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Upcoming Update Name

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I'm struggling to come up with a name for the upcoming update. Because of the workbench, it is quite crafting focused. But 'Workbench Update' is a bit weak-sauce.

Originally, it was going to be called 'Propulsion Cannon,' because of the Propulsion Cannon. But as that item has evolved into an effective straight up copy of the Gravity Gun, I've come to the conclusion that naming the whole update after it will make us look like we are trying to shamelessly rip off Half Life, rather than make a reverent tribute to it.

There must be a word that convey's crafting, tinkering, creating... Customisation of equipment loadout... Help!

How to deal with lerks

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Hi guys. at minutw 2 or 3 lerks pop out. you know that. a good lerk, and i mean a really good lerk can kill a single marine very easy. flying with top speed a marine is dead before he knows that a lerk is behind him. i saw a lot of games that are already over just because 2 lerks came on the field. its nearly impossible to kill them without a shotgun. the lerks fly in few seconds from room to room creating superior numbers and kill every marine. small maps like tram is a good example. i really do not know how to deal with this lerks. they get evry bite and hit me with every spike. they fly so fast around me that it is impossible to focuse the weapon on them. does anyone have an idea how to deal with them?

Work Continues! - Natural Selection 2

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imageWork Continues! - Natural Selection 2

Yes the Community Development Team is alive and well, admit it you were getting worried. Have no fear though, as we have been working tirelessly in the background on some...

Read the full story here


4K support? Minimap is micromap :/

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So I was trying to play NS2 at 4K to see what the res looked liked and everything is messed up. HUD, Scores, Voice Chat, and other things.

The mini map is unreadable (you can see how tiny it is behind the score if you look closely)

Voiced on the middle right stack.

The entire HUD doesn't scale.

Is it at least possible to get the minimap fixed? The rest is tolerable (non critical) but having no usable mini map is a deal breaker. Its like running blind in the came.



Scoots Robot/Sex Slave

Picture
https://www.dropbox.com/s/2v9l8jk67x5jbsm/2015-05-19_00001.jpg?dl=0

ns2_prison (Version 0.5 - 30/03-15)

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Map has been published on the steam workshop, click here: http://steamcommunity.com/sharedfiles/filedetails/?id=133757158&searchtext= MOD ID: 7f8f8e6
LATEST CHANGES; 30/03-2015.
- Detailed Armory.
- Blevel'd the edges on the vent in armory, for making it easier to access (located in ceiling).
- Added a new vent to alien start towards ventilation corridor.
- Fixed a few cosmetic things, mostly regarding props and geometry.
Minimap: FiIl1xQ.png I started work on it in december 2012, and I am now detailing the map, for a final release, please continue to provide feedback, to ensure that the map will work it's best, when that day comes!
Roadmap: This road map is made for you and me, so that it's easier for both parties to have a view on what's left to be done and how far the project has come.
Project started the 22/12-12
ALPHA/BETA: Greybox, balance, timings and detailing of team starts (North & South static), state: completed after 1 major rework destroying 250 hours, total process up to this point is 600h over the course of 1 year and 3 months.
0.1 - Detailed Surveillance, completed @ 10/05-14
0.2 - Detailed Quarry, completed @ 23/05-14
0.2.5 - Detailed Med. Bay, completed @ 04/06-14
0.3 - Detailed Cantina, completed @ 26/06-14
0.3.5 - Detailed Checkpoint @ 11/08-14; Detailed the art piece @ 24/08-14
0.4 - Detailed Isolation @ 13/03-15
0.5 - Detailed Armory @ 30/03-15
    0.6 - Detailed Ventilation
    0.7 - Detailed Laundry
    0.8 - Detailed Showers
    0.9 - Detailed vents across the entire map and other small features.
    1.0 - Detailed General Population and it's 4 connections to the rest of the map. Optimized final lightning and performance thresholds for final release.

Thanks for all the support so far :) cvGHk4h.png

Translators main thread - French

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Hi there

After having worked on the French translation, I though I'd try opening this thread in case fellow translators would fancy debating over the details of the most polemical entries (like for example translation of some proper names). Maybe one day we'll get a discussion tool integrated in the translation website, but in the meantime a forum thread should do the trick. Maybe it would be possible to add a link to this thread in the web app?

Since the thread is specifically about French translation, i hope the mods won't mind we write in French here and there, although please try to use English when possible, so that the devs can eventually give some guidance when they see fit.

You can discuss here, and you create and vote for entries in the official translation website!

=== Reference table

For reference, here's the translation table I used for all the entries (as of 2015-04-15). It is open to suggestions, but please use it to maintain consistency among entries referring to the same entity.
In italic are notes as to why this translation has been chosen

= Objects
Battery => Pile
Beacon => Balise
Bleach => Javel
Builder => Assembleur (j'ai utilisé ce terme assez éloigné car je suis tombé à court d'options pour différencier Builder, Constructor et Fabricator)
Constructor => Constructeur
Creepvine => Vigne Orin (Un orin est le câble utilisé pour attacher les mines sous-marines au sol marin, j'ai trouvé l'analogie "câble montant" avec la creepvine intéressante)
Fabricator => Fabricateur
Hatch => ???
HUD => HUD
Jelly plant => Boule à gelée
Koosh => Pompon (pas grand fan de ce choix mais c'est le mieux qui me soit passé à l'esprit)
Limestone => Calcaire
Locker => Armoire (terme choisi car il me semblait plus proche de l'apparence réelle du Locker que "coffre")
Plasteel => Plastacier (pour info, le "Plasteel" est un terme utilisé pour un matériau imaginaire présent dans les univers de Dune et Star Wars. La traduction française généralement acceptée est Plastacier)
Power cell => Batterie
SeaGlide => SeaGlide
Seamoth => Seamoth
Silicone => Silicone (attention : LE silicone, et non pas LA silicone !)
Spotlight => Projecteur
Stasis Rifle => Fusil à stase
Transfuser => Échantillonneur
Welder => Soudeuse

