Holy Crap, UWE, Chill Out With The Deadly Sea Monsters Already!

04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
With the latest semi-addition of the Shocker Eel, the total number of hostile creatures in Subnautica is up to 12, with the biterfish, bleeder, stalker, bone shark, sand shark, reaper leviathan, cave crawler, the freaking CRASH, Spike plant, and those hanging Jelly stingers. Now the Shocker Eel is in and wants to do mean things to your body.


And that's not including the other planned creatures like the Crabsnake, Crabsquid, Warper, Spine Eel, Sea Dragon, Sea Emperor, Rock Puncher, and Lava Lizard.


I get that making badass hostile creatures is fun for you guys and all, and I am all for variety in ways to get my ass kicked, but I thought this game was supposed to be a lot more chill than it's turning out to be.

Hell with all these hostile predators, it's a wonder how the ecosystem will survive without enough food for all of them.


I want a stealth update with some nice, peaceful creatures for a change. Maybe some things from this thread here
And I have my own suggestions for some peaceful creatures here

I want Subnautica to go back to being nice and fun.

Comments

  • MarutMarut nonya-buzniz Join Date: 2015-09-10 Member: 207866Members
    With the latest semi-addition of the Shocker Eel, the total number of hostile creatures in Subnautica is up to 12, with the biterfish, bleeder, stalker, bone shark, sand shark, reaper leviathan, cave crawler, the freaking CRASH, Spike plant, and those hanging Jelly stingers. Now the Shocker Eel is in and wants to do mean things to your body.


    And that's not including the other planned creatures like the Crabsnake, Crabsquid, Warper, Spine Eel, Sea Dragon, Sea Emperor, Rock Puncher, and Lava Lizard.


    I get that making badass hostile creatures is fun for you guys and all, and I am all for variety in ways to get my ass kicked, but I thought this game was supposed to be a lot more chill than it's turning out to be.

    Hell with all these hostile predators, it's a wonder how the ecosystem will survive without enough food for all of them.


    I want a stealth update with some nice, peaceful creatures for a change. Maybe some things from this thread here
    And I have my own suggestions for some peaceful creatures here

    I want Subnautica to go back to being nice and fun.

    See why I was stressing passive creatures/leviathans?
    Though to me it's mostly about the ecosystem.
  • mmintomminto Los Angeles Join Date: 2015-09-18 Member: 208012Members
    With the latest semi-addition of the Shocker Eel, the total number of hostile creatures in Subnautica is up to 12, with the biterfish, bleeder, stalker, bone shark, sand shark, reaper leviathan, cave crawler, the freaking CRASH, Spike plant, and those hanging Jelly stingers. Now the Shocker Eel is in and wants to do mean things to your body.


    And that's not including the other planned creatures like the Crabsnake, Crabsquid, Warper, Spine Eel, Sea Dragon, Sea Emperor, Rock Puncher, and Lava Lizard.


    I get that making badass hostile creatures is fun for you guys and all, and I am all for variety in ways to get my ass kicked, but I thought this game was supposed to be a lot more chill than it's turning out to be.

    Hell with all these hostile predators, it's a wonder how the ecosystem will survive without enough food for all of them.


    I want a stealth update with some nice, peaceful creatures for a change. Maybe some things from this thread here
    And I have my own suggestions for some peaceful creatures here

    I want Subnautica to go back to being nice and fun.

    I totally understand where you're coming from, but I think there can be a fun solution to this!

    I think in lieu of dulling down the environment, they instead could offer a series of upgradeable suits or kits that deter, repel, or disguise. For example, what if there were a poisonous fish you could collect or maybe "gas pods" and you could fashion a suit using those chemicals that would make small and medium sized predators turn away?

    That way you have to work to obtain a sort of ecosystem neutrality.
  • ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
    mminto wrote: »
    I totally understand where you're coming from, but I think there can be a fun solution to this!

    I think in lieu of dulling down the environment, they instead could offer a series of upgradeable suits or kits that deter, repel, or disguise. For example, what if there were a poisonous fish you could collect or maybe "gas pods" and you could fashion a suit using those chemicals that would make small and medium sized predators turn away?

    That way you have to work to obtain a sort of ecosystem neutrality.

    I'd like to direct you to here then.
  • tarektarek lebanon Join Date: 2015-04-10 Member: 203241Members
    too many predators no weapons
  • MyrmMyrm Sweden Join Date: 2015-08-16 Member: 207210Members
    I agree; too many predators. It's great seeing such a variety of life throughout the biomes, but does there have to be so many predators that attack you as soon as you're in range? I say reduce the number of predators; perhaps not reduce the types but certainly reduce the numbers. In some areas the ground is alive with sand sharks and those other shark things.
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    I agree we need more eatable creatures and few number of hostiles.

    Except the stalkers since we need their teeth so instead just make them eatable and have their nutritional value higher than the creatures they eat. Also the stalkers would give you the equivalent of 10 or more full meals since it takes so much to kill one.
  • MarutMarut nonya-buzniz Join Date: 2015-09-10 Member: 207866Members
    paradine wrote: »
    I agree we need more eatable creatures and few number of hostiles.

    Except the stalkers since we need their teeth so instead just make them eatable and have their nutritional value higher than the creatures they eat. Also the stalkers would give you the equivalent of 10 or more full meals since it takes so much to kill one.

