SOme Observations and Suggestions

SnookSnook Texas Join Date: 2015-04-04 Member: 202957Members
Firstly, Thanks for creating this game, I've had a blast playing it. After about eight hours or so in this game I've made a few observations and have a few suggestions. Some of these may have be discussed.

1. Night is extremely short (a few minutes). The day night cycle should be made even for game play reasons. I love night with all the bio-luminescent creatures. Maybe make the cycles a bit longer too.

2. The "E" key allows me to exit the seamoth, what should I do to enter the seamoth? The "E" key? Nope LMB! Make the "E" key allow me to exit and enter the seamoth.

3. I should be able to destroy inventory.

4. Maybe make some inventory items stackable (i.e food and water).

5. I'm sure this has been mentioned elsewhere, but food and water should last longer.

6. Big fish should be more hostile, and not killable with the knife (which is currently too easy). Make it so we need a harpoon or something to kill them. Also they should provide alot of meat.

7. Make some creatures toxic to the player. Capturing a creature and analyzing it should allow the player to make an anti-toxin for that creature. When poisoned the player should loose health and move slower, until the poison is countered.

8. I want to make a base on the floating island. Make the Island non-instanced and any objects put on the island permanent. Make the island terraformable.

9. Add fall damage to the island.

10. Allow a key to toggle the beacons on and off. Also, the beacons should be made flashing numbers to differentiate them.

11. The player should be informed about hull damage and the damage should be fixable.

12. When in the seamoth the depth indicator turns red at 200 meters. The seamoth doesn't seem to be damaged at any depth (which I think is a good thing). Just have the depth meter not change colors on the seamoth if it can in fact go to any depth.

13. I have no idea how damaged the seamoth hull is. It needs and indicator in the cockpit. Also the seamoth should be repairable.

14. Why do I need etched glass for the big sub that can't go beyond a 100 meter depth, and just normal glass for the seamoth that can go much deeper? Switch these component requirements.

15. Finding fragments is way to easy.

Comments

  • ArbhallArbhall The Earth Join Date: 2015-04-03 Member: 202874Members
    Snook wrote: »
    Firstly, Thanks for creating this game, I've had a blast playing it. After about eight hours or so in this game I've made a few observations and have a few suggestions. Some of these may have be discussed.

    1. Night is extremely short (a few minutes). The day night cycle should be made even for game play reasons. I love night with all the bio-luminescent creatures. Maybe make the cycles a bit longer too.

    2. The "E" key allows me to exit the seamoth, what should I do to enter the seamoth? The "E" key? Nope LMB! Make the "E" key allow me to exit and enter the seamoth.

    3. I should be able to destroy inventory.

    4. Maybe make some inventory items stackable (i.e food and water).

    5. I'm sure this has been mentioned elsewhere, but food and water should last longer.

    6. Big fish should be more hostile, and not killable with the knife (which is currently too easy). Make it so we need a harpoon or something to kill them. Also they should provide alot of meat.

    7. Make some creatures toxic to the player. Capturing a creature and analyzing it should allow the player to make an anti-toxin for that creature. When poisoned the player should loose health and move slower, until the poison is countered.

    8. I want to make a base on the floating island. Make the Island non-instanced and any objects put on the island permanent. Make the island terraformable.

    9. Add fall damage to the island.

    10. Allow a key to toggle the beacons on and off. Also, the beacons should be made flashing numbers to differentiate them.

    11. The player should be informed about hull damage and the damage should be fixable.

    12. When in the seamoth the depth indicator turns red at 200 meters. The seamoth doesn't seem to be damaged at any depth (which I think is a good thing). Just have the depth meter not change colors on the seamoth if it can in fact go to any depth.

    13. I have no idea how damaged the seamoth hull is. It needs and indicator in the cockpit. Also the seamoth should be repairable.

    14. Why do I need etched glass for the big sub that can't go beyond a 100 meter depth, and just normal glass for the seamoth that can go much deeper? Switch these component requirements.

    15. Finding fragments is way to easy.

    Most of this stuff is already in game and usable.
    1. Night is short.
    2. Yeah there should be a dedicated entrance/ egress button.
    3. You can deconstruct anythin you have built and a bunch you havnet, gaining back the resources you used or didnt.
    4. I agree stacking invo would be better, till then build more storage lockers.
    5. alternate your foods. eat a peeper and then eat a gary fish, it dosnt make them last longer, variety is the spice of life.
    6. the largest creatures in the real oceans are commonly the most passive and friendly, but i want a harpoon too.
    7. some creatures do already cause poison damage, those dick plants that shoot at you. But yeah an antidote would be kinda awesome to have.
    8. The island is not instanced and you can build on it already.
    9. there is no fall damage in water world. not yet. but do we really need it? Are you going to build super high up, and kill animals by dropping them off?
    10. yes beacon descrimination would be great, i would love to be able to tell if Im heading in the right direction on my last 15 seconds of air. good idea man.
    11. bottom center of the screen in really small writing when your piloting the sea moth. You can fix damage with the welder. You also see the damage level of the vehicle while holding the welder.
    12. sea moth dosnt take damage at great depth.....UNLESSS!!! You bump into a wall or something, then you will notice the damage. A lot of it, it takes damage at like 4x the regular rate at high pressure. Its really bad.
    13. damage indicator is in the middle of the screen at the bottom, while piloting, or while your holding a welder. Its really small, and hard to read.
    14. dunno about that, but I do know I love having the subs a lot more than I like having extra tanks and a sea glider.
    15. the Aurora is a massive wreck and horizon feature. Its going to be explorable real soon, be patient and wait for the epic awesome. Things are moving pretty fast, be patient.
  • theharddrive2theharddrive2 United States Join Date: 2015-04-06 Member: 203013Members
    I was going to add a thread but I like yours and didnt want to clutter the forum :-)

    I like all your ideas and just wanted to add one or two of my own in addition to yours for the devs to see.

    - Strobe lights on subs and bases. Strobe lights like on aircraft or in SeaQuest would be cool to see and help me find my seamoth from farther away.

    - Freelook to the Seamoth like in Cyclops so I can look sideways without turning my sub.

    - Side/Bottom/Backup cam for the Cyclops for parking

    - More Windows on the Cyclops other than just the front. Maybe on the side similar to how the bases can have nice large windows added.

    - Love being able to name my ship. Can I have it display on both sides?

    - In game GPS/Map so I can add waypoints as I explore and keep track of where I have been.

    The devs have done a great job with this game and it is something I have been hoping for for many years. Keep it up!
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