= Biomes
Grand Reefs => Grands récifs
Grassy Plateau => Plateau herbeux
Kelp Forest => Forêt de Kelp (oui oui, Kelp est également utilisé en français pour désigner ces hautes algues)
Koosh Zone => Champs de pompons
Lava Zone => Zone Volcanique
Safe Shallows => Bancs Calmes
Twisty Bridges => Ponts tortueux

= Creatures
Airsack => Pochon
Barnacle suckers => Suceurs de roche
Boomerang => Boomerang
Crash => Crash
Eyeye => Poisson œil
Garryfish => Garry
Gasopod => Gazopode
Hanging Stinger => Javelon (également proposé: Dard)
Holefish => Poisson gruyère
Hoopfish => Poisson boucle
Hoverfish => Poisson-flotteur
Jellyray => Raie gélatineuse
Jumper => Tripatte
Oculus => Oculus
Peeper => Voyeur
Rabbit ray => Raie lapin
Reefback => Reefback (j'arrive pas de trouver de nom FR qui soit assez badass :-/ )
Reginald => Renaud
Spadefish => Bêchette
Spike Plant => Lanceur d'épines
Stalker => Tourmenteur
Stinger (Hanging Stinger) => Javelon

I'll edit this list if we agree on different / new words to use

=== Changelog
Spoiler:
= 2015-05-04
* Added Hanging Stinger => Javelon
* Added Hatch => ???
* Added Beacon => Balise
* Changed Bleach => Blanchisseur to Javel
* Changed Welder => Baguette de soudage to Soudeuse
* Changed HUD => Visière to HUD

= 2015-04-28
* Changed brand names to keep the original names
** Changed SeaGlide => Planeur Marin to Seaglide
** Changed Seamoth => Pégase to Seamoth
* Added a new entry : HUD => Vivière
* Added Battery => Pile (thanks @JonasGrant)
* Changed Power cell => Batterie haute capacité to Batterie (thanks @JonasGrant)
* Removed a duplicate entry (Spadefish)
* Sorted creature entries alphabetically !

ns2_mineral

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Hello everyone. It's been far too long since I visited this forum, and touched the Spark editor in general. I should have been working on this map for over 2 years now but didn't have any motivation or incentive to do it properly until now.

I am currently building a NS2 map called Mineral(based on what used to be ns_crude_b3, and ns2_crude(never released)) and have released the first alpha version of it on Steam Workshop. What I would like is if people were interested in looking at the map, playing it in 6vs6 settings and all the standard see if there are bugs and such. If the games are streamed as well that is a huge bonus as I can watch what is going on in the games. Anything helps!

This is a university project for me this year as well so any help and feedback I can get is worth a lot to me. I am aiming to have the map fully playable and balanced for competitive by the end of the project's course. Any visual detail in the map will be a bonus, but I am sure I can make at least some rooms pretty before I "run out of time". The map will continue development even if the uni project ends. Right now it is only grey floors and developer textures on the walls. Everything technical is working fine so the map should be fully playable. There is currently no occlusion geometry as I didn't think it would be needed for such a low level of detail.

Current layout:

ns2_minneral_a1Layout.jpg

Marine start is always in Surface Access and aliens can start in Drill Site or Mineral Tanks.

I've already had Maxamus from Gorge Busters put it up on their server and have been allowed to do 6vs6 testing there. Pelargir will be adding the map to the 2hrslater and NSL Match Lyon servers. So a huge thank you for that! If any other server operators or teams/players would like to test the map and give me constructive criticism that would be sweet!

Here is the workshop link for the mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=226965879&searchtext=mineral

And the mod ID is "d87397" for server admins wanting to get it up an working quickly.

Any feedback about the map can be posted in this thread, or sent to the level's email address ns2mineralfeedback [at] live.com

Anything you guys can think of is of help to me in developing this map and I'd like to thank you in advance for any effort towards providing feedback!

Cyclops Dismounting Teleportation Bug

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I think that the next bug that should be addressed is where the Cyclops likes to throw the player out in a seemingly random location far away. This can be particularly annoying as having to swim back to your Cyclops or nearest base takes time without a Seaglide and can be dangerous depending on where you have been placed, meaning that if you are killed, you lose some loot which sucks. I understand that bugs can take a while to squash, especially random ones such as this so I understand if this is a difficult request :)

Natural Selection 2 F2P?

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Is there any plans of doing Natural Selection 2 a F2P like NS1 ? And what's the current selling number of the game? Cause it feels like the most servers are running empty cause of the number of players. A great boost would be to make the game F2P. Cause right now the developing team is focusing on Subnautica, and not NS2....

My ideas for future Subnautica updates (Extremely Long!)

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Hello readers, today i make this post to suggest some of my ideas for future Subnautica updates, as it says in the title. If any of these ideas have already been posted/suggested then i apologize, though i am new to the site so forgive me for that. Anyway, onto the ideas.

#1: Weather/Natural Events
I'm pretty sure this must have been suggested at one point or another but i digress. The game needs a weather system for a multitude of reasons such as immersion and gameplay. Please note that no more than one of these weather conditions can happen at the same time. For example:

(1) Raining | When it is raining underwater becomes darker than it has before, not to mention that the closer you get to the surface the louder the pounding sound of rain becomes. The sky turns grey and very small waves form, though only for immersion. Benefit wise, your thirst goes down 20% slower regardless if your on the surface or not. Raining has a 1-in-4 chance of happening each day.

(2) Storm | When a storm begins, it starts off somewhat slow. Shortly beforehand (around 2-4 minutes before) your computer-friend(?) will say ''Incoming storm approaching, recommend that you find a secure location''. When the storm does hit the sky goes a dark grey, rain pounds down louder than a normal rainstorm and the occasional lightning bolt will strike/echo in the sky. Waves form and can push your escape pod around and even move it from its starting position. The Cyclops can be moved a bit but not by a lot, the seamoth on the other-hand can be pushed around quite a bit - meaning it becomes a wise idea to store it inside the Cyclops. Storm has a 1-in-7 chance of happening each day.

