Four suggestions
Nestorius
Prague Join Date: 2016-03-21 Member: 214627Members
Subnautica Suggestions
1. Dead Biomes – after a while biomes seem to die. You notice this in safe shallows where after a while there are no fish and kelp forest where the only fish are stalkers. At first I thought this was my fault so I restarted in freedom mode without food and water requirements but the same thing happened. Either there are too many predators or something else is messing up. Noticed that there were a lot of dead fish in the thermal vent. A similar issue is with resource nodes after a while you cannot find any metal or quartz. I think the best way to do this is to increase the respawn counter and maybe have a check that if the number of fish (or resource though with resources I would do it so that all respawn) gets below a certain level in the biome you respawn it.
2. Power issues – Batteries and Power cells after a while become a bit tedious particularly as they require materials produces in the two starting biomes. I understand that you should be forced to make several, maybe even force the player to create power cells for the Cyclops, but after a while it gets a bit boring. There are already methods to recharge certain items but I think the best way to sort this out would be to be able to recharge power cells and batteries in the sea base. Ideally this shouldn’t require that much tech to do and should be reasonably early so that you do not spend the whole time getting batteries.
3. Mapping – I guess this is in the pipeline but some kind of map would be great at the moment the only way to figure out where things are is to use beacons. I think a change here would be really good.
4. Repeated resources – This is a similar issue to the power. After a while it just becomes really taxing to keep getting resources these are creep vine seeds, acid mushrooms, quartz and titanium. If the power is sorted out and you can grow creep vines then still quartz and titanium is an issue. Something that would either collect these two resources for you very late game would be good either some kind of robot or just a machine. I had issues finding enough quartz in particular with titanium you can go to the wreck. This shouldn’t be available at the start but after you have a giant sea base to be forced to scavenge for each section gets a little old fast.
1. Dead Biomes – after a while biomes seem to die. You notice this in safe shallows where after a while there are no fish and kelp forest where the only fish are stalkers. At first I thought this was my fault so I restarted in freedom mode without food and water requirements but the same thing happened. Either there are too many predators or something else is messing up. Noticed that there were a lot of dead fish in the thermal vent. A similar issue is with resource nodes after a while you cannot find any metal or quartz. I think the best way to do this is to increase the respawn counter and maybe have a check that if the number of fish (or resource though with resources I would do it so that all respawn) gets below a certain level in the biome you respawn it.
2. Power issues – Batteries and Power cells after a while become a bit tedious particularly as they require materials produces in the two starting biomes. I understand that you should be forced to make several, maybe even force the player to create power cells for the Cyclops, but after a while it gets a bit boring. There are already methods to recharge certain items but I think the best way to sort this out would be to be able to recharge power cells and batteries in the sea base. Ideally this shouldn’t require that much tech to do and should be reasonably early so that you do not spend the whole time getting batteries.
3. Mapping – I guess this is in the pipeline but some kind of map would be great at the moment the only way to figure out where things are is to use beacons. I think a change here would be really good.
4. Repeated resources – This is a similar issue to the power. After a while it just becomes really taxing to keep getting resources these are creep vine seeds, acid mushrooms, quartz and titanium. If the power is sorted out and you can grow creep vines then still quartz and titanium is an issue. Something that would either collect these two resources for you very late game would be good either some kind of robot or just a machine. I had issues finding enough quartz in particular with titanium you can go to the wreck. This shouldn’t be available at the start but after you have a giant sea base to be forced to scavenge for each section gets a little old fast.
Comments
2 . batteries must be replaceable AND recharchable. When one batterie is exhausted - you just replace it by a new one and 'empty' store in inventory for after all recharge it on base. Same thing about batteries for Cyclop.
3. I don't know how 'flat' map can help in 3D world (but flat map - much better then nothing) ???? A map room with 3D holoprojection is much better. Similar thing must be added to Cyclop at NAV console (at left from helm) with posibilities to place on it some markers ('big wreck' or 'Lifepod 3'- for example).
4. About resources - all items we just collect from seabed. If we need more - we need possibility to create some sort of minig drones to dig resources from subterrain lays of planet.