Game progression is... odd
mcawesome
CT USA Join Date: 2016-09-04 Member: 222056Members
I searched around and none of the other threads quite said what I experienced. First off let me say that this game is super fun (in general) and fairly unique. Other than the random bugs (expected) and the framerate drops (which seem to get worse the further I progress?) my only complaint it the progression of the game when it comes to the tech/fragments.
As an example, I had ALLLL of the vehicle fragments before I found the moonpool or the MVB. Now this wasn't game breaking, but it was a tad frustrating and just odd. Now maybe this is something that is planning on being fixed and I'm wasting all this time and energy and that's just dandy. But just in case ill continue with my thoughts. I believe this could be fixed easily in a few ways that would improve game flow and progression.
1: Limit the number of tanks the character can have. I know some people are complaining about not enough air but I think the opposite is the problem. I could dive to 300 and 400m with a sea glide rebreather and 4-5 tanks and get alllll the fragments I needed. Now yes there is very little inventory space but I didn't care as I was just hunting fragments. Limit the character to 2 tanks (which should be in their own inventory space) and keep all the Cyclops, PRAWN, and all the upgrade frags in the deep water so you have to get them via Seamoth.
2: As suggested in 1 place fragments in logical order as you obtain gear to allow you to dive deeper. So sea glide then seamoth/rebreather then moonpool then the cyclops and then the PRAWN. I don't care about the specifics, the developers I'm sure are better at it! The point is the flow could be way better and it would naturally add to the excitement of finding new stuff and then being able to make it right away... not being stuck with the ability to make a PRWAN and then having to play another 10 hours to find the MVB haha.
3: Add a pressure suit. Does it bother anyone else that you can go off the continental shelf to 7000m till your PRAWN explodes from pressure but then you can just get out in a wet suit and be fine? Well it bothers me haha and the fact that adding a pressure suit would add another step in a natural progression gameflow.
Ummmm I'm sure there is more but this is already long winded. LOVE THE GAME!
As an example, I had ALLLL of the vehicle fragments before I found the moonpool or the MVB. Now this wasn't game breaking, but it was a tad frustrating and just odd. Now maybe this is something that is planning on being fixed and I'm wasting all this time and energy and that's just dandy. But just in case ill continue with my thoughts. I believe this could be fixed easily in a few ways that would improve game flow and progression.
1: Limit the number of tanks the character can have. I know some people are complaining about not enough air but I think the opposite is the problem. I could dive to 300 and 400m with a sea glide rebreather and 4-5 tanks and get alllll the fragments I needed. Now yes there is very little inventory space but I didn't care as I was just hunting fragments. Limit the character to 2 tanks (which should be in their own inventory space) and keep all the Cyclops, PRAWN, and all the upgrade frags in the deep water so you have to get them via Seamoth.
2: As suggested in 1 place fragments in logical order as you obtain gear to allow you to dive deeper. So sea glide then seamoth/rebreather then moonpool then the cyclops and then the PRAWN. I don't care about the specifics, the developers I'm sure are better at it! The point is the flow could be way better and it would naturally add to the excitement of finding new stuff and then being able to make it right away... not being stuck with the ability to make a PRWAN and then having to play another 10 hours to find the MVB haha.
3: Add a pressure suit. Does it bother anyone else that you can go off the continental shelf to 7000m till your PRAWN explodes from pressure but then you can just get out in a wet suit and be fine? Well it bothers me haha and the fact that adding a pressure suit would add another step in a natural progression gameflow.
Ummmm I'm sure there is more but this is already long winded. LOVE THE GAME!
Comments
I'm not saying you can't game it, but there are practical limits in the form of diminishing returns, if nothing else.
I do agree that fragment order is wholly illogical again, placing technology behind obstacles that said technology is designed to help you get past. Poor design.
I also agree that they need to alter where the fragments spawn. I unlocked the seamoth before the mobile vehicle bay. I lucked out and literally stumbled upon a wreck with moon pool fragments, otherwise I would now have both the seamoth and the prawn without anywhere to dock them, and the vehicle modification station is tucked away in Reaper Hell, at the very least you really need the Cyclops to get to it.
In regards to #2, I don't think depth is the only factor in the tech tree. Perhaps the leading one, but not the only one. Mobility, defense, ease-of-use, compatibility, etc. are all rewards to be gotten. Vehicles are not in competition either. I like the way how the vehicles themselves, VMB, moon pool, vehicle mod station, and mod station are all pieces towards easier progress regardless of the order. That said, I wouldn't be surprised if the Cyclops will be made harder to get in the future and I'd be fine with that. I would like it to have some more narration like the Seamoth and PRAWN have due to their rooms in the Aurora.
#3 has been a point of discussion many times already. Bodies don't work like that. The reason vehicles need pressure improvement is because the pressure inside is air only, a gas combating a liquid. A human body has greater density (2/3rd water itself) and can withstand the pressure. Diver's disease could be a thing, but I believe that's been discarded some time ago due to how it limits exploration.
Also I dive. I was talking about the extreme depths.
Yes I went to the Aurora before I explored much of the ocean, because it was alluring and it was easy to see/get to. With no map and compass I was spending a lot of time just swimming aimlessly looking for fragments. So the Aurora seemed like a good idea.
And yes the cyclops/prawn stuff IS in deep water but it is easily accessible with like I said 4-5 tanks and a rebreather. Hence liming the number of tanks would force people to get at least the seamoth first.
The order I gave..... "So sea glide then seamoth/rebreather then moonpool then the cyclops and then the PRAWN. I don't care about the specifics, the developers I'm sure are better at it!" Not only did I mention that I don't care about the specifics, just that it was in SOME logical order but I also said seamoth before the moonpool... which... seems... logical...
As far as depth being the only factor... I would agree its not the ONLY factor.... buuut it kinda is. The sea glide negates the movement penalty it outruns/outmaneuvers everything but the reaper, and even then I can usually outmaneuver it fairly easily. only been killed by it once. I'm more afraid of it in my seamoth/PRAWN than I am my seaglide because with the seaglide I have nothing to lose haha.
Good to hear they will limit the "free dive" depth.
And just to reiderate, I don't hink the game is broken or the current system is bad, its just out of order and there is nothing that NATUALLY guids you in a logical order. Eh?
The path of the Degasi survivors has not being linked yet, which will probably come with the captain's quarters where the rendezvous location for the survivors should point to the Floating Island. From there you probably get pointers through the southern biomes.
Game progression isn't finished yet, so no point arguing about what is and more pooling ideas about how we'd like it to be. Or just wait until it's done.