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Did they get rid of a big vertically-oriented wreck near a lifepod (I think) somewhat towards the floating island that you would get a message about?
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# ¿ Jan 31, 2017 10:03 |
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# ¿ Apr 20, 2024 05:16 |
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Section Z posted:(like seaglide power usage)...(Plans to make the Cyclops 100% vulnerable at all times to everything, and a priority target). Seaglide power usage was just reduced by 3/4 and the design doc for Cyclops evasion doesn't say anything about making it vulnerable above 450m.
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# ¿ Feb 23, 2017 00:18 |
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Section Z posted:Yes, after a long rear end time being poo poo before finally unfucking it, hence "Bouncing in and out of". Saying that it's finally fixed NOW, doesn't take away what has come before. Have you thought about just waiting until the game is actually released? Here's a link to the Evasion goals for those who are curious.
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# ¿ Feb 23, 2017 06:40 |
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Lonos Oboe posted:...incredibly complex system... If you actually bothered to read the design you would know it's very simple and straightforward. Or is switching to silent running and playing warmer/colder incredibly complex to you? quote:Without sounding like a smart rear end. Too late! For the normal people who don't feel like reading Trello you should be happy to know the Cyclops is getting a flank speed. Mehrunes fucked around with this message at 20:37 on Feb 23, 2017 |
# ¿ Feb 23, 2017 20:32 |
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Lonos Oboe posted:No, but the AI and conditions systems they have to implement does. Well if you're going to start pulling "development expertise" out of your rear end then this discussion is over.
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# ¿ Feb 23, 2017 20:48 |
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Ok, extreme wierdos who who couldn't stand me posting good news about the seaglide and Cyclops! In more important news I think they actually fixed the bug that was causing 1+ gig save files and massive performance degradation. Pop-in is still on the to-do list though. Mehrunes fucked around with this message at 21:13 on Feb 23, 2017 |
# ¿ Feb 23, 2017 21:11 |
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OwlFancier posted:SMH if you aren't running up to every squid you find and punching it in the... erm... tentacular plexus with the prawn suit. It's so relaxing.
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# ¿ Feb 23, 2017 21:18 |
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7c Nickel posted:ARTSY FARTSY Nice. One of the devs posted an extensive look at the Cyclops changes at https://www.youtube.com/watch?v=OuDqRbTETS8 (upgrades are in experimental but enemy behavior doesn't seem to be) and the lead designer put up some internal feedback here (performance is unsurprisingly the largest complaint).
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# ¿ Apr 7, 2017 09:38 |
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Night10194 posted:Oh good. I really hated having my extremely expensive investment be a genuine mobile safe haven I could explore from. That really sucked and I look forward to having to constantly rebuild Cyclops. Uh, listening to who?
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# ¿ Apr 7, 2017 21:31 |
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Night10194 posted:The forums posters on Subnautica's official forums who keep demanding stupid poo poo like 'crafting should take 5 minutes' or 'Small predators should be able to destroy the Cyclops.' I looked at the suggestions board someone just posted and the only thread I saw about that was "I don't want the Cyclops to be attacked when I'm not in it." Edit: also there are no crafting timers in the game or any apparent plans to add any. Mehrunes fucked around with this message at 21:50 on Apr 7, 2017 |
# ¿ Apr 7, 2017 21:46 |
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GlyphGryph posted:You're welcome. Thank you! I didn't see anything bad looking at first couple pages of the suggestions forum so maybe those people aren't around any more (fingers crossed).
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# ¿ Apr 8, 2017 03:06 |
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GlyphGryph posted:Why would they do that. At release yeah, but it's brought up constantly so I'm not suprised Cleveland is fishing for ideas for potential DLC.