(3) Heatwave | The heatwave can only occur during daytime and will vanish at night-time. It starts around noon and while has immersion it is mainly a gameplay-related event. Less than a minute before it starts your computer friend says ''Incoming heatwave, dehydration and wildlife reduction is likely''. When the Heatwave happens your Thirst goes down 20-40% quicker, oxygen degrades 10-20% quicker and most creatures goes further down into the ocean to take shelter from the burning heat. This can be used to your advantage to some extent as ferocious creatures such as the Reaper Leviathan will attempt to go deeper and gives you a guaranteed chance to get into the Aurora without fearing for your life. Heatwaves have a 1-in-8 chance to happen each day.

(4) Tsunami/Tidal wave | This event in particular has a much bigger meaning than just a natural event, if you want to find you more go to the 'Game-Changing events' part later down the post. 12 Hours before the Tidal Wave happens your Computer friend will say ''Large volume of water incoming, possible tsunami'. After you panic about and the 12 hours pass a medium sized wave appears on the other side of the aurora(the side you don't see when you spawn) and makes its way towards your escape pod. Once it hits your pod will be moved a few meters, your Cyclops will be moved slightly and your seamoth will be moved a few meters (10-20 if its on the surface). This will happen on your 7th day in the world, after it happens your AI comrade will say ''Vital signs stabilized, The Aurora shows signs of capsizing... will continue to monitor''. The next wave happens on the 16th day and your comrade will say the same message as before, the wave this time is around 2-4 meters taller but still has the same effect, your friend will say ''Aurora shows more evident signs of capsizing, hull is weakening near the port(left) side. Will continue to monitor''. The next one will appear on the 30th day and once it does an event know as 'Capsized' will occur, see further down the post for details.

(5) Sea Tornado | The Sea Tornado(for those who don't know) is a tornado on water. When it happens a tall tornado will surf the sea and if you get caught in it your are whirled around before either dying randomly or are thrown back down like a skipping stone and killed from the fall damage. If you are in a seamoth your are just a replica of a skipping stone and are thrown back at the water and bounce for 50 odd meters. You cannot be picked up if you are in the Cyclops, because that's just a bit too much. For game balancing reasons and spawn issues, the tornado does not have its own AI but rather has several set paths it can take - it randomly picks one and goes on that path until it reaches the end where it dissipates. If you are near the surface of the water but still underwater you can sometimes be picked up - the safe distance where you are guaranteed to not get picked up is anywhere from 15-25 meters. Less than 3 minutes before it spawns your AI companion says ''Incoming Sea Tornado, advance with caution''. The Sea Tornado will never collide with the Aurora, Escape pod, vehicle depot or cyclops. Sea Tornadoes have a 1-in-12 change to occur every day.

(6) Whirlpool | The same case as the Sea Tornado but doesn't move and instead of launching/killing you it just throws you about 50-odd-meters in a random direction(except up or down). Whirlpools are small and can occur anywhere in the map, they have a 1-in-3 chance to occur per day.

(7) Meteor Shower | The name says it all. This can only occur at night-time (for immersion purposes) and you can look up to see a beautiful show. Yellow-ish lights fly across the sky and anywhere from 4-to-10 meteorites will fall into the ocean. It should be noted that these cannot land within 70 meters of your base and cannot land on the aurora and with good reason. When they crash a small 20 meters area around them is contaminated with radiation. This radiation does not spread but will stay there until the meteorite is dealt with. You can use a tool(?) to break and pickup the meteorite shards(See item section of post for more details) and also the meteorite core, which is a light-lime-green ball with a smooth look and surface and gives off a faint glow. The shards are red/black and glow a faint orange (this is also the same with the meteor). Meteor showers have a 1-in-15 chance per day and you are given NO warning by your AI friend until it happens ''Sudden foreign objects have entered the atmosphere, eyes to the sky''.


#2 Creatures:

(1) SaberFin | We all want to see a Megalodon, don't we? Don't deny it. The SaberFin is a replica of the great shark, while the developers could give it a Subnautica dress-up i would like it to be easily identifiable to all players. It will spawn from the place known as the Giant's Lair 2(see biome section for more details). Once you get within distance of the Giants Liar 2 (when you could see a large creature emerge from it quite clearly) the SaberFin will spawn and immediately try to kill you, it can destroy your seamoth and kill you in one fell swoop but will just intentionally ram your cyclops. It will pursue you for 3 minutes before it loses interest, if you die it will lose interest. It will stay within close proximity of the Giants Lair 2 much like how the Reaper Leviathan stays close to the Aurora. You can use the stasis rifle to stun it for a few seconds but not for long. The size of the SaberFin is about the same length of the Reaper but is more chunky like a Great White Shark.

(2) Whipster | The Whipster is a tentacle that is attached to the ground and will slowly sway back and forth with the current but when you get close it can extend and hit you for 10% health, it can be killed to get food and hits you every 3 seconds. It dies in 4 hits from a knife. It can be found in the Kelp Forest, Mushroom Forest, Koosh Zone, Grand Reef and Jelly Shroom Caves. It makes a whipping sound when it attacks, its colour changes depending on biome. It is a common-uncommon enemy.

(3) The Kraken | Name says it all. In the Giants Lair 3(see biome section) it will spawn and stay close to that biome. It is has a large head and many tentacles with a fanged mouth among the mass of tentacles. It will spread the tentacles and eat you in one go, if you are in your seamoth it will do a similar animation to the Reaper, taking two hits to kill your seamoth unlike the SaberFin which only takes one. Although unlike the Reaper and SaberFin The Kraken can actually damage you Cyclops, it will wrap its tentacles around the Cyclops and take off 20% health each time it attacks. It is more passive-aggressive and wont hunt you down relentlessly like the SaberFin but will try to make you leave the area around the Giants Lair 3(Area is like 150-200 meters). In terms of size imagine the Reaper curled into a ball and adds long tentacles. (Sorry for bad descriptions).

(4) Flying Fish | A variation of the peeper but skips across the surface of the water and can be captured and eaten. It is passive and is moderately fast and fills 20% Hunger.


