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Standing inside sea truck leaves you vulnerable [Sub Zero 15125]

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Maybe not a bug, but probably not working as intended either.

I noticed this when I was exploring some volcanic vents: standing inside your sea truck (not actively piloting it) leaves you vulnerable to environmental hazards. In particular, I was boiled alive by said vents several times (see image). Saving and quitting above a vent with bad timing can lead to a dangerous trap where, upon starting up your save file, you start standing inside your sea truck and are instantly killed before you can reach the controls.

I have also been yanked out of my truck by a giant chelicerate (although admittedly I was trying to get into trouble to see what would happen), and when weather is fully implemented, I wouldn't be surprised if people could freeze inside their truck under certain circumstances.

Image showing me burning inside my sea truck:
do3yiqg93i5z.jpg

I also noticed that "piloting" a module had the opposite effect: instead of clearly being unprotected, the player was immune to fire because they were technically piloting a vehicle (see image). Doing so also makes it impossible to get air from pipes.

Image showing me comfortably bathing in fire while piloting a module:
yqqkxpxqa00u.jpg

Also, the PDA does weird things if opened while piloting a module:
0l9o5c8b93y8.jpg

Inactive Lava Zone - Saving While Inside Prawn Suit Crash When Reloading (with video)

Saved Game Gone

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Anyone else get to the loading screen on launch day and find out their saved game was gone?

I like the game enough to play it again but I'd rather not have to. Is there a fix for this?

Generation Freeze Bug

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On occasion the terrain generation will freeze in a particular spot, and will never unfreeze unless I close the game. I cant save when the generation is frozen, meaning I could possibly lose hours of progress in a second. (which has already happened). Is there a fix for this? Does anyone know the cause?

We are Disabling Steam Cloud Saves for Below Zero - Subnautica

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imageWe are Disabling Steam Cloud Saves for Below Zero - Subnautica

Hello, Subnauts! As you may be aware, we were excited to introduce Steam Cloud save capability with the final Early Access update for Below Zero, Seaworthy. We have heard all...

Read the full story here

Suggestions

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Hello,

These are some of my suggestions for Subnautica.

Custom time duration. Let payers set the 1-hour time duration for the game. Sometimes I want the day to last longer.

Weather conditions. Since Subnautica has a tropic climate, it is expected to see all kinds of weather conditions.

Thank you,
Marino

Make Cyclops great again!

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Am i the only one that thinks that sea truck is stupid?
In first subnautica you were able to pilot a whole huge submarine by yourself and that was one of the signature things of subnautica game.
Why developers abandon that idea and gave us this stupid sea truck which has a whole module just for the fabricator?
Seamoth and cyclops i think they would be in any future subnautica game for players to choose. Why do we have to stuck only with one vehicle?

Like or Dislike the PDA voice

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I know it's a bit petty, but the new PDA voice grates on me and has even stopped me playing the game at all. I need to know if I'm alone in this or if others are equally ticked off as I am.

Subnautica 2.5? 3?

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got an idea.
you're part of a smuggling/drug/slavery syndicate.
the guys you work with are super cool and friendly, but.. they have all the information on your family, and you chose to get involved and theres no quitting.
they want you to setup some basic infrastructure in some water planet because apparently alterra might have something finanically exploitable, and we wanna know what.

while you're at it, dispose of some extra 'rubbish', which turns out to be your predecessor, shot in the head, riddled with green pustules (not that you know what it is)

'dude you killed him', 'yeh look things got real complicated, I'm sorry to dump this on you, but you know, alien planet, nobody will find him. look, I know this isnt cool, but do it for your family. Keira, the kids.. you know Alice's birthday is coming up. I'll send some guys around with cake. Just get this done and we can pretend it never happened ok? we'll look after you'

with him dumped at the ocean floor, you set about basic base construction with your crappy knock-off tools in the required locations, staying away from alterra automated security.
But things start going haywire.
lots of panicked chat on alterra comms, the sealife becomes really aggressive and there is a massive explosion at the alterra base and suddenly you are alone.

your guys wont answer comms. the alterra guys have left. the sealife is mental and everything seems to be getting sick...

Should Hail stones Hurt?

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those hail stones look big man, it would be immersive if they did some "ai, ee, ooh" damage to Robin. What do you think?

Quantum lockers too small?

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I would like to use the quantum locker to store the various suits and equipment, but it does seem like its too small for most cases.

Have you considered making the storage as large as the main character's inventory?