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# ¿ Apr 11, 2017 07:13 |
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GlyphGryph posted:Like No Mans Sky? Yeah this is exactly how Sean Murray teased multiplayer in NMS. Mehrunes fucked around with this message at 07:30 on Apr 11, 2017 |
# ¿ Apr 11, 2017 07:19 |
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GlyphGryph posted:A:I is really really fun in VR. Did they ever officially support it? I know it worked decently at launch, but I thought they quietly dropped any idea of that afterwards.
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# ¿ Apr 28, 2017 10:11 |
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Bhodi posted:I started a new game today and the early game silver issue is muuuuuuch smoother with cpu using gold. You can get pretty much everything you need for all the basic equipment and tools from safe shallows and the kelp forest 100m away now. A+. I don't even know what I'm going to do with all of this silver but now I need ALL of the copper. I'm glad that they made the lifepod signals more descriptive but I don't really see the point of limited you to 2 at time now that you can selective hide/recolor waypoints. edit: also I found a few gelsacks in the crash zone on my way to the aurora. Mehrunes fucked around with this message at 08:16 on Apr 30, 2017 |
# ¿ Apr 30, 2017 08:14 |
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Don't be an idiot like me and spend an hour searching for Cyclops upgrade fragments to unlock the Submarine option on the Fabricator because the Cyclops now comes with it's own upgrade fabricator in the engine room (on the starboard side).
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# ¿ May 1, 2017 18:41 |
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Am I doing this right? I feel like this is the appropriate level of preparation I should be using...Section Z posted:EDIT: Okay, rereading it sounds like you're talking Cyclops upgrades ala Moonpool console stuff. So that's an actual pleasant touch of streamlining (Every sale, has been so many confused people trying to deal with the bizarre "Wait, I need to use a fabricator/mod station but it only counts INSIDE the cyclops?" stuff). Even if one that doesn't make up for all the stuff discouraging cyclops use in the first place. Right, after a 100 hours I'm so used to building a fabricator on the sub right away to build upgrades and I completely whiffed on seeing the fab in the engine room.
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# ¿ May 1, 2017 21:35 |
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Demiurge4 posted:What's progression like atm? I can build a cyclops right now but I still haven't unlocked the moon bay. I feel like I skipped something there. It's right under your nose. About 300m under the safe shallows.
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# ¿ May 7, 2017 09:33 |
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Carcer posted:I've said it before, but I'm pretty sure they've done it in part to hide how horizontally small the map is. You can cross the map from one "void" edge to the other in a few minutes using the seamoth (Delays from pop in or bonesharks/reapers not withstanding) and even in the slow cyclops it didn't take particularly long. Done what? Because it certainly isn't the Cyclops changes seeing as the thing practically flies (relatively speaking) at flank speed. Now getting past the boring part of a trip takes no time at all.
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# ¿ May 13, 2017 20:06 |
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double nine posted:Speaking of, I've literally never used a dive reel. Is it good for anything at all? No
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# ¿ Jun 22, 2017 10:06 |
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My latest save is 21mb.
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# ¿ Jul 30, 2017 23:22 |
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Section Z posted:It would be great if they stayed that way 98% of the save file size is based on you having actually gone anywhere and done anything. Where those folders with fat stacks of 1 kb files starts getting 2000-7000 Kilobyte files liberally sprinkled through them. Your lunacy is amusing but for anyone who's actually interested my save files with a new game are literally 21mb with the seamoth out to the zones immediately adjacent to the crash zone.
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# ¿ Jul 31, 2017 05:27 |
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# ¿ Apr 20, 2024 05:16 |
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Teledahn posted:I would say I haven't explored very much, mostly because I don't know where everything is. I built a cyclops for the first time yesterday. I have visited both islands, taken a terrified trip around the crashed Aurora (on a seaglide!), visited the mushroom forest and the reef full of flat coral trees, been terrified by warpers, spooked by deep caves and made myself a home under the reefbacks of the great plains. Are you on experimental? I started a new game to check out what the 2.2gb update did since they said it's the start of an optimization pass.
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# ¿ Jul 31, 2017 06:25 |