#3 Biomes:

(1) Giants Lair #1 | The Giants Lair #1 is right beside the Aurora, on the left side where the small underwater hole in the ship is. Is it a long line that expands a small portion of the ships length but goes down to around 500 meters. If you fit the Cyclops in a straight line so the front of the cyclops is facing the direction of the front of the Aurora you can descend while taking little damage. Once you reach down to 800 meters you will get into a open-ish cave that has no available light, meaning that either your cyclops or flashlight must be used. At the bottom of the cave are broken egg shells which have a similar colour pallet to the Reapers and belong to the Reapers. The closer you get to it the more the Reapers will try to kill you, they have a chance to even come down the hole and attack you while your in their cave. This is a part of the event 'Capsized'.

(2) Giants Lair #2 | The Giants Lair #2 is in the bottom-right of the world. It is a large cylinder hole that goes straight down and ends in a larges sphere area at the depth of 600 meters. At the bottom is nothing except for 3 parts for the SFG. When you re-emerge from it you will hear a growl(?) and your companion will say ''Incoming life form, caution advised!''. Once that happens a SaberFin will swim from outside the map and attack you and stay within 125 meters of The Giants Lair #2.

(3) Giants Lair #3 | A large hole much like Lair #2 and at the bottom lies the Kraken along with 5-10 Bleeders than are relentlessly aggressive. Once you get close to the cave The Kraken emerges and attacks, after you flee or die it guards near the entrance forever. Inside the cave you will have to deal with Bleeders but there are Modules: Stasis Cannon Module, illumination module, Overdrive Module (See items section for more details).


#4 Items:

(1) Bio-signature Detector | Made from x2 Meteorite Shards and x1 Meteorite Core | It will start beeping when a hostile enemy is within 100 meters, it is a circle object with a white background and glass covering. It has 8 sides like pizza slices and will glow red in the direction of the enemy.

(2) High Value Threat Detector | Made from x1 Bio-Signature Detector and x1 Meteorite Core | Identical to Bio-signature Detector but only alerts you when threats that can damage you badly such as Reapers.

(3) SFG (Sea Flare Gun) | Made from x3 SFG parts, x2 Copper Ore, x1 Titanium | Much like the stasis rifle but doesn't require to charge up and fires a bright red flare that is incredibly bright, the brightest light source in the game. The flare slowly floats down to the sea bed and lasts 5 minutes.

(4) Stasis Cannon Module | Used on the seamoth to add a stasis cannon that works like the stasis rifle but lasts for 2-5 seconds longer, but to balance it to make it fair it consumes 20% energy on use.

(5) illumination Module | Used on the seamoth and cyclops. When out into the module slot it will give you incredible advanced headlights that allow you to see much further despite the weather or depth.

(6) Overdrive Module | Used on the seamoth and cyclops, increases the speed on the seamoth by 50% and the speed on the cyclops by 25%.


#5 Events:

(1) Capsizing | Upon the third tidal wave hitting the Aurora, the massive ship begins to fall to the left and will fall on top of The Giants Lair #1 and block it off. There will be a pathway through the ship and allow you to enter the lair without the Reaper coming down to you. But at the same time more of the ship will fill up with water and several lockers of loot will fall into the Lair for you to collect. After this has happened a magma vent is exposed (the ship sat on top of it) and will allow you to explore that. Inside the lockers that fall into the Giants Lair #1 will be an item called the 'Universal encyclopedia'. Once the ship has capsized the Reapers will become more aggressive towards you and will be faster than before (since their nest is blocked).

(2) Eagle Down | On the 22nd day in the world your companion will tell you that something is falling from the atmosphere. During some days after that another ship will fall from the sky and land near the edge of the map. It will float on the surface for 8 hours and then for the next 4 hours will slowly float to the seabed, it will then stay on the edge of the map for 5 days before then falling down the gorge that is outside the map and will explode, losing all the items inside. Inside the small transport ship are a multitude of items that will just help you along instead of giving you one-off items that are unique to the ship. The reason behind this is because if the player cannot get to the ship in time then they aren't missing out on something super-mega important. However there is a unique item but is only for lore. This could tell you about how they were shot down and what was happening during the crash. This can either be an audio log or a message log, it is up to the developers.

Thank you for reading and i hope you like the ideas. Hope reading this much didn't hurt your eyes.

Update to Repair Missing Terrain Problem - Subnautica

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imageUpdate to Repair Missing Terrain Problem - Subnautica

Two weeks ago, the Crash Site update was released.  This update brought Reapers, exploration of the Aurora, radiation suits, and… A horrible bug. For some players, a missing ‘dynamically linked library’ (DLL)...

Read the full story here


Ideas for better future

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So, after playing the game three days I have built pretty much everything, seen everything, and swam A LOT, what now? Well thinking of how this game feels and plays I was thinking inputting my thoughts for new items, gear, tech, and so on. I mean this is to be the age of the 22 Century when space travel is possible and so on. Make matter out of lasers and even have a stasis rifle but you cant make a harpoon gun or some sort of robot? Legit<Wut?

Firstly, scanners. A way to see a large scale of the area would be ideal IMHO just since you blindly swim or drive your sub around just hoping to find something interesting. Scanners would EASILY be installed into the cyclops as there is already two computer monitors there in the ships main bridge. On a second thought to scanners perhaps a tracking device sort of tech to perhaps harpoon onto more dangerous creatures like the Reaper Leviathans, so you could at least know where the big bad monster is lurking, besides hearing its blood chilling roars before seeing its four blades of bodily mashing of doom in your face right before its ripped off in a single bite. Just a thought.

Second thought as stated above harpoon gun. Something easy and simple and even basic survival for marine divers. A harpoon gun would be something interesting to have for hunting and defending yourself from creatures like Stalkers so not having to worry so much. With any weapon however, you will have malfunctions, ammo limitations, and yes having a spot to carrying them. Making them the same size as the freeze/stasis rifle would be about right and the ammo being a separate thing as well. So going out would mean a choice, do you save your limited ammo for hunting food or do you use it for taking down big game for survival?

