fired one. Creature threats to even the cyclops should be much more severe. Currently you just take your damage, keep speeding along and wait for the creature to lose interest, and finally hop outside and patch everything up. While I'm mainly talking weapons here, there's a number of other items that I never felt the need to use in order to survive.
  5. I realize it's a game, but more as a funny observation as a former scuba diver, every time I shot to the surface from the depths I would cringe. Again, I'm not advocating introducing compression etc., but it just feels a bit wrong.

Otherwise I think the approach to storytelling in this game really sets the mark high for other survival titles. I had my doubts about this game before buying since I was concerned about replayability with a static map, but the game was so rich that this really doesn't bother me much. I'm hopeful that in six months or so, when I forget a lot of details and locations, I'll be ready for another playthrough, especially if there's an expansion in the works.

The upcoming DLC

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Supposedly the upcoming dlc will be based in an entirely new location of the planet, and put us in control of a diff survivor.

As a personal opinion, i would like to see us given the option of playing thru this new location with our first/single character(before escaping), and give the players a gender choice for both the main game and dlc.

For the first part, i dont like the idea of having spent the time investing into the first playthru (all the base building, exploration, ect) then turning around and having to start over for the DLC. I understand that story-wise it's supposed to be a brand new person, but i prefer continuity in games like this. Gives me a deeper sense of satisfaction when i finally do make it to the end.

As for the second part, just think it would be a favor to the players if we're given the choice to play a male or female character. Having the ability to choose in both instances(dlc path and gender choice) would increase the play-value of an already awesome game.

Again, want to reiterate that this is all just personal opinion based on what i've heard, and is in no way meant to be a demand or rant :)

Base Bunker

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so this isn't an amazing idea but I think it would be cool if there was a bunker you could build as a room in your base it could add some hull strength and in a worst case scenario you can go there if your base is flooding or being attacked what do you guys think?

Subnautica on Youtube

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There are lots of videos on Youtube where we can see their gameplay and walkthrough of our beloved Subnautica.
But I decided to create funny trailer-montage, and now offering you to see and rate it.
Gonna be funny)
https://www.youtube.com/watch?v=SCXHubLn4Rk

Funny Subnautica pictures and memes

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Behold: Our new Escape Rocket:

xfn3s2ffie7z.png
Picture is from Kuri, a Playtester from Subnautica

Alternate ending confirmed!
Just make 4 billion pipes and build your way out of there with your Life Pod or test it with the Aurora.

Let's build your own Lifepod Treehouse with the command „item pipesurfacefloater“ in Console!
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