Building bases on the ground

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I think it'd be a good idea to be able to build bases similar to the starting base instead of always building underwater, I'd love to be able to do that Building the base on the ground and building the stairways going into it

BZ - Late game supply of Ion Cube

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One of the issues is that you can run out of ion cubes before being able to build story material to finish the game. There needs to be a way to acquire ion cubes end-game if you accidentally used up all of them creating ion batteries.

I would love to see an alien artifact that fabricates ion cubes slowly when provided the appropriate material and power. You have to bring some rare material and provide 2 power cells to fabricate and charge the ion cube. The power cells would then slowly discharge over 10 minutes to produce an ion cube.

Harvesting Table Coral yields fungal samples 100% (Silent Running Stable v47282)

Seaglider-Snowfox Hybrid?

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I was looking at pictures of the Snowfox, and it got me thinking: Can’t the Snowfox and Seaglider be one vehicle?

The fact that you can pack and unpack the snowfox means its portable enough as a Seaglider. If the um… “hover-modules” can be retracted, it should be able to serve both in sea and on land. The Snowfox is obviously light enough to be carried around and “should be” light enough to hover over water, as well as speed through land while carrying an adult. So adding turbo-fins in the center to function as a seaglider should be feasible.

I would love to be able to jump the snowfox out of land and into the sea, then watch it retract into a Seaglider, at the same time, being able to jump out of the sea onto land and have it transform right under you…all while you’re still on it. Oh come on, I can construct monumental buildings from thin air, but I can't have a scooter materialize on the spot? Also, transforming the Seaglider into a Snowfox while underwater could function like an Air Bladder.

You could start with a seaglider which takes up 4 slots, then be able to upgrade it into a hybrid which then takes up 9 slots. These upgrades are removable depending on your needs and inventory slots needed. This could render the hoverpad useless. Well, it kinda feels like it is IMO. Perhaps an indoor hoverpad might give it more purpose. Be able to see your baby on display instead of having to grab it outside every time, or having to build multiple pads on the surface.

Lastly, I would love to be able to equip the Hybrid on land like how a seaglider is equipped on sea. No need to drop in on the ground and hop on. It just unpacks under you and you’re on it. And when you unequip the Hybrid, it just unpacks straight into your inventory, just like the seaglider.

What do you guys think? Too much to ask?





Idea to make Docking Module obsolete

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No disrespect to the Devs, but I really think the docking module is useless. It only serves to eject the Prawn Suit. Unless you can automate the Prawn Suit to do stuff, that eject function is also useless. The fact that you already have to get out of your Seatruck anyways to get into the Prawn Suit behind it makes me wonder what the docking module interior is even for. The module doesn't even charge the Prawn Suit, nor make the storage accessible while in the seatruck. So why?

My first thought of the docking module was that you can transfer into the Prawn Suit while inside the Seatruck. Since it is required to be attached as the last module from behind, being able to access it without having to exit the Seatruck or modules at all sounds logical, and even cooler. It would have also been nice if the Prawn Suit Storage could also be accessible from the module.

So in the future perhaps we can scrap the Docking Module altogether. Maybe an upgrade to the Seatruck could just dock the Prawn Suit from behind; piggy-back style. That way, the pilot could switch to the Prawn Suit and detach from the Seatruck all in one motion. When the Prawn Suit docks back up, the pilot can then switched back to pilot the Seatruck, all never leaving either vehicle. If you do end up running with multiple modules, the last module would still be able to dock the Prawn Suit, and you can still swap in and out of it.

Alternatively, you could make sort-of a mini-moonpool-module for the Prawn Suit. That way, you can access the storage and the hatch. A bit far-fetched I know.

Wadaya think guys? Too much to ask for?

Empty ocean

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Hi there, (similar thread on steam https://steamcommunity.com/app/264710/discussions/3/4143842265269071461/ )

I have a huge bug, happening after few hours of game (and I noticed, after saving, leaving pc for a time, then coming back and lauching the game). The ocean is completely empty of wildlife once I leave the biome where I restart the game. In addition, if I try to save, it's an infinite saving and the game don't let me quit regularly, I have to alt - F4.
I tried 3 different new games (one in experimental mode). 3 times the bug appeared after 2 - 3 hours of gameplay.

My Specs :
GTX QUADRO P5000
Intel xeon CPU E5 2678 v3 @ 2,50 GHz

Thank you for your assistance.

Easy to fill plot holes.

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After a complete playthrough of BZ, I have some feedback on the storyline for the devs. (obviously spoilers below!)

First, great job so far! I very much like the overall story, and how it unfolds! But I think there are a few major plot holes the devs probably need to fill to make this ready for prime time:

1) There does not seem to be anything in the current story that explains the apparent evacuation of the planet by Alterra. On the contrary, the PDAs and audio logs left by the investigator of the accident (that killed Sam & Ivanov) imply an ongoing presence of Alterra following the accident. So where is everyone now? This is a MAJOR plot hole.