Third thought Weapons in general. Something on the line of defending yourself from creatures like the blood sucking leeches would be nice, maybe upgrading your diving suit to perhaps have a thicker lining or even charging it with a electrifying current to force attackers from nearing you. With such a suit of course you would need to turn it on or off and have a power source so like the sea glide perhaps having your suit as well have a power slot added to aid in its functions. Fuel cell seems to large to fit but a battery to small so adding a new type of power source to power your new suit would be interesting. Solar power cells on your helmet, back, or even the entire suit itself. Just ways of making you a little less defenseless out in the deep dark waters.

Fourth thought Air tank upgrade and longevity. Having multiple tanks is great for longer times in the water exploring in caves and gathering things but it runs out so quickly, and take up so much space for gathering items, so maybe making them last a tad longer would be nice. Adding something of a air filter/reproducer would be cool to think about. Recycle spent O2 into new air for a longer dive and more exploring deeper caves. Perhaps add a spot to the paper doll equip menu of your person for the air tanks instead of them being carried in your on person inventory would be a nice change and free up space for a big item raid as well allowing a air tank amount upgrade for a bigger tank that holds more air for such a new idea. So base tank would be a normal build and the newer tanks cost the same amount plus a little more new items like say Glass+ Silicone= Tank right? Well why not for the upgrade be Tank+Tank+Silicone+Wiring Kit+Chip=Advance Air Tank Re-breather System. Something like that to make the game more in-depth and interesting.

Fifth thought Air bladder...worth the room? Honestly not for me. That one spot it takes up seems better used for medical kit or one more gold bar than having a rather same speed as just holding space bar item to ascend to the surface. Perhaps make the air bladder another on person equip item to the suit would be better IMHO.

Sixth thought Base home or not. Make the base bigger and nicer with larger rooms, perhaps some nice decor features like potted plants or even a aquarium since plenty of sea life to make such a wonder thing. Not really a big "OMG GOTTA HAVE IT IN GAME NAOW!" But just a thought to brighten up your rather boring and lonely life stuck on this water world. Reading some other forums and others that posted on the idea asking for something of a companion bot, not a bad idea to be honest would indeed make life on this planet a little more enjoyable. I read the thought for updates of making a moon space dome Seamoth docking port thing add on but a large blank open room so I could make a plentiful amount of lockers to store and hoard items for later use would be pretty awesome.

Most important the bugs. Items disappearing when loading back up the game. That REALLY needs to be fixed before adding anything new since well I dont think going through all the trouble getting all the items to make this new thing and have it just not being there when I come back is a good thing. I know when I went into the ship and got the item to make the subs power levels a lot stronger (200% and still drinks power like a fish) I was HAPPY, BUT, when I load up the game the next day it was GONE! I was rather bummed since I went through hell to get into the ship and hell getting back out. Dieing four times to the Reaper thanks to odd outer body pulls from the cyclops, being caught before making it back into the sub or just being killed by the crab things and being re-spawned back at the escape pod made that item a trophy and now.....its gone forever. So that item needs to be something I can either craft OR be re-given back to all players since I am sure I am not the only person to have such a treasure ripped from my water pruned fingers.

TL;DR Scanners, Harpoon gun, Tracking device system for monsters, Air tank upgrades so to last longer and hold more air, Air bladder yay or nay make an equip on suit, Base to be bigger, better, stronger, harder, and lastly BUG FIX ON SUB UPGRADE so items stop disappearing on game load.

Problems with my Seamoth

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Everytime, i relog into my saved game, my Seamoth is not in my Cyclops. By the way, I have 2 Cyclops and 2 Seamoth, both Seamoth are docked in my Cyclops and I save the Game all 5 minutes, but if I load my game, my Seamoth spawned not in my Cyclops. Today, both of my Seamoth spawned at another place, one is destroyed, I could'nt repair it, the other one had only 1% Health left, I could Repair it. Pls do anything about this Bug.

The Weather

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On a planet covered mostly water, I'd like to think that the weather would be quite extreme. Water vapor would be constantly fueling whichever storm cell popped up and the wind would be howling with no land to slow it (not that i want wind all the time). Anyone else waiting for a storm to come along?

Future upgrades and the Aurora?

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So i've heard that many wouldn't like the idea of having a dead alien civilization that we get upgrades from, ala Metroid. But watching the exploding Aurora I was struck by an idea. What if in that explosion chunks were scattered in the ocean that might have upgrades that are worthy of tracking down? Maybe a comms room where you get the ability to start mapping the ocean, or a power station that lets you recharge power cells? I mean, we already get a big reward for making it into the Aurora by getting the power upgrade for the Cyclops, why stop there?

Story, Progression, Ecology and more

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Subnautica has amazing potential, and I have been thinking considerably about some of the aspect of the game, story wise, and would like to share these ideas with the community and with the developers. This may be a long post, so please bear with me.

ECOLOGY

One of the reason Frank Herbert's Dune was such a success is the amount of sheer data that Herbert created as a background behind the ecology of Arakis.
Subnautica has that potential. What is the relationship between fauna and flora? What creatures eats what other creature, which in turns eats what other flora?
This is important, first, because it determines how the fauna and flora may be generated in the game, and how eggs are spawned.
If an ecology chain can be written down explicitly, then these rules may apply to spawning:
  • Spawning depends on biomes
  • Spawning multiplier depends on the presence of the fauna's food source
  • Spawning of eggs depends on the amount of same lifeform in the same area at the same time

TERRAFORMING

If we have a full blown ecology going on then it means the player can affect that ecology:
  • Depleting certain resources will affect the spawning rate of corresponding life forms. i.e., cutting too much vines in the kelp forest reduces the amount of stalkers
  • Killing corals and other fauna through the use of terraforming tool affects spawning rate of fishes, which may mean starvation
  • Diversity of life forms is required for research, DNA and other aspects that are required for survival and later for wining the game
  • Some technologies could be developed to plant lifeforms and regrow the ecology using the DNA or change biomes
  • Planting certain fauna in dark areas may help attract luminescent lifeforms or grow oxygen-rich plants

I think this idea alone has HUGE potential. After all, this is a game that postulates you arrive in a new planet to terraform it. What are the impact it will have on the life around you? What if you find out much later in the game that some creatures are sentient and they are starting to be affected by your meddling?


