SERIOUSLY, IT IS REALLY TIME : Enhance creatures' interactions and behavior. (+ Cyclops issue)

kwm1800kwm1800 Join Date: 2017-06-25 Member: 231353Members
As I read through Cyclops mega thread(s), and one thing that really pops up is how one-dimensional the game purposes regarding creature interactions.

For carnivores, for example.. Only carnivore that has interesting habits/interactions with player is Stalker. That's it. Look at the others:



Bonesharks? All they do is trying to attack players and sub, just roaming around.

Sandsharks? Same as Bonesharks except they like to go bottom.

Biter? Except it accepts food from players and much smaller than sharks, they are same.

Crabsnake? Again, other than hiding in jellyroom, they also roam and attack just like Bonesharks.

Crabsquids? Bonesharks with even more aggressive behaviours, plus EMP shock.

Ampeel? Again Bonesharks with AOE damage.

River Prowler? Literally Bonesharks that live in deeper area.

Lava Lizards? Bonesharks with ranged attack.

Reaper/Sea Dragon/Ghost Levi : Basically bigger version of Bonesharks that is acting as a method to discouraging players without any submarines due to insta-kill and/or high damage mechanics. Also used as area-denials.


Only carnivore that has some semi-complex interaction other than Stalker is Mesmer.


I can't help but I feel the game has been progressively being boring after update and update. I must say I am not that fan of adding these precursor stuffs... DOES game really need ending? I mean look at the minecraft, it actually does not have any endings if at all.


I am not so sure why this game needs these many obstacles. In same principle as the game was designed to not have guns, the game also can be interesting and fun without these many 'difficulties' (or say, frustrations.) Just like Stalker chasing Peeper, let's say River Prowler would have greater interest in species that are not native to Lost River, and if player gives them such interesting pieces, they would reward player by chopping off some of the resource chunk that are located in toxic water at the bottom. That would make the Lost River far more interesting despite the fact that my idea present here is nothing more than a copy & paste of Stalker behavior.


Say, give us external fish feeding module and lightning rod. Ampeel and Crabsquids would be attracted to feeding module, and as they release electric shocks / EMP shocks, the lightning rod would absorb attack and use it as power source for base and Cyclops. Suddenly, now it is possible to build base in deep ocean where thermal vents are not available, and the player has to be careful with local ecosystem to power the base.


Then we have herbivores, which are really into just two categories.

1) Used as player's food.

2) Used as bio power plant fuels.

Only two interesting ones are Sea Treaders and Gasopods. Peeper may have bigger role as development goes, but pretty much any other herbivores are very uninteresting regarding interactions.


.....I mean, I have to say it. While the developers pro-actively decide to not include guns and other powerful weapons, the overall gameplay design direction is going in a way that pretty much requires those weapons to be fun and interesting, because currently the game itself does not give players a positive way to build interactions with environment... other than destructive ways. Now I think putting so much effort on Precursor stuffs for game-ending part actually degraded the overall game instead of enhancing it, and I wish developers should had put more development time on making stronger environment interactions instead of game-ending stuffs on a sandbox game.

Also, almost equally important, there is very few meaningful interactions between species, not just players. Stalkers for example has habit with metal wreckage, and particularly like peepers. Other aggressive species do not have even simplest form of interactions other than aggressive species trying to attack passive species. Even simple things like smaller fish following/nearing bigger species would make the ocean far more life-like instead of flat impressions.



Finally, for Cyclops. At this point, as I said in Steam forum sometime ago, the Cyclops is now unfit for this game. A lot of interesting areas and stuffs are all in cave where move around with such big sub is nightmare, and now having multiple small bases each for repairing/refueling Prawn make far more sense, even starting from Lost River due to ghost levi. It's really a waste of resource. It is not fun to move around in the first place, let alone dealing with all of these aggressive creatures, which is part of the problems I mentioned above. My suggestion is that we need...

1) Interesting key-point area where it is totally open.

2) FAR bigger Lost River and Magma Zone for more room to move around, and enlarge Jellyroom so Cyclops can get in there.

With other ideas that are discussed in other Cyclops thread.

Comments

  • The08MetroidManThe08MetroidMan Join Date: 2016-09-23 Member: 222527Members
    Bit of a notation, but the bonesharks actually do have one unique behavioral trait - namely that they're blind without light. Shut the lights out or move at night past them and they purportedly have a harder time knowing you're there.
  • gamer1000kgamer1000k Join Date: 2017-04-29 Member: 230121Members
    I agree, the creature interactions in this game aren't very interesting for the most part. Like you said, other than the stalker, the other predators are basically just mindless killing machines that view the player as public enemy #1. At best, they serve as a gating mechanism, but for the most part they seem to be around to 'add drama' (the devs' words), which is another way of saying they're around to frustrate and annoy the player. They don't feel like a living part of the world, outside of the safe shallows predators outnumber prey to such a large degree that it's immersion breaking. Sadly, this is a very common video game trope that I'd hoped that Subnautica with its focus on nonviolence would avoid, but it appears this is not the case anymore.

    I would venture a guess that given the stalker's interactions, the devs did intend to build a proper ecosystem with interesting creature interactons, but ran out time with everything else they had to do so they resorted to the stereotypical video game predator behavior to the detriment of the game.

    Hopefully after 1.0 we'll get a creature behavior overhaul of some sort.

  • sayerulzsayerulz oregon Join Date: 2015-04-15 Member: 203493Members
    Creature interactions are definitely broken. Right now, with like 80% of all human sized or larger creatures just homing in on you like a smart bomb, this game plays less like a peaceful exploration game and more like a zombie survival game in the first few minuets before you find a weapon, but repeated endlessly. The developers time would have been far better spent creating an interesting world and fun gameplay rather than just a story full of mediocre tropes.
  • Sam_StarfallSam_Starfall Join Date: 2017-05-21 Member: 230665Members
    edited July 2017
    I was thinking of making a topic about interaction, glad I didn't yet, not including behavior with it was kind of shortsighted.

