New crafting design [experimental]
MisterYoon
Join Date: 2012-08-18 Member: 155747Members
I just found out that UWE completely redesigned the crafting system of Subnautica on experimental version.
I haven't tried that much yet, but certainly interesting.
For example, there is no more Zinc, Carbon, and Emery.
Titanium instead of metal is needed to craft equipment (2 Metals = 1 Titanium)
Far more frequent gold and copper.
New limestone stuffs like Titanium and Silver.
And many advanced materials which are needed for crafting Vehicles..
I find it not bad at all and i like it that it became more advanced than before.
Only problem i have 'at the moment' is that gathering substances like copper is kind of too easy so that we probably lose our reason to go furthur outside than around landing pod in order to search for things (of course, i found it also not that good that a player should search for just one gold like hours only because he doesn't know where it is)
How do you think about this new crafting system?
p.s. Driving seamoth feels far better now.
I haven't tried that much yet, but certainly interesting.
For example, there is no more Zinc, Carbon, and Emery.
Titanium instead of metal is needed to craft equipment (2 Metals = 1 Titanium)
Far more frequent gold and copper.
New limestone stuffs like Titanium and Silver.
And many advanced materials which are needed for crafting Vehicles..
I find it not bad at all and i like it that it became more advanced than before.
Only problem i have 'at the moment' is that gathering substances like copper is kind of too easy so that we probably lose our reason to go furthur outside than around landing pod in order to search for things (of course, i found it also not that good that a player should search for just one gold like hours only because he doesn't know where it is)
How do you think about this new crafting system?
p.s. Driving seamoth feels far better now.
Comments
http://unknownworlds.com/blog/new-loot-system-tech-tree/
Quartz as a resource takes the biggest hit, replacing sand for Silicone (Qx2) and Glass (qx3), and you'll be looking for these crystals constantly. Salt is more common now, but only in the shallows.
I could be mistaken, but it does seem that resources nodes respawn after a time, which is important since otherwise the salt alone would be a death-timer for a player. I'm not sure if it's tied to deaths, reloads, or a timed cycle, but there always seems to be something to gather in places I swear I've been twice. Either way, most of your time will be spent hunting down more quartz. I SO miss sand, even if it was just for the silicone. It was nice to have one resource you could count on to be everywhere, be useful, and not run away.
The trouble I'm having now is a quartz shortage. I don't see the stuff outside the shallows, and it's used for both silicone and glass in spades. By the time you're done making a couple tanks, fins, knife, SeaGlide, you've already burnt through about 20 of the stuff. Then there's another half-dozen for the SeaMoth and, I believe, 15 for the Cyclops. Heaven forbid you should *lose* any of these or die in a cave with an inventory full of them. Titanium is a bit on the shortish side, but mostly because I find it entertaining to watch stalkers play with the scrap. Never a shortage of teeth laying about.