SCIENCE AND RESEARCH

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There is already an awesome DNA aspect being developed in the game, where you would collect DNA samples from various creatures to transfer in yourself or other lifeforms.
I think science should play a larger role in the game:
  • Your PDA could have an additional tab for scientific research. Each life form, fauna, flora and technology can be listed there.
  • Each time you hold a fish, or get hurt by a lifeform, or cut a piece with a knife, the entry appears in your PDA
  • At first you only have an approximate description: "This fish is blue with a single big eye on it's belly. It seems quite fast and difficult to catch" no nutritive description is displayed.
  • Cooking the fish won't tell you the new nutritive statistics either
  • When you eat it for the first time, (raw, cured or cooked) its effect is now added to the PDA entry
  • Some lifeforms may be poisonous. You will find out when you eat it!
  • Some lifeforms may hurt you - like the acid mushroom. The initial description would only say "Bright purple mushroom-like plant. Seems to retract itself when approached." When you try to eat it you get damaged and the PDA now says "Pure acid"
  • The fabricator will show you can build a battery out of acid and copper, but won't allow you to use acid mushrooms until you found that they are acid.
  • Only by researching the life form (or its DNA) through the use of some sort of laboratory can you arrive at the full description of it, including its place in the ecology (see above) i.e., who eats it, where it lives, what it needs to grow, and of course what its DNA can do using the injector.
  • By the end game the PDA research tab would show beautiful pictures of all the lifeform met, which is one of the great pleasure of this game
  • Accomplishment would be given when all the research has been fully found on your PDA research tab


STORY AND SCIENTIFIC DIARY

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One way to keep track of the evolving story while staying in a sandbox type of environment is to use the concept of a scientific diary.
As the player reaches certain important milestones in the story, we could see him take his PDA and start recording his personal notes on what he goes through. Perhaps at first he is recording a journal in the hopes of being rescued soon, by the people who are supposed to arrive after the terraforming (or by a rescue team who knows the Aurora went down).
Perhaps he knows he is stuck all alone and is recording his thoughts not to become mad with loneliness.
So we could get an entry at these milestones:
  • When you crash down and realize you are alone in an ocean planet
  • When you learn the Aurora is about to explode
  • After the explosion
  • When you discover that acid mushroom can be used to make batteries
  • When you discover that air-sack fish can be used to make water
  • When you discover the reapers

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As the story advances and you discover what caused the Aurora to crash, the journal could be a great way to keep track of it, as a game mechanic.


SENTIENT LIFE

Ultimately, what if the character discovers that this ocean planet is actually inhabited by sentient beings?
That would make for an amazing plot device.
Think of a life form like our dolphins: they are amazingly intelligent but communication requires devices (like sonars) as well as developing a "code" to understand each other.
As the story progress, the player would have to learn that some sentient creatures change their behavior depending on his actions, and eventually a technolgoical device can be crafted to enable sign or coded language.
Maybe the sentient beings are the reefback?
I can see all sort of really amazing potential there:
  • When you destroy the ecology and endanger the sentient life form or life forms
  • If several different sentient life forms are at war with each other?
  • If the only sentient life form need your help against reapers or other kind of problems?
  • If you could call some life forms for help, for instance calling a reefback to protect your from a reaper and chase away the dangers, or to repair your sunken cyclop with sticky goo inside the hull breaches?
  • Maybe you have a limited number of days before your rescue party arrives, and depending on your situation with the sentient life form they may end up killing them or helping them?


Enough idea for a single thread.
What do you all think?


What if the devs didn't tell us the fish they were adding?

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What if when the game gets updated, the devs don't tell us some details, like if they add a new fish. This way we could find new things we didn't even think existed.
they could even put in really rare fish without telling us, this way you never truly know what your going to experiance when you get into the game, just like real oceans you can always discover new things.

Loading screen problem

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When i open subnautica, its all fine, but when i load into a saved game and it shows the loading screen of Aurora crashing, it just wont load in for a few times. When i exit it in this state my steam says that im still playing subnautica, so i can't open subnautica again. I have tried using task manager, subnautica doesnt show in the task manager. Is there any way to stop this from happening? I always used window mode and minimum graphics and 1366x768 ( it was set to this by default). I cant play subnautica without having to restart or manually turn on and off my laptop

Lobby style chat room

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I think having a chat room integrated into the Main Menu Interface would help facilitate populating empty/low player count servers. A chat room at the bottom of the server selection screen could solve the whole problem of people cramming into servers. I know I'm not the only one in the server screen when I see only one server full and a bunch others empty (it would be nice to see how many other players are in a queue - ahead or behind). It would be nice feature. Thoughts?

Ultimate list of suggestions.

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I've played the game for a while now, and I totally enjoy it. There's SO much potential in the concept. So, here's some ideas for future updates. If something is impossible / already worked on / a cool idea / anything else, please comment. Leave your own suggestions if you want. I'll continue listing things on the comment section, since the main list would otherwise become too long for single post. :D

General stuff
  • I think it's still a little bit too easy to craft every single item in the game. Sure, it might take some time to figure out how to get some materials, but after that you can just obtain anything in a few minutes.
  • I really like the idea of DNA injections, but it shouldn't make big physical changes. Gaining special abilities for short time is cool, but something like size changes can break the game in my opinion. Especially if you can do it to yourself. If the physical change is kinda small, then I'm OK with it. This is just my opinion.
  • Additional fragments could unlock some upgrades. Also seamoth fragments are way too common.
  • Some explorable story elements would be nice. You could find aout something about the planets history and maybe about the strange force that made the Aurora crash. Completely optional feature with some non-exclusive rewards. The biggest reward should still be the story.
  • Currently there isn't much you can do with extra materials. I mean, collecting loads of stuff isn't really that usefull. I think some kind of need for maintenance and repairs for existing tech might work. For example repairing seamoth could take some titanium. Also some consumable items could be cool.
  • Lighting changes too suddenly when entering caves. Also dark caves look well lit from outside.
  • Weather effects. Probably one of the most suggested features, but I'll still add it here.
    • Storms and rain. Some species are attracted to the surface by the rain, some others fear storms and go hiding. Less flying creatures when it's stormy.
    • Snowing and hail in the arctic areas. Aurora borealis as a rare encounter.
    • The planet is completely habitable for human beings, so weather mechanics shouldn't be too different from Earthly ones. But there could be some unknows phenomena.
    • Weather should be clear most of the time. Not too many catastrophical events, since the planet seems pretty stable.
    • This isn't really weather effect, but there could be a meteor crash. It could be a single time event like the exploding Aurora.

