Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
U.T. Raptor
May 11, 2010

Are you a pack of imbeciles!?

Cojawfee posted:

The guys making the game are being super pacifist about the enemies. At best you can stun predators even though they can easily kill you. Seems kind of dumb seeing as I can just bump a peeper and it dies but getting shocked by the seamoth doesn't do anything to the bigger creatures.
You can kill the poo poo out of things with a propulsion gun though :v:

Grabbing biters and those obnoxious eyeball crabs and shooting them into a wall/the sky is the best thing :allears:

Adbot
ADBOT LOVES YOU

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


The best weapon in the game is the Seamoth. :killdozer:

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Last page now, but this is all great stuff for anyone starting out and better than probably 90% of the guides you will find online, even when they are not filled with outdated info like telling you batteries are required to make lead plates for your rad suit. I'm particularly :aaa: that prop/repulsion gun work on those loving locked doors you are not allowed to laser cutter for some reason.

Adjust for how many extra batteries you will need now that the Builder/Scanner require batteries, particularly before you find the charger prints.

gnoma posted:

I've been playing through the early game repeatedly after running out of stuff to do on my first save and it seems like you can get a Sea Moth built and 90% of blueprints unlocked in about 2 hrs. once you learn the progression route. I got kind of frustrated figuring out what to build and where to look for things on my first play through so I made a guide on how to progress. You can easily diverge from this and still get things done, but it seems to be the smoothest route.

Escape Pod:
+Knife, O2 Tank, Fins, Radiation Suit, Welder (Titanium x2 , Quartz x2, Creepvine x4 , Creepvine Seeds x6, Salt x3, Crash Powder x1, Lead x2)
This is all you need to repair the Aurora. Going to the Aurora early is good because you can get 4 Power Cells and 4+ Batteries which will save time and resources once you start building your base and vehicles. You can't do anything at the Aurora until it blows up in the middle of the second day, so stick around the shallows and kelp forests until then and gather supplies and scan things for your first base. Crash Powder comes from little guys that chase you and blow up in the caves.

Starter Base:
+Scanner, Habitat Builder, X-Corridor, 2 Solar Panels, Fabricator, Hatch (Titanium x12, Silver x4, Copper x2, Quartz x8, Acid Mushroom x4, Table Coral Sample x4)
If they follow through with removing the Multipurpose Room from the default blueprint list, the X-Corridor seems like the most convenient starting base room. You want to have the ingredients for the hatch, fabricator, and one solar panel on you when you set out to build so your base is actually usable. The best location I've found in the shallows is the thermal geyser that's right next to a kelp forest. People were posting screenshots of it a few pages back. It has good starter resources and puts you in a really good spot for exploring outwards.

Building More Stuff:
+Lockers, Beacon, Seaglide, Still Suit, O2 Tank (Titanium x7, Silver x2, Copper x4, Quartz x6, Creepvine x4, Creepvine Seeds x3, Battery x1)
A pair of lockers and a beacon round out the basic necessities for your base. The Seaglide, Still Suit, and extra O2 tank are going to help when you head out onto the Grassy Plateaus to get your Sea Moth. You can also build a Medkit Fabricator, Rebreather, and Air Bladder at this point, but they are only mildly useful.

Exploring the Grassy Plateaus:
+ 3 Salted Peepers, 2 Extra Batteries, 2-3 Medkits, and whatever spare water you've got hanging around.
Take your Seaglide out into the deeper areas with red grass and start scanning fragments. You want to come back home with blueprints for the Sea Moth , Battery Charger, Modification Station, and Propulsion Cannon. Look for wrecks first and spread your search out from there. The biggest threat is going to be running out of oxygen, so make sure you're heading up with at least 30s remaining. There are also Sand Sharks, but they are easy to dodge and outrun with the Seaglide and you have enough medkits to deal with a few bites. Head home once you have all the fragments or you run low on food/water.

