What would you personally like the next Subnautica update to focus the most on?
LeagusDaemon
Quebec Join Date: 2015-04-18 Member: 203568Members
Hello everyone,
With the next update being likely released around Tuesday of next week, I feel like now would be a good moment to voice our opinions as for what we would like next updates to focus on. For the more complicated systems listed below, a vote here does not imply that you expect the whole thing to be finished in a single update, rather that you'd like the devs to keep it in mind right away so that they can work on it over time and, hopefully, get it done sooner than normal. Also, votes here are a mean of letting the devs know what you want the most in the next update, but don't expect the whole update to be focused ONLY on it; that's simply not how things work.
PS: I gathered the poll options objectively and based on the suggestions I saw the most around this forum, Steam's forum and the Wiki's forum. Basically, this means "Weaponry" is among the options of this poll. However, please don't start the whole Weapons vs No-Weapons debate here; it's not the place for it.
Finally, all votes are anonymous.
With the next update being likely released around Tuesday of next week, I feel like now would be a good moment to voice our opinions as for what we would like next updates to focus on. For the more complicated systems listed below, a vote here does not imply that you expect the whole thing to be finished in a single update, rather that you'd like the devs to keep it in mind right away so that they can work on it over time and, hopefully, get it done sooner than normal. Also, votes here are a mean of letting the devs know what you want the most in the next update, but don't expect the whole update to be focused ONLY on it; that's simply not how things work.
PS: I gathered the poll options objectively and based on the suggestions I saw the most around this forum, Steam's forum and the Wiki's forum. Basically, this means "Weaponry" is among the options of this poll. However, please don't start the whole Weapons vs No-Weapons debate here; it's not the place for it.
Finally, all votes are anonymous.
Comments
I personally would like to see some storyline and biome upgrdes (along with larger map), but I think that devs are more likely to focus on basic mechanics like main tech, fish behavior and bug/framerate problems. Which I think is best for now, to increase the enjoyment of the basic game to high level, and fill in the special stuff afterwards.
In that vein, I agree that the main points they will probably focus on is mechanics, animations, general bugs and additional content. I think some biomes and additional areas will probably be worked on that we don't see until the official release of the title, and maybe even a creature or two and a vehicle.
All this is wild speculation and maybe a complete over-expectation on my part, but hey, I can dream
I personally think you should release another chapter of the storyline, and then spend some time bug fixing. But you do whatever you find best and i'll just keep swimming
EDIT : Small extra thing, why do you guys want multiplayer? There isn't much stuff to gain.. a nice 3 hours of game and you got all the best items! One of the points of multiplayer in survival games is "getting to the best tier" ( like in RUST you get guns, in Minecraft you get diamonds.. you got my point.) and then just get on doing the fancy things ( building with the terraformer or just gathering a lot of resources until you have lots of stocks).. atm subnautica doesn't have that much of a high tier, let's be honest, the cyclops is NOT that hard to build and it's the most "high tier" thing in the game. I think multiplayer should be the thing that will switch the game from pre-alpha to fully released game. Because atm there isn't that much to do toghether/against other players
well the reason dude is that we can build a bigger better base.
I personally would like to see the current build of the game and all it's content brought up to release standards (Icons, animations, fabricator stuff ect.), so there is a solid base game with a fair amount of content before more stuff gets piled on and the list of bugs and things to refine grows too big.
But for all I know it could be easier for the devs to simply fix bugs and change old stuff as they go along.
anyways i don't want to spoil the game by overplaying it, so im going to wait a few more months.
there is a very solid gameplay experience there already, but it needs more enrichment, more depth to the simulation. i really hope it becomes proceedural, nd you can dive super deep and find cool stuff
The current biomes are awesome and diverse. The thing is, the cave biomes are beautiful, but you only need so much gold & lithium. Improving the resource base shouldn't really be separated from new craftable items/ships/modules either.
In the future I'd love to see biomes that would be diverse resource-wise (friendly, hostile, high risk/reward biomes etc.); better/more rare resources, a more hostile environment. This of course goes hand in hand with crafting. In addition to sightseeing (which in this game is great though) there would have to be an ingame reason to go to the more hostile/hard to get to -biomes.
Also, now that we've witnessed the horror of the Reaper, the next horrible thing in the game should be something different. The badass monster fish card can only be played a number of times.
I wish you all the luck in your endeavors.
Hang gloves: stick to terrain and larger creatures (floater)
mesmer protection system upgrade seamoth: seamoth will get the mesmers ability to mesmerize creatures (usefull for distracting reaper L,) (mesmer)
heat gloves: heat up area in front of player scaring/injuring fish (lava larve) can be combined with hang gloves
anti-mesmer lens:... yup (occulus+peeper)
auto-suit: a proper exosuit with trusters, oxygen water and food supply, grappling hook, (you cant swim/float with this, instead you will have to run and jump parkour style) (creepvine, bladderfish, reaper L,) (eating and drinking are NOT automatic and require a animation it does however come with a full dining set spork, knife, glass, everythingyou need,)
personal exo-suit: basicly a auto-suit escape "pod" moves faster but provides no protection and no oxygen high energy can dash (rabbitray?)
night lens: for dark area's (oculus)
fish glider: glider designed after all fish no energy required can open warper portals and moves faster than everysingle fish in-game (requires all fish and fish eggs to be analyzed)
flare: scares of all creatures (yellyray) (no not OP: can only be fired once before having to recharge)
Speamoth: modified version of the seamoth blends in with the enviroment (fish?)
lasher: portable grappling hook restrics and holds a creature allow you to drag it onto (man-made) land (reaper L, floater,)
Very Anti-fauna Magelike Powertool: basicly a syringe built in the hang glove to drain blood for research (or nourishment) and make medkits (bleeder what else?)
drone-system room: allows construction and research for drones. (aurora goldfish located in a aquarium)
drones
basicly drones are things that work for you from exploring to gathering and building drones do all. however should a drone break or run out of energy the drone would return to base and refuse to work until manualy repaired and recharged using base energy meaning if you dont have enough resources to keep them running. you will have to go out yourself and get the materials.
a player can assume direct controll of a drone via a terminal built in the drone room wich lists all active drones
a drone room holds 4 drones each room built next to another will join up and give 2 extra "mini-moon-pool-for-drones" or mmpfd in short. so one room is 4 two diffrent unconnected rooms is 8 and 2 connected rooms is 10.
Gather drone: gathers scrap and brings it back to base, manual controlled drones can also break limestone chunks.
lure drone: goes around luring random creatures to your base. (including Reaper L,s)
construct drone: manual control only: for safe base expansion,
explore drone: puts beacons in each diffrent biome is faster and has more energy than others, manual control allows custom beacons to be placed, cant do anything else , if every biome is tagged it wont launch unless manualy controled
drones are unlocked by researching parts of the aurora.
while i dont own subnautica yet im working hard to be able to buy it soon! i hope these ideas are TOO out there.
Now, that the Lost River geometry opened and all planned creatures but the emperor kin are spawnable, my personal preferences would be:
Things to be done rather later, but still important:
Finally, the things that should be done after release or never:
Story is the key to the games success.
You're smart man ... I fell for it ... those thread revivals, funny how they get you
Also, weather - having storms or seasons would be a great late game feature - adding a lot of drama.
So if you make a new poll be sure to include those two areas (both have been considered by devs in the past based on blog posts and trello).