New sub
I found this piece of concept art of a sub (wiki says it's for cyclops). Here's some ideas for that as a new vehicle:
  • It would be bigger than cyclops, of course, but not too massive. Like ~1,5x of cyclops. You can't dock a cyclops in it.
  • There are couple round thingies on the side of the sub. They could be hatches for smaller vehicles. There would be total of 4 of them, 2 on both sides. Things you could dock into them would be:
    1. Seamoth
    2. Exosuit
    3. The lifepod (could be actually used as an escape method)
    4. Something else. Maybe some builder/defencive/repairing bots, that you would need to construct separately from different blueprints.
  • The blueprint for it would be a reward from other parts of the Aurora.
  • This would use massive amounts of energy, but you could add solar panels and other types of power generation systems to it. They would slowly recharge the thing, but not fast enough for continuous travelling. Also, there could be separate power systems for movement and machinery (latter meaning fabricators n stuff).
  • It would include a small lounge/living room area. You could add some furniture and maybe a fridge in there.
  • You would need lots of rare materials to build it. It would be kind of end-game vehicle. I don't think we need vehicles more powerfull than this.
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Overall sub upgrades
  • Ability to leave from the top.
  • Creature radar.
  • Ability to draw a map on the sub interface. Automatic sonar mapping of the area you are exploring. You would need to make some kind of upgrades to the ship before mapping is enabled.
    • 3D mapping would be either available from the beginning, or you could upgrade to it.
  • Headlights. You could turn them on/off manually. The direction of the light could be changed by operating a specific interface while the sub is stationary.
  • Tiny trunk on the seamoth.

Sea monster cemetery
  • A new deep sea area filled with huge skeletons of marine animals.
  • Possibly a graveyard for sea emperors. The actual sea emperor could reside close to this place, but maybe not exactly there.
  • The skeletons could also belong to an extinct animal.
  • The area would be the best place to get diamonds. Don't make them too common, though...
  • (If you want to add 'fossil fuels', this would be ideal place for harvesting those. I don't like the idea that much myself.)

Bots
  • Small bots for specific tasks, similar to constructor's bots.
  • Would come in different varieties like defence, repair and medical. But not offensive.
  • Would need collectable blueprints to build. Can be 'docked' into a sub.
  • Sea monsters can destroy them.
  • Would need some maintenance every now and then. That way there's more reasons to collect lots of raw materials.

Recycler
  • Breaks items into raw materials with slight loss.
  • Completely broken vehicles would turn into harvestable wreckage, that could be recycled.
  • Fragments could also be recycled. The recycler blueprint would be obtainable from fragments too, so people who don't understand fragment mechanics won't accidentally recycle most of their fragments. :P

Refiner
  • For extracting substances from creatures and/or filter sea water for salt and drinkable water.
  • Mid to late game machine for seabase. Possibly not for submarines.
  • Could produce dyes. This feature could be included in colouring machine (below).
  • This whole machine could also be part of recycler (above).
  • (If fossil fuels will be included, this would refine them.)

Colouring machine
  • Put in a dead creature, plant or dye and another item to recoulor it. Would work only on specific smaller items.
  • If dead creatures are accepted, then there's no need for 'dye' -item. Otherwise the machine or refiner (above) could produce dyes.
  • Possible product: coloured fabrics. Used to make neat furniture.
  • Some creature could be attracted by a specific colour. Coloured objects would then work as trap baits. Otherwise the effect would be purely cosmetic.

Furniture
  • Mostly cosmetic objects.
  • Would need bigger base / sub rooms for this.
  • A bed for passing time. There could also be fatique mechanics, but I'm not sure if that'll be a good idea.
  • Refridgerator and/or freezer for preserving food. They would consume little power constantly. Should include on/off switch.

Sedatives
  • For defence and easy DNA collection.
  • Sedative/anaesthetic gun or propulsion cannon 'ammo'.
  • Bigger creatures require more bullets to cause any effect.
  • Giant creatures like the future sea emperor would just become more sluggish.

Traps
  • T-shaped floating trap with fish as bait to lure flying creatures. Would produce food and maybe some special scales (alien feathers).
  • Other traps for fishing smaller edible fish.
  • Some 'traps' could be used to lure away dangerous creatures (reaper), but they wouldn't do damage.
  • Predators might attack and destroy traps with a bait they like. For example stalkers vs bird snare with a peeper.

Pets
  • A pet home module for bases. A pet will always follow you if not in the module.
  • Pets will become wild again if you flee too far away from it, except if they are in the pet home.
  • Hatch an egg or tame animals (one or both).
  • 'Cute fish' from concept art should be and easily tameable pet.
  • Predators can attack your pets. Even tamed ones.
  • Creatures any bigger than stalker aren't tameable, but maybe you could make (some of) them friendly/passive for a while.

Rewards for beating huge hostile creatures
  • Collect raw materials from animal bodies.
  • 'Beating' doesn't necessarily mean 'killing'. Using sedatives works too. However, just using stasis rifle isn't enough.
  • Maybe you could use creature remains to make decoration / furniture? Like skin rugs and mounted heads.

Back slot
  • You could wear items on your back.
  • Backbags. More inventory space, less speed. Different sizes.
  • Some protection items could use back slot.
  • Jet pack for quick ascending and/or floater island exploration. Or maybe for catching birds? It shouldn't affect normal swimming speed.
  • Could also be used only for air tanks.

Creature remains
  • Apart from sea monster cemetery (above) the world could include some creature remains in random locations.
  • Might be harvestable, or just a cool lookin feature.
  • More likely to be found on deep ocean floor.