Building the Sea Moth:
+Mobile Vehicle Bay, Sea Moth, Modification Station, Battery Charging Station, Swim Charge Fins, High Capacity Tank (Titanium x26, Silver x6, Copper x2, Quartz x8, Table Coral Sample x4, Creepvine Seeds x6, Power Cell x2)
The Sea Moth is really good because it grants access to ~75% of the content currently in the game. Once you build it, take the Pressure Compensator you looted from the Aurora and place it in one of the upgrade slots on the Moth's left arm. The Battery Charger and the Charge Fins will let you get the most out of your Seaglide. The High Capacity Tank will give you more time to explore in the next couple of areas.

Exploring the Mushroom Forest, Koosh Zone, and Mountain Island:
+ 2-3 Salted Peepers, 2-3 Extra Batteries, 2-3 Medkits, and whatever spare water you've got hanging around.
If you're not already situated towards the middle/front part of the Aurora you'll want to head to that side of the shallows. Find the transition directly into a Grassy Plateau area that extends in the same direction as the nose of the ship. Head out in a more or less straight line from the edge of the shallows. Hug the bottom so you don't wander into a more dangerous area. Once you see big mushroom trees popping in, slow down and start looking for fragments. Cyclops Hull fragments are common on the border and further in you'll find fragments for the Moon Pool, Cyclops Bridge, Power Cell Charger and Power Transmitter. The only danger is from crashing into too many mushrooms.

Once you've completed those blueprints head deeper on the same line you took through the Grassy Plateaus to hit the Koosh Zone. You'll know you're there when you see a new kind of plant. Search for the big wreck sitting on the edge of a cliff near a giant koosh. You can grab the Exterior Growbed and Water Filtration fragments from the wreck, then zoom around the area and find fragments for the Sea Moth Modification Station and the Stasis Rifle. There is a new kind of shark here that makes the worst noises in the game and also some electric eels. Avoid crashing your Sea Moth into the eels and you'll be fine.

Once you've got the Koosh Zone fragments, head back to the Mushroom Forest and hit the surface. You should see some rocky outcroppings nearby. There's a shelf that runs to them from the nearby kelp forest and if you find that you'll be perfectly safe heading out there. Once you get close you'll start to find Cyclops Engine fragments. Stay on the side of the island with the beach for maximum safety, there's a reaper down below on the rockier side. The only other new fragments are for the Terraformer, but if you failed to collect fragments from the previous areas they can spawn here as well. You'll want to grab 3-4 pieces of magnetite and then fill your inventory up with lithium. You can also break the Basalt Chunks to get a couple of diamonds for the Hardened Knife and the Laser Cutter. The uraninite isn't particularly useful yet. Once you're satisfied with what you've got, head back along the safe shelf into the kelp forest and bee line for your base.

Build Everything:
You have a ton of stuff to build now. The Cyclops is a big deal, lithium makes it easy to expand your base and fill it with glass, blinging out the Sea Moth is really nice, and you can complete your collection of tools and equipment. But you might have some power problems. Docking your Sea Moth in the Moon Pool for the first time, right after you've just spent a lot of energy crafting parts, will most likely overwhelm your power grid. You can boost your power generation by taking a side trip to collect more fragments.

Exploring the Grand Reef:
+1-2 bits of food, Pressure Compensated Sea Moth or the Cyclops
Head in the opposite direction of the Mushroom->Koosh->Mountain path, in-line with the back of the Aurora, to find the Grand Reef. Stay at the surface and eventually you'll see an island on the horizon. Head there first. You can run around the island to scan an Exterior Growbed, Interior Growbed, and the Observatory. You can also gather some fruit and knife some plants to get seeds for your base.

