Torch light : the DOOM 3 syndrome all over again and misc. accessories issues
DeepTripDiver
Join Date: 2017-01-12 Member: 226586Members
Hi,
I want to address here the accessories issue in the game, focusing on lights after a compas / thermometer hiatus.
- 1 - Compass and thermometers : even today, compass and thermometers are pretty much incorporated into dive computers.
So why would they need to use slots in the future ?
Seriously they are upgrades to build but should not take accessory slots at all, specially given that accessory slots are simply used for coordinates (which would be simply bearing inputs into the dive computer).
Eventually they could be upgrades to each suit the player builds, or attach the upgrades to the helmet. But forcing the player to sacrifice an accessory slot for them has no logic whatsoever given how un-obstructive these technologies are for divers today.
- 2 - The DOOM 3 torch idiocy.
Plenty has been written on Doom 3 release about how stupid the fact the player had to switch to its torch instead of its equipped weapon : hey here goes scotch tape Doom3 !
Well, despite Doom3 finally updating the game to erase this logical burp, Subnautica adopts the same model again.
Yes, powerful torches in modern day diving are hand held.
But modern day casual diving does not use full face masks (yet).
And professional diving helmets already feature adjustable integrated torches to 10-15 meters.
So why is it that Subnautica forces the player to equip a hand held torch for having just a limited source of lightning ?
This is game logic in an abstract imaginary and in the end and indefensible wrong idea.
We are in the future, there can be handheld torches lightning things up to 150 meters, why not.
But the suits built by the players should either feature a 10 meters/close range lightning by default, or they should be upgradable to a powerful 50 meters/turbidity adjustable light source on the helmet of every suit.
- 3 - On a same range of ideas, the seamoth and all vehicles should have lights allowing them to see their storage compartments, and simply localize them.
Right now, the Seamoth position icon disappears when the player gets within 25-30 meters of it.
How many time have I not panicked because the vehicle was impossible to localize in the dark ? I have to shine my torch right unto the seamoth to see it then.
Simply give vehicles position lights for them to always be easily located please, and consider giving them accessory lights for their features (storage, upgrades) to be easily accessed.
Thank you and good luck with the development.
Y.
I want to address here the accessories issue in the game, focusing on lights after a compas / thermometer hiatus.
- 1 - Compass and thermometers : even today, compass and thermometers are pretty much incorporated into dive computers.
So why would they need to use slots in the future ?
Seriously they are upgrades to build but should not take accessory slots at all, specially given that accessory slots are simply used for coordinates (which would be simply bearing inputs into the dive computer).
Eventually they could be upgrades to each suit the player builds, or attach the upgrades to the helmet. But forcing the player to sacrifice an accessory slot for them has no logic whatsoever given how un-obstructive these technologies are for divers today.
- 2 - The DOOM 3 torch idiocy.
Plenty has been written on Doom 3 release about how stupid the fact the player had to switch to its torch instead of its equipped weapon : hey here goes scotch tape Doom3 !
Well, despite Doom3 finally updating the game to erase this logical burp, Subnautica adopts the same model again.
Yes, powerful torches in modern day diving are hand held.
But modern day casual diving does not use full face masks (yet).
And professional diving helmets already feature adjustable integrated torches to 10-15 meters.
So why is it that Subnautica forces the player to equip a hand held torch for having just a limited source of lightning ?
This is game logic in an abstract imaginary and in the end and indefensible wrong idea.
We are in the future, there can be handheld torches lightning things up to 150 meters, why not.
But the suits built by the players should either feature a 10 meters/close range lightning by default, or they should be upgradable to a powerful 50 meters/turbidity adjustable light source on the helmet of every suit.
- 3 - On a same range of ideas, the seamoth and all vehicles should have lights allowing them to see their storage compartments, and simply localize them.
Right now, the Seamoth position icon disappears when the player gets within 25-30 meters of it.
How many time have I not panicked because the vehicle was impossible to localize in the dark ? I have to shine my torch right unto the seamoth to see it then.
Simply give vehicles position lights for them to always be easily located please, and consider giving them accessory lights for their features (storage, upgrades) to be easily accessed.
Thank you and good luck with the development.
Y.