Air pockets
  • Pockets of breathable air inside caves.
  • New brain coral area / biome.
    • Either huge purple brain corals or many smaller ones produce a huge air pocket in an underwater cave.
    • Lots of bioluminescent plants.

Resources
  • Some plants could grow back after harvesting.
    • Acid mushrooms will grow back spontaneously through their mycelium
    • Creepvines drop their seeds (the glowing things?).
    • Harvestable plants on floater island grow back.
    • Minibiome with regrowing plants on reefbacks' backs (I think devs might be working on this already).
  • Farming system:
    • Greenhouse module for farming inland species
    • Water species could be planted anywhere with proper growing conditions.
    • Seeds and transplanting with 'flower pots'.
  • Fish spawning
    • Some or all of the fish species could use a breeding system.
    • Fish breeding grounds: rich of a specific fish and plants they eat.
    • Fish tank base module for breeding and decoration.
  • Power
    • Solar panels.
    • Wave generators and turbines when/if currents are implemented.
    • Small version of dark matter reactor or some other modern tech from Aurora. Needs research, fragments, etc. End-game content, only for the biggest vehicles.

Shipwrecks
  • Crashed spaceships on ocean floor.
  • Ships of humankind from previous space travelers.
  • Alien ships.
  • (No survivors from other ships. Keeps the feeling of being 'stranded'.)

Fish species
  • Wandering fish
    • Fish species that change their location ocassionally.
    • Live in pods.
    • They will stay in one place a specific time (1 in-game week?) before traveling elsewhere.
    • They will be a random encounter, kinda like roaming pokemon in pkmn games :smiley:.
    • They could be a good food source or become rare pets. Or both.
  • Playfull species
    • Medium-sized fairly intelligent species. Dolphins of this world.
    • Live in small-medium pods.
    • Would be friendly and playfull. Spending a while with them would make them approach you. They could help you get back to surface in some conditions.
    • Tameable with fish, similar to stalkers.
    • Mechanics for curiosity. Attacking would make them flee.
    • Able to use simple tools.
    • They could have their own simple language. Transfuser would make it understandable.
    • Play ball / fetch. :smile:

Radio
  • You could recieve transmissions from alien species and/or from Earth.
  • Building a proper transmitter and getting contact to rest of humanity could be one of late-game goals.
  • There could be ancient alien civilization buried somewhere. You could use the radio to track weak radio signal of alien tech to locate the place.
  • The machine could be able to play some music from hard drives found in the Aurora. You could build a small radio station and listen to your music broadcasts in your subs.
  • You could hear some old (WWII?) transmissions from Earth. This would be possible with warping technology, so Aurora got to the planet before the old signal.
  • Got some ideas for this from here.

Islands
I know, the floater island is still hugely incomplete, but I'll tell my thoughts about current version I'm playing in (stable build 17663 Apr-15).
  • There's currently no area on the island, that the jungle sounds fit in. There should be lots of huge plants and stuff.
  • Sound files change way too suddenly, and they are often too loud compared to other sounds and music.
  • The island is too small. Also it would be nice to have total of ~3 islands in the game. More than that would need a way bigger overall map (which hopefully happens too).
  • Add couple more plants and some size variation.
  • The island could work as a resting spot for flying animals. You could catch them using stasis rifle.

Ancient civilization
  • There existed a intelligent life form on the planet, but they died after huge floodings, possible caused by ice meteoroids and melting arctic areas.
  • Radio-tracking their old cities.
  • New technology, maybe some bio-engineering.
  • My post under another thread:
    There exists some coral buildings in the current game too, near the floater island, but I'm pretty sure their looks will change a lot later on.

    But here's my next idea:
    I've been thinking that floaters as a creature doesn't make a lot of sense. I mean, they are really helpless and stick to every dang thing they touch. So maybe the ancient civilization knew some basics of bio-engineering, and floater's were their creation. They noticed the rise in sea level and decided to create giant floating organisms to float some landmass they could live on. These kinds of flooding catastrophies don't happen in an instant, so maybe they thought that they had enough time. They managed to complete the creature, but didn't have enough time to make island float.
    However, the experiment was a success, and after the flood some floaters spread all over the world. Some of the late specimen actually managed to grow to their full intended size, and thus the current floater island was born. That would also explain why the ruins are really near to the island. There could be a future update that increases the amount of floater islands, and maybe adds some carcassess of the alien intelligent lifeforms.
    Also one of the end-game goals could be to find a nearly mature floaters under a cave system, and using some growth-boosting technolofy you could make them fully grown. The landmass above them would float to the ocean surface, creating a new floater island.

Dart gun
Full concept with sketches here (not my original idea).
  • Small pistol capable of shooting multiple types of ammo.
  • Tracking dart:
    • A projectile, that sticks to animals.
    • Trackable using the gun and / or submarine radar.
    • Darts are crafted separately.
    • Not permanent. The dart will stop working after specific time. Possibly multiple types of darts with different working durations.
  • Darts for hunting tiny fish and flying creatures. These wouldn't really hurt bigger animals, but they would stop attacking.
  • Anaesthetic darts.
  • Spike plant spikes as ammo.

Only if multiplayer will come to the game
You are the only survivor of the crash, so other people getting to the planet needs some story to back it up. Suggestion:
  • You find (and reapair?) communication equipment in Aurora. After getting contact with other people, you would need to construct a landing site for smaller space shuttle.
  • People have now the possibility to come to the planet. The reason for newcomers coming would be to continue the terraforming mission of Aurora.
I dont think multi is necessary, though. I just want it to make sense, if it comes out.

The translation system
It seems to me that you (UWE) are in charge of the translation system. Here's some feedback on it.
I really like the idea of community based translations, but some features/fixes are needed:
  • You should be able to change your votes on translation suggestions. Also you should be able to see, if you have voted already or not.
  • You should be able to correct spelling mistakes on suggestions.
  • There should be a way to add a comment on a translation suggestion AND the general 'language thread'. There are lots of complications on translating, especially when it comes to equipment naming.
  • Build-in feedback system would be nice.

More lists
If you're interested in reading more long suggestion lists, check these out. These are not mine in any way. I'll put these here just for easier access.
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