New crafting design [experimental]

MisterYoonMisterYoon 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.

Comments

  • RequiemfangRequiemfang Join Date: 2015-02-22 Member: 201492Members
    Some things are much harder to obtain now. Some items are non-existent too, some which are required for the big sub the Cyclops. With the new crafting system came the new loot system which made said items rarer or more common. It feels both overwhelming and more fulfilling if not for the bugs but since this is alpha can't complain to much about bugs.
  • MisterYoonMisterYoon Join Date: 2012-08-18 Member: 155747Members
    Yes true. I'm only curious about it, what kind of stuffs would be then hidden in deep caves. Golds, Coppers are now very common, so there should be then far more superior rarer stuffs in those deep caves like Jellysh cave.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I just posted a blog update explaining the how and why of this:

    http://unknownworlds.com/blog/new-loot-system-tech-tree/
  • ZourinZourin White Castle Join Date: 2015-02-27 Member: 201577Members
    edited February 2015
    Initial survival hinges mostly on Quartz and Salt, with the occasional copper and titanium/scrap. Quartz is now used for Silicates instead of sand, and can be found in relative abundance in the cave systems in the shallows if you don't mind the exploding fish. Batteries are now Copper and Acid 'Shrooms and are needed to maintain power in the SeaGlide and Seamoth. They're also used in Powercells, which are actively depleted by the Cyclops and other large power banks (there's one in the lifepod with 3 cells)

    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.
  • VandragoraxVandragorax United Kingdom Join Date: 2015-02-24 Member: 201533Members, Subnautica Playtester
    I'm really getting concerned with the amount of material hunting we will need to do just to keep things running. I don't want this to turn into the Sims 1, where all I'm doing is hunting for food/salt, then by the time my hunger is sorted, all I'm doing is hunting for power cells for my craft, then by the time I've done that I need more food again.... etc. etc. Give us a break please, the food/water meters go down WAY too fast imo! Let us do some other stuff than constantly worrying about not starving (hint: there's another game which does this already and it suffers from the same problem *don't starve*)
  • ZourinZourin White Castle Join Date: 2015-02-27 Member: 201577Members
    I believe the plan is to remove the paradoxical reliance on salt for food. Cooking fish, sure, but I think they're talking about removing the salt dependancy since there's already salt in the meat (and adding more salt on top of that is supposed to improve hydration how?, etc). That's a good start, as well as maybe a reworking of bleach (into chlorine?) or some other freshwater filtration system. I don't mind eating, I mind spending an entire day trying to find fringe ingredients for water and fish in an ocean.

    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.
  • The_HawkThe_Hawk South Africa Join Date: 2015-02-12 Member: 201321Members
    just do what i do make a locker abord your cyclops and keep lots of salt, fish, water in there and do a food run from time to time
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