Once you're done on land, head back to your vehicle and dive straight down into the reef. There are bio-luminescent orb tree things that will make it clear you're approaching the bottom. The only threat down here will be passing the crush depth of the Sea Moth, there aren't any dangerous creatures. There are some wrecks, but you're likely to find the fragments you need before you come across them. Thermal Plant fragments show up more in the upper sections (200-300m deep) and Nuclear Reactor fragments tend to be deeper (300-500m.) You're likely to find both if you hit the cliff edges where the depth changes. You'll want to grab two Aluminum Oxide Crystals while you're here for upgrading the Sea Moth. They look like white, less spiky quartz growths and are plentiful on the cliff walls. If you want to get a Nuclear Reactor running you'll need 12 uraninite crystals to max it out. Gather the stuff you care about and head home. You're safe to return the surface and make a bee line back to the shallows.

Hitting the Early Access Wall:
At this point you're about maxed out on the content currently in the game. You can keep building, set up new bases, find Cyclops pressure compensator fragments and wander around the work-in-progress areas, explore wrecks for base decorations, or go mess with reapers. But the fun, positive momentum kind of dies out and you're stuck waiting for future updates.

Extra Comments:
Beacons are really useful. You don't need a map if you carry a couple with you on your exploration missions and mark out new biomes. I use a naming scheme with the depth of the beacon at the end so I can cruise along the surface in the Cyclops and know how far I need to dive once I hit the right spot.

Lantern Fruit are overrated. Reginalds and a Still Suit with occasional water crafting is still very easy and it feels more comfortable going to low food/water levels when you don't need to grab six 4-slot fruits to fill the meters back up. Toasting the Reginalds is also more engaging than pulling down dozens of tree turds.

The Propulsion and Repulsion rifles are key for exploring wrecks. You can pull/push away red light doors that are immune to the cutter as well as grey vent covers. They can also be used on hanging stingers when you run into them.

Blood Kelp areas have a ton of quartz. Once you've exhausted the quartz in the shallows and are looking to expand or make a second base, find blood kelp first and fill the cyclops with glass.

Crabsquids are dumb. They look like giant ticks crossed with Mars Attacks aliens, not like crabs or squids. They are the wussiest of fish enemies.

I tried really hard to gently caress with reapers by breeding a bunch of Ampeels and then swimming out and releasing them in a reaper's face. The reaper just ignored everything and swam away. I want pocket eels to be a real strategy.

Lonos Oboe
Jun 7, 2014
Am I the only one who thinks the Crabsquid is adorable? I found it about 200m down on a shelf a little away from the mushroom forest and it's dangerous, but it looks and sounds like an early series Pokemon as it putters along. Kinda disappointed. So far the Reapers and sometimes the Bonesharks and maybe the odd surprise Stalker are the only things that poo poo me up.

Sushi in Yiddish
Feb 2, 2008

I can definitely say don't wait to build the stillsuit, especially once you get the radiation situation taken care of.

Kind of wish the Exo-Suit looked a bit more like the concept, but I think it would have to be way larger.

OwlFancier
Aug 22, 2013

Xanderkish posted:

Honestly, get a fruit tree, and you never have to worry about water again. Everything else is just for show.

Filters are useful for making water to take on trips, fruit takes up a lot of inventory space.

Also HOLY poo poo I just built a repulsion cannon. You can send sandsharks loving flying with this thing, and it knocks chunks out of the terrain, it's amazing. It's basically the super gravity gun from the end of half life 2.

Digirat posted:

There should definitely be lethal weapons that can kill the monsters, I don't understand the aversion to letting the player kill them once you tech up enough. Like that's just simple survival game progression, the harder monsters block access to certain areas until you build up to the better weapons that can kill them. Having lethal weapons would not make the game any less terrifying, it's not a horror game and the fact that you can't kill monsters is not what makes it scary when it is

I believe the game is explicitly not supposed to be a game about murdering everything. I kinda like it honestly. Also I 100% dispute that it is not a horror game, the ocean is terrifying.

OwlFancier fucked around with this message at 17:32 on Jul 11, 2016

Demiurge4
Aug 10, 2011

I want to know more about the DNA stuff. I think they'll want to gate the fruit tree and other good crops behind it.

