Feedback from today's Public Playtest thread!
Obraxis
Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
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http://i.imgur.com/n9hm1tH.gif
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placing the dive reel anchor into this specific entity disappears the anchor and you cannot get it back
- The small cube says "3x3 storage" in the tooltip (when crafting and when mouse hovering) but it takes up 4x4 space in your inventory when picked up.
Build:
- 14275
Reproduce steps:
- hover the mouse over the storage cube in the crafting menu (fabricator), or in the inventory
Video:
- Whilst playing in survival mode I am finding that I spend a little too much of my time hunting for and crafting food and water. This has been alleviated slightly with the latest patch by way of having the airsacks, but it is still an issue for me personally. The balance seems a little bit off.
- It would be great if the food /water meters didn't drop quite so quickly, giving me a little more time to explore and do other things after satiating my needs
- It would also be great if there was some way to supplement food and/or water later with other renewable methods, just to make the process a little speedier for the player to gather these things. This is especially important later on once the player has a lot of other things going on, lots of bases and subs to worry about fuelling and exploring with etc.
- Please can you add MOUSEWHEEL support to the quickbar! Also make it swappable, because some people prefer up/down to be reversed for traversing horizontal selectors
if you swim away from your sub the windscreen name and a few highlights are visible clearly
- The name length on the Cyclops can be too long
Build:
- 14275
Reproduction steps:
- Enter a cyclops name using no spaces until you can't type any more
- Look out from the helm and notice the name sticks out the front of the ship
- Go outside and inspect the side, notice the same
for oxygen emergency's
Load the save.
1. The salt pickup detection is limited the big block you cant pick them up by looking at the other blocks.
2. Pushing the pod is tough now. it weighs many many
3. Errors on loading "Error loading SNUnmanagedData\Build18"
4. General save oddness, saves during seamoth construction bugging the seamoth etc
Also note that the inside of the cyclops has a white wall, and dosnt have a window.
And when energi is depleated, the animations stops, but the speedbost is still gained.
Implementation:
1. Recycler - The opposite of the Builder. Target an object by looking at it, which places a red outline around it. Right-click to remove it. Give back a small % of resources used to build the item that was removed.
2. An option in the right-click menu of the Builder - "Recycle" - with similar functionality as above.
Important note: This kind of ability has some potentially dire multiplayer consequences, and could promote griefing. This should be considered during the design of this feature.
EDIT: Technically, even building could be considered griefing. A far-in-the-future idea might be multiplayer server options that contain checkboxes including "Allow Recycler" and "Allow "Builder". Food for thought.
1. Place power generator first.
2. Place corridor.
1 - start a new game (Freedom or Survival)
2 - play some minutes, collect some quartz and copper, craft a tank
3 - save
4 - load
I have tried to reproduce this but can't, maybe someone else has some luck?
- dropbox link
Bug
Base Power Generator does not save. It is gone when a save is reloaded.
Player does not respawn in functional Cyclops
Bug-ish:
Player needs the same dive-reel equipped as was used to place an anchor to pick the anchor up. Dropping all dive reels can quickly sort out which one this is, but it's still a little silly.
Player can be turned around 180 degrees when activating Cyclops controls
Player is typically deployed facing backwards and behind a SeaMoth when exiting it instead of in front or facing it.
Also, feedback:
Collection size for salt is really tiny and could use a more forgiving grab area.
Dive reel is an awesome must-have
4x4 Crate size is cumbersome to utilize
Floaters behave strangely when used in/on a Cyclops
Stasis Rifle fragment tooltip references the SeaMoth
SeaGlide power consumption rate feels a little too fast.
Seabase + cyclops titanium demand could be used to encourage future Mining mechanics. Manually assembly is tedious, but doable within a couple hours.
Ideas discussed:
Beacony Crate
Sticky Air bladder
Thicker/brighter dive reel line
"Craft all" option
Powered Dive Reel
SeaGlide light toggle
Food demands are pretty high. Probable encouragement to move to seabase operations. Water Desalinization and salt crystallization would go a long way to alleviate time spend on food production.
Not-so-discussed:
Anchor dive reel to SeaMoth/Cyclops?
Recycle items?
SeaBase power generator attachable like the Entrance Hatch rather than be a standalone
Improved food recipes for higher 'yield' foodstuffs. Fish salad, fish tacos, fish'n'shrooms, fried fish.. some variety is better than none. This can help reduce food stockpile sizes, and reduce the questionable practice of cooking your food with the same tools used to make rubber gaskets and batteries.
Brainstorming:
Build 'Down', but avoiding making old items obsolete (Old things used as parts of new things)
Challenge of Oceanographic Survival vs Alien: Isolation game atmosphere. Avoid nightmare fuel and making people too scared to explore/progress.
How the team could become any more awesome without superpowers.
(okay, maybe not that last one, but thanks for having us!)
Co-op rather than open-lobby seems more than appropriate here. Open lobby is just a synonym for 'cesspool of trolls' good enough for shooters, not good for sandboxes.
1 Gamecrash after 1 hour while just diving with the seamoth in "open water" maybe 40 meters deep. (outputlog.txt saved then...send it to where ?)
1 unexpected sudden death (i will rewatch this on the game record later)
Thoughts about the gameplay:
All that little fishes must be made out of real heavy material because it is so incredible loud when they touch the seamoth. (in fact way tooo loud)
I had started a new survival game and the gameplay felt good balanced and "smooth" to me. It was work to get things done, but the fun kind of work.
Because of the gamecrash i lost 1 hours work and that hurt. Maybe there should be a autosave.
General thoughts:
Because the "horror", "thrilling" ......stuff was a theme in the teamspeak and i am realy afraid that this game will lose its "nice" charakter:
There are tons of such games out there in the market. The "nice" ones are hard to find. There are millions of parents that fight against their kids playing games they should not play. This game has the potential to be one of the kind parents would appreciate. And also adults (like me) that like some relaxed gameplay. Maybe you could have that in mind when you have to decide in which direction your game should evolve. ( i hope you will).