    Just a metric Sh!tton of smaller fish to weigh up to the amount of predators I guess. And this might just be me, but I honestly find the seas a little... empty... at times. Even the kelp forest usually isn't as dense as I'd expect it to be.
  • paradineparadine usa Join Date: 2015-09-18 Member: 208004Members
    If you look at the real world shallow reefs they have almost too many fish to be able to swim in. That is close to how I would expect the safe shallows to be (since they are a shallow reef).

    For now though since I have decided to leave a "few" fish for the stalkers to eat I am using the cheat commands to get food.

    I know they don't want to have the map procedural but what about making the eatable fish and all the plants (and other stuff needed for your bases and to survive) so they can regrow. Then they could add things that "grow" stuff (like the quartz, lithium, etc) so we can go out and gather those and move them closer to our bases for easier access. Then they can be setup so they grow slowly (depending on rareness of the item so for example 1 quartz would grow every 3 day cycles).
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    As a general rule:

    More Fish = Less FPS

    It's striking a balance that is important, especially when you consider all the additional stuff we add to the gameworld with building etc. I am beginning to feel more and more that Unity isn't the right engine for this game, as it is limited in ways that really don't help this type of game.
  • SojoSojo Florida, USA Join Date: 2015-09-20 Member: 208061Members
    I agree there is definitely balance to be done. A greater variety of creatures, hostile and passive, especially unique to different biomes or depths would be nice. I don't care for finding the same fish at the surface and 400m down. Some species are like that but many are adapted to niches in certain depth ranges. The sperm whale is a major exception with its massive range of 0m to 1-3km, but hey that's why its makes sense for the big boys to be at all those depths.
    tarek wrote: »
    too many predators no weapons

    Besides the fact that I'm in the "no lethal weapons" camp, our current nonlethal weapons are OP, specifically the god-stick, err, I mean the Stasis Gun. For doing something so powerful it should consume a lot more power, like 5% a shot; not affect bigger creatures like sandsharks, etc, or only if you get most of their bodies within the sphere, not just their snout; and since it's meant to be nonlethal, the target should instantly break free if you attack it. Many a boneshark has died to my blade after being frozen...I no longer see them as a threat, just a nuisance. Also, with their body armor, which does realistically explain their slow speed and maneuverability, they should be immune to knives...that is also why Stalkers should be faster and more maneuverable; they are way too easy to get away from even without tech.

    Overall the goal should be for there to be a balanced ecosystem that makes sense, where predators have logical behavior and target preferences; non-OP nonlethal weapons; and avoidance tech (camouflage, anyone?) so we can observer these creatures without interfering.
  • 04Leonhardt04Leonhardt I came here to laugh at you Join Date: 2015-08-01 Member: 206618Members
    Soul_Rider wrote: »
    As a general rule:

    More Fish = Less FPS

    If anything I am asking for less fish.
    Specifically less fish of the "Turn you into lunch" variety.
  • ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
    Soul_Rider wrote: »
    I am beginning to feel more and more that Unity isn't the right engine for this game, as it is limited in ways that really don't help this type of game.

    I tend to agree. While the game looks beautiful in Unity, I feel that something like Unreal Engine 4 might be better for the amount of fish and other issues. However, we already have a lot of stuff. Switching over to a different engine would put development back so much they would be better starting over. Maybe if the devs found a way to beef up Unity without messing with the game, but I doubt it
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited September 2015
    Switching over to a different engine would put development back so much they would be better starting over.

    They would be starting over if they switched engines, UE4 uses a different language to Unity, so everything would have to be programmed from scratch, and the models would have to be done differently.

    I am of course not recommending switching engines, I just get the feeling, through my own experiences with Unity, that this might not be good for the final game, however, would any current engines really work?

    Handling a properly populated sea would be a hard task for any current game engine and tech, although, I am really interested to see what benefits we will see with DX12 going forward..
    Soul_Rider wrote: »
    As a general rule:

    More Fish = Less FPS

    If anything I am asking for less fish.
    Specifically less fish of the "Turn you into lunch" variety.

    Yes less predators, but you asked for more peaceful fish, so still more fish :)

  • MarutMarut nonya-buzniz Join Date: 2015-09-10 Member: 207866Members
    edited September 2015
    Soul_Rider wrote: »
    Switching over to a different engine would put development back so much they would be better starting over.

    They would be starting over if they switched engines, UE4 uses a different language to Unity, so everything would have to be programmed from scratch, and the models would have to be done differently.

    I am of course not recommending switching engines, I just get the feeling, through my own experiences with Unity, that this might not be good for the final game, however, would any current engines really work?

    Handling a properly populated sea would be a hard task for any current game engine and tech, although, I am really interested to see what benefits we will see with DX12 going forward..
    Soul_Rider wrote: »
    As a general rule:

    More Fish = Less FPS

    If anything I am asking for less fish.
    Specifically less fish of the "Turn you into lunch" variety.

    Yes less predators, but you asked for more peaceful fish, so still more fish :)

    Imagine half the current amount of stalkers/bone sharks: you'd suddenly notice the empty spaces.
    But yeah, you're completely right about the engine. The thought simply passed me by.
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