Zesty
Jan 17, 2012

The Great Twist

Zsinjeh posted:

I don't mind the lack of guns, but lots of science expeditions (especially extreme ones) have some sort of survival kit that usually contains weaponry. Cosmonauts had survival shotguns in the Souyez capsule to protect themselves against wildlife in Siberia for over 20 years.

Yeah but this isn't mid 20th century earth. This is enlightened "We don't even eat meat as a society anymore" future. Weapons being defensive makes sense in that context.

uXs
May 3, 2005

Mark it zero!

Met posted:

Yeah but this isn't mid 20th century earth. This is enlightened "We don't even eat meat as a society anymore" future. Weapons being defensive makes sense in that context.

Except that basically the first thing you do is grab a fish and bite its head off.

What's the difference between that and reapers, except that reapers are the spawn of satan?

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy

uXs posted:

Except that basically the first thing you do is grab a fish and bite its head off.

There's a hidden data log or tooltip, something like that I don't remember where I saw it, that basically says that.

The gist of it was that nobody eats meat in the future, and instead everyone east those blocks of processed nutrients that you find a few of in your lifepod, and it suggests that eating fish is a completely insane concept that you're just going to have to deal with.

Renegret fucked around with this message at 20:16 on Jul 11, 2016

Warbadger
Jun 17, 2006

Tool tip for one type of alien fish says it actually tastes like fish.

This suggests the PC knows what fish tastes like.

Not that you need to eat meat to understand the concept of using lethal weapons to protect yourself against aggressive wildlife.

Avenging Dentist
Oct 1, 2005

oh my god is that a circular saw that does not go in my mouth aaaaagh
My understanding (this may be fanfiction from obsessive nerds) is that lethal weapons do exist and your replicator can produce them, but you don't have the authorization to do it, since you're just some low-level engineer. Basically, you're being hosed by procedure.

Lonos Oboe
Jun 7, 2014
I think weapons would ruin the game and totally change the dynamic. Reapers will ALWAYS be scary. The predators will never not be an issue. It's a solid gameplay decision to make and I support it. You are always on the run and the backfoot and defensive tactics is the best you can hope for. Adding ingame fluff to support that is neat but I think it fits so well with the games look and feel.

Weird comparison: One reason I really like the Martian was the fact that nobody died. There is still a feeling of danger in the movie but it feels a lot lighter than Gravity where death is always peering over your shoulder. Subnautica is not a violent game at all. But it can play as intense and as scary as any survival horror.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Zsinjeh posted:

I don't mind the lack of guns, but lots of science expeditions (especially extreme ones) have some sort of survival kit that usually contains weaponry. Cosmonauts had survival shotguns in the Souyez capsule to protect themselves against wildlife in Siberia for over 20 years.

Which is why you're given access to equipment like the repulsor cannon, vortex torpedos, and knives, all of which work as suitable (defensive) weapons.

Avenging Dentist posted:

My understanding (this may be fanfiction from obsessive nerds) is that lethal weapons do exist and your replicator can produce them, but you don't have the authorization to do it, since you're just some low-level engineer. Basically, you're being hosed by procedure.

Also, this. I imagine future weaponry actually meant for killing things would be so brutally effective they just straight up aren't going to give some nobody access to it. And it's a good idea. Give a player a powerful weapon and watch them kill themselves by shooting a hole in the wall of their cyclops 10 seconds after acquiring it. :v:

I dunno, I'm fine with the still quite lethal "adapted" murder tools available to us, like the knife and the basic seamoth and whatnot, and the very much gently caress-off murder tools of the torpedos.

If they didn't plan on removing terraforming explosives could be fun as the classic "works for killing even if it's not technically for killing!" sort of thing, but without terraforming they'll probably stay out.

