Resource bars GG'ing me
SuburbanCamo
New York Join Date: 2015-04-17 Member: 203565Members
So you're probably wondering what i mean by the title. What i mean is that the food, water, and power supplies are simply too quick to plummet for me to get even a decent amount of "work' done in this game. Don't get me wrong, I love this game and i will continue to play in spite of this, but yesterday i entered my seamoth to go to a mushroom forest and get some lithium. Simple enough task. (i understand my prep work was not the best but hear me out) I had 70% hunger 66% water and 82% power in my seamoth to start this endeavor. When i got there, a bone shark scared the bejeezus out of me. i decided to find lithium on the floor as quickly as possible, and yes I admit that i rammed into that poor shark about 8 times before deciding it was safe. I got the lithium and hightailed it back. The distance was hardly 20 seconds, but when i got back, i had 26% power in my seamoth, 16% hunger, and 34% thirst. I looked at my clock thinking "oh wow i must've taken forever" i took 6 MINUTES. Most of my time was spent in the seamoth so i have no idea how my hunger or thirst could have dropped so dramatically, and my seamoth half the time was hardly moving, with me sitting inside waiting for a bone shark to pass. Is anyone else having this issue, or am i just completely oblivious as to how to prevent this feeling of constant self-care?
Also, i should add that i was completely able to resolve all resource deficiencies without starving or dehydrating, and was also able to recharge my seamoth.
Also, i should add that i was completely able to resolve all resource deficiencies without starving or dehydrating, and was also able to recharge my seamoth.
Comments
If it's going to be this bad, I may be better off stashing the goods and starving to death just so I don't have to compete at that level.
I don't understand why its so fast though. I mean, if you look at reality, yes you absolutely do tire faster underwater, but if i sit completely still in my seamoth my little dude is like "*gasp*... WAAATTTEEERRR" and it just doesn't sit right with me compared to other survival games. I don