    Here is a part of what I was thinking of posting, this is basically just a listing to get idea from
    (consider all the below to have a "got bored" function to avoid robotic repetition)

    Flashlight :
    - make X fish stop moving when flashed
    - fish X hide under the sand if there's any light toward him (then flee/attack when the light go out)
    - photogenic X try at all cost to get into the spotlight and move in there

    Horn :
    - X will answer in a friendly way
    - X will challenge you, answering again will cause it to attack
    - small creature X will flee (avoiding unnecessary impact)
    - X predator will wait unsure before resuming attack
    - X will confuse the cyclops for a big predator and not approach it (to get you)

    Sonar :
    - rare creature X will answer with a sonar ping back
    - X will go into hiding
    - X will come out of hiding
    - X will go away
    - X will attack once (even if non hostile)

    PDS : (when it fail to defend you)
    - X will feel supercharged and move at incredible speed, attack you (or not).
    - X will stop attacking you and stay neutral for a while

    Noise :
    - X will migrate away
    - X will get increasingly violent despite being herbivore
    - X will use a sonar/or roar, if you keep making "that much" noise, X will attack

    human presence :
    - predator X completely ignore you unless you attack his own prey in its vicinity
    - X fish isn't comestible so don't feel threatened
    - X get curious for a while, then go away
    - If you are moving fast a certain fish will try to race you, then lose interest

    submarine presence :
    - most fish stay at distance when active
    - fish X stick to the hull, only letting go when far away (carnivore will eat it but leave you alone)

    posturing/intent :
    - X fish move, he stop and threaten if you stay in his path too long
    - X turn toward you if you approach, standing still (wasting O²) will have it come close (letting you scan him when X would usually run away)
    - If you hurt another fish in X vicinity he will flee join to fight (with) you

    dropping plant/food/ore :
    - fish consume it and drop X unique resources
    - fish consume it and start following you, just in case you drop more food
    - fish consume it and get sleepy (allowing you to scan him)

    other fish presence :
    - fish X always run away if Y is around
    - Fish X is always seen around Y (like the reefback and that other fish)
    - get violent against other of their kinds

    around eggs :
    - X fish try to eat Y eggs
    - X fish is always circling their own eggs and will ignore you if you don't touch it

    around ore or a plant (from another biome) :
    - If enough ore/plant are gathered somewhere, a specific type of egg/fish will appear around it
    - X fish really like ore/plant X leaving one around will make sure it leave you alone

    scanning them :
    - X get violent once
    - X actually stop moving (it tickle!)
    - Fish scan YOU

    hurting them :
    (obvious)

    player is not full life :
    - X creature stick to you.... to heal you (spreading some sticky product to avoid predator sniffing blood and recruit you as allies

    Player have a parasite on him :
    - small fish X will eat it then leave you alone

    interacting (touch) :
    - X will stay around you for a while after you touch him
    - X will get angry if you touch it repeatedly
    - X will play dead then flee when you leave

    transfusing blood :
    ok that's new...

    discussing philosophy :
    - X fish become a Leviatan sized crashfish



  • gamer1000kgamer1000k Join Date: 2017-04-29 Member: 230121Members
    edited July 2017
    snip

    Lots of great ideas for interactions, especially the friendly/curious ones. Those are the kinds of interactions I wanted to see (and at least in my mind were advertised) when I bought the game. There are far, far too many games where the player is the center of the world and almost everything is out to get the player (or be exploited by them). Why can't we have a relatively peaceful exploration game for once that puts survival and danger in the back seat so you need to stay vigilant and respect the environment, but aren't constantly harassed by it?
  • Who_needs_ArmorWho_needs_Armor Join Date: 2017-06-23 Member: 231295Members
    edited July 2017
    Yeah I remember this topic. Really really want this. all the enemies look the same to me besides the stalker. All I see is "avoid it and they'll literally be no trouble, and besides there's 0 reason to get close in the first place." There's no reason to get close to any enemy besides to scan it for information about how you should stay away from it. Ironic.
    kwm1800 wrote: »

    .....I mean, I have to say it.... currently the game itself does not give players a positive way to build interactions with environment... other than destructive ways. Now I think putting so much effort on Precursor stuffs for game-ending part actually degraded the overall game instead of enhancing it, and I wish developers should had put more development time on making stronger environment interactions instead of game-ending stuffs on a sandbox game.

    This stuck out to me a lot. I bought this game with this idea that I was buying a survival, sandbox-y survival game, not a story game. in finding out there was a story to follow , there was a lot of excitement from something really unexpected, and it gave a very real feeling of discovery, which is good. But after completing the added story content each update, I find myself just putting the game back on the shelf until the next update, because of this issue.

    The game hasn't really developed in the way you expect survival sandbox games would. You can't build ANYTHING except bases and things to power the bases. And what do you store in the bases? materials. To build more bases, or equipment. And what does that equipment do? It helps you explore. But what do you do once you've explored all there is to explore? There just.. isn't anything. The game is essentially over at that point because there is only one map. The same map, with the same materials and blueprints in the same places. The game just doesn't have nearly as much replay-ability as one would expect from a game marketed largely as an underwater survival sandbox.

    At the end of the day I just kind of feel lied to in a way. The game was great and I don't regret buying it at all, but I just wish I knew what I actually buying. A story game with few sandbox elements, instead of how it was marketed; A sandbox game with a few story elements. But more than anything, I wish the devs didn't sacrifice so much of the sandboxy-ness of the game for the story part. That focus enhanced the game in a lot of ways, but degraded it in many as well.
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