Dyna Soar
Nov 30, 2006
will this game run on a mid-2009 mac pro running windows 7

EponymousMrYar
Jan 4, 2015

The enemy of my enemy is my enemy.
Finally picked up this game and it is a good game.

Chiming in that the non-lethal approach to weaponry definitely enhances the experience. At first I found it annoying how hard it was to kill things but then I just took on the 'loot and scoot' mentality of picking things up and suddenly the only things I wanted to kill were predators that wouldn't get off my case :argh:
And that apparently is a bug. So that's good.

Also gently caress sea satans. THREE SEAMOTHS. THREE.

gnoma posted:

Escape Pod:
+Knife, O2 Tank, Fins, Radiation Suit, Welder (Titanium x2 , Quartz x2, Creepvine x4 , Creepvine Seeds x6, Salt x3, Crash Powder x1, Lead x2)
This is all you need to repair the Aurora. Going to the Aurora early is good because you can get 4 Power Cells and 4+ Batteries which will save time and resources once you start building your base and vehicles. You can't do anything at the Aurora until it blows up in the middle of the second day, so stick around the shallows and kelp forests until then and gather supplies and scan things for your first base. Crash Powder comes from little guys that chase you and blow up in the caves.

One additional thing about going to the Aurora I've noticed in my many respawn trips there: you'll want to explore up by the prow a bit, either from the inside or through the wreckage from the outside. The key here is to get a message about 'extensive debris fields.' That seems to be a spawn trigger for tons of mini-wrecks around the crash site, where you can pick up more supply boxes. Sometimes they're there beforehand, sometimes they're not, but when you get that message they are definitely there.

Sushi in Yiddish
Feb 2, 2008

GlyphGryph posted:

Which is why you're given access to equipment like the repulsor cannon, vortex torpedos, and knives, all of which work as suitable (defensive) weapons.


Also, this. I imagine future weaponry actually meant for killing things would be so brutally effective they just straight up aren't going to give some nobody access to it. And it's a good idea. Give a player a powerful weapon and watch them kill themselves by shooting a hole in the wall of their cyclops 10 seconds after acquiring it. :v:

I dunno, I'm fine with the still quite lethal "adapted" murder tools available to us, like the knife and the basic seamoth and whatnot, and the very much gently caress-off murder tools of the torpedos.

If they didn't plan on removing terraforming explosives could be fun as the classic "works for killing even if it's not technically for killing!" sort of thing, but without terraforming they'll probably stay out.

That was my favorite part of (at least the first parts) of the Dead Space where all of the weapons were just improvised mining tools.

It'd be nice if the torpedoes get the monster's AI to get the heck out of dodge when hit by enough of the gas

Lemon-Lime
Aug 6, 2009

Dyna Soar posted:

will this game run on a mid-2009 mac pro running windows 7

Probably not.

Away all Goats
Jul 5, 2005

Goose's rebellion

EponymousMrYar posted:

Also gently caress sea satans. THREE SEAMOTHS. THREE.

Unless they changed it recently Seamoths can't actually be destroyed, even if they get reduced to 0% durability. Just swim back to one with a welder and maybe a fresh power cell and you can salvage it.
bad info!

Away all Goats fucked around with this message at 04:30 on Jul 13, 2016

EponymousMrYar
Jan 4, 2015

The enemy of my enemy is my enemy.
I'll have to check but I'm pretty sure when it's exploded and in pieces you can't weld that together. In pieces as in 'it's been grabbed, it's probably at 0, it's exploded... And the reaper is coming straight at me through the explosion.'

Away all Goats
Jul 5, 2005

Goose's rebellion

Ah ok, they probably changed that when they changed the seamoth fragments to actual pieces of it instead of the grey boxes.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Sushi in Yiddish posted:

I can definitely say don't wait to build the stillsuit, especially once you get the radiation situation taken care of.

Kind of wish the Exo-Suit looked a bit more like the concept, but I think it would have to be way larger.