One possible story line is that the bacterium escapes the site and infects a number of key personnel, forcing Alterra to abandon and quarantine the planet until they can regain containment (much as the Architects did). Left on their own, the Alterra personnel are slowly picked off by aggressive fauna (but the enzyme 42 in the environment prevents the bacterium from spreading to indigenous life). In this scenario Robin must knowingly violate Alterra's quarantine to investigate her sister's death, and then neutralize the bacterium before Alterra can regain control of it. (In this goal Al-An would be a logical ally).

2) A related plot hole is why Sam didn't just neutralize the Kharaa bacterium. Marguerit's advice to blow up the entrance to the dig site (rather than just kill the bacterium) does not make any sense because they can (and ultimately do) just dig it back out again. There needs to be a deeper plot here.

As an example, perhaps there could be a side story for Parvan (disgruntled employee, industrial spy), which motivates him to sabotage the site and accidentally release the bacterium. Sam dies trying to stop him before she has a chance to neutralize the bacterium. Alterra covers it all up because they don't want to reveal the truth about the nature of their research.

3) The need for the Pengling robots needs to be better motivated and fleshed out. For example, maybe in the story they could play a key role in mining areas patrolled by aggressive land fauna. At the same time, you could make them more USEFUL to the player, for example giving them greater range (like a drone), and allowing them to explore, place thumpers, drill mineral deposits, or complete other tasks hazardous to the player.

Anyway, good luck with the rest of the game (still needs work, but I can see light at end of the tunnel!)

General feedback after completing the game...

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Overall I love the game. I loved the first one, and this is a great addition to the series. The only real piece of the puzzle thats missing is multiplayer. If I could host, or pay for a hosted service to play with 2-4 friends, that would make this game a masterpiece. I hope future iterations add this feature, I know a lot of poeple want it, and have been asking for it since the first Subnautica game.

General feedback/suggestions/irritations:
- Nothing at all indicating what your main objective/goal is. I shouldn't have to disect reddit posts to figure out where I'm supposed to go. I never seemed to have this issue in the original. I get that this is a survival/exploration game... But some kind of UI element that says 'find omega base', 'use the stupid penguin in this remote obscure cave', or 'disable the radio tower' would be really great.
- No story waypoints beyond delta base. With the exception of AL-AN waypoints, the game gives you nothing. That includes the ULTRA HARD TO FIND AL-AN body components. Users shouldn't have to search Youtube to find these things. Maybe i'm just a filthy casual, but holy hell, even with the use of Youtube these things were extremely difficult for me to find.
- The issue with all of the PDA voice acting being missing... How did this game pass through FQA like this? This should not have been released without the voices. It severly decreased my over all experience with the game. This was very dissapointing for me.
- The prawn suit is completely pointless. Nothing in the game requires it, and as a result, all of the attachments and tools for it are equally useless. I'm not advocating making end game resources more difficult to acquire, but needing it for some element of the story would be pretty cool to me. Similar to the sub in the first game. The only useful tech in the game is pressure suit, cold suit, sea truck, mk3 dive module (sea truck). Everything else can be ignored.
- Unable to pull things off walls if there is a glass wall. This is irritating. I shouldn't have to deconstruct my glass wall, just to remove a poster.
- Give me a way to auto-drive and auto-exit the sea truck when I have the storage module attachment. Like press and hold the enter/leave button to get into the drivers seat immediately / exit into the water.
- Give me a bigger hitbox on entering the sea truck. Its a tiny little square, and some times you are in a real friggin hurry to get back in. Fighting the tiny hitbox can be frustrating. Even when its parked in a moon pool it can be frustrating to get the right spot.
- Getting resources off of in-door plants can be extremely difficult on console. PLEASE MAKE PETES PLANT NOT IRRITATING AS ALL HELL TO GET THE PODS.
- And my biggest pet peeve... Entrances to pressurized compartments should NOT be on top, or the side... They should be on the bottom. Entering my base, or the sea truck through a side/top door is SOOOO dumb.


I know thats a lot of griping... But I really did enjoy the game... I just think it could have use some UX love before being officially released.

Subnautica: Below Zero Original Soundtrack Out Now - Subnautica

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imageSubnautica: Below Zero Original Soundtrack Out Now - Subnautica

The Subnautica: Below Zero Original Soundtrack is out now! Composed by Ben Prunty, the soundtrack features 54 remastered and expanded tracks, which includes four bonus tracks. It totals two hours...

Read the full story here

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