Those look sweet, I would have liked a Seamoth with limbs :3:

They may be considering a need to keep it if not smaller than the seamoth, not BIGGER than the seamoth. For Cyclops docking and the likelihood you are supposed to use it places you can't take the Seamoth without smashing it up whether small tunnel or depth limit.

Avenging Dentist posted:

My understanding (this may be fanfiction from obsessive nerds) is that lethal weapons do exist and your replicator can produce them, but you don't have the authorization to do it, since you're just some low-level engineer. Basically, you're being hosed by procedure.

The stasis gun data file literally suggests you bring a "Conventional weapon", too. I can understand some flavor text and a design preference to avoid giving us undersea machineguns. But I'm just getting a bit burnt out on the "So much as thinking about it is not in character!". running with it into... the deep end :downsrim:

At least we probably won't get anyone shaming starving newbies for trying to eat rabbitrays on SA, though :v:

Owl Inspector
Sep 14, 2011

My counterpoint is that I want to blow those sharks the gently caress up.

EponymousMrYar
Jan 4, 2015

The enemy of my enemy is my enemy.
Repulsion gun, send them on a trip.

Honky Dong Country
Feb 11, 2015

Away all Goats posted:

Ah ok, they probably changed that when they changed the seamoth fragments to actual pieces of it instead of the grey boxes.

Nah it's been that way as long as I've been playing, which was before large aquariums and planters and poo poo were added.

Zoe
Jan 19, 2007
Hair Elf
The pacifism thing seems kind of dumb, but at least it explains a lot. Though it's a little silly that I arrived on the planet in a space ship, yet can't even make a spear. It's a survival situation and you'd be doing everything you can to survive and protect yourself from predators.

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
The predators in Subnautica don't hunt you down, they only attack if you get close enough and then they back off if you leave. It's not like other survival games where as soon as the lights go off hordes of predators or monsters home on on you to end your miserable existence.

I think the more pacifist options suit a game that's at it's core about exploration and discovery. The other elements, some quite engaging not withstanding, are there to facilitate the exploration. I never found the absence of guns to bother me and i never bother with torpedoes so far. Even my knife is to get stalkers to leave me alone. The only fish i kill deliberately are the drat biters.

Sushi in Yiddish
Feb 2, 2008

Zoe posted:

The pacifism thing seems kind of dumb, but at least it explains a lot. Though it's a little silly that I arrived on the planet in a space ship, yet can't even make a spear. It's a survival situation and you'd be doing everything you can to survive and protect yourself from predators.

I kinda like from a gameplay/design perspective that your tech level is never really less than fully sci-fi future. It kinda bugged me in Starbound that you basically spend a good chunk of the beginning of the game at a primitive level of tech.

WithoutTheFezOn
Aug 28, 2005
Oh no

Dyna Soar posted:

will this game run on a mid-2009 mac pro running windows 7
No idea, but it runs surprisingly well (not perfect) on medium graphics on a 2011 iMac running OS X.

radintorov
Feb 18, 2011
Having played the STALKER series, I don't think that guns would really diminish the tension: things like the Reaper Leviathan can still eat you in one go and if lethal weapons are made hard to obtain and keep loaded they become an option that you have to deal with enemies but that if you really want to use it you have to think ahead to avoid wasting what limited ammo you have.
That said I'd be happy to settle with a gun that can reliably chase away large predators like a Reaper that I can carry with me while swimming.
Also I need to build a Propulsion Cannon and test it on those damned Biters and Bleeders.

Lonos Oboe
Jun 7, 2014
It's not so much about diminishing the tension. I know if I could load up on guns the first thing I would do is try and go hunting the big fish. Even in Stalker I always had to scratch that itch and go clear out a cave of Burers or Bloodsuckers. In Subnautica you can only run away/ slow them down. When you are swimming through the black, loaded to bear and you hear that roar, part of you is thinking "bring it on" Try doing it with the cyclops and do it in the seamoth. totally different feeling.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Lonos Oboe posted:

It's not so much about diminishing the tension. I know if I could load up on guns the first thing I would do is try and go hunting the big fish. Even in Stalker I always had to scratch that itch and go clear out a cave of Burers or Bloodsuckers. In Subnautica you can only run away/ slow them down. When you are swimming through the black, loaded to bear and you hear that roar, part of you is thinking "bring it on" Try doing it with the cyclops and do it in the seamoth. totally different feeling.

You having to run away and only being able to slow them down is, thankfully, poo poo not working as intended. Predators are not supposed to be suicidally stubborn no matter how often you electrocute, torpedo, or physics them in the face. They are supposed to gently caress off to another area.

Even after they fix that aggro issue, I still expect the Gas torpedoes to be no good at killing things unless you stasis them in place to unload multiple shots, though :v:

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
Hopefully they do fix it. Predators are usually skittish and only attack when they have a clear advantage or if they are cornered.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Cojawfee posted:

Hopefully they do fix it. Predators are usually skittish and only attack when they have a clear advantage or if they are cornered.

Well, you know how it often goes in Game Dev talks. When reality only applies when it makes poo poo inconvenient for the player, not easier for the player. Or highly selective choices for "Immersion" like complaining the game doesn't call the Survival Knife a Diver's tool (and why are we able to stab things with it that's not what sharp objects are for! :byodood:)

The fact the Devs are openly saying "Nah, you should be able to make them stop loving with you" even while in their mindset of no spearguns or tridents does a lot for my optimism in the overall design. I have been consistently pleasantly surprised to see all the little bits that are clearly favoring "This is a video game" over "Realism = Tedium". Which is more impressive for a game holding "No undersea rambo" as a hard design choice, as usually you'd expect that kind of mindset to bleed over into making you an ineffectual constantly starving victim as long as possible. I'm not usually one for the sandbox survival genre but I'm glad I got this :buddy:

So my only real concerns for the game are if it gets proper optimization work instead of a "Good enough for a small team" pass over it. The Cyclops turns tanking FPS bug has just killed my enthusiasm for setting up extra bases or exploring for the hell of it, now that I've gotten everything (except all the furniture I'm not allowed to scan) unlocked.

Section Z fucked around with this message at 17:47 on Jul 12, 2016

Paracelsus
Apr 6, 2009

bless this post ~kya

HiKaizer posted:

The predators in Subnautica don't hunt you down, they only attack if you get close enough and then they back off if you leave. It's not like other survival games where as soon as the lights go off hordes of predators or monsters home on on you to end your miserable existence.

I've had stalkers and bonesharks follow and attack me for very long distances.

Tunahead
Mar 26, 2010

What are the limitations for placing a scanner room? I keep trying and it arbitrarily only lets me do it as far from my base as humanly possible, and half embedded in the ocean floor. I'll have to make a serpentine corridor maze to even connect it to the rest of the base, assuming it will let me at all.

double nine
Aug 8, 2013

Tunahead posted:

What are the limitations for placing a scanner room? I keep trying and it arbitrarily only lets me do it as far from my base as humanly possible, and half embedded in the ocean floor. I'll have to make a serpentine corridor maze to even connect it to the rest of the base, assuming it will let me at all.

can't you place it on a foundation?

Cojawfee
May 31, 2006
I think the US is dumb for not using Celsius
You have to rotate the scanner room so the entrance lines up with a hallway piece or another part of your base.

Katasi
Nov 22, 2005
White water rafting down the river styx
I heard somewhere that scanner rooms will gently caress up the sound on your save forever right now. Is that not the case?

Adbot
ADBOT LOVES YOU

priznat
Jul 7, 2009

Let's get drunk and kiss each other all night.
Scanner rooms are kind of useless but I like RC drone action. I drop them in zones when I go out touring in the cyclops and then check up on them. Haven't been able to spot a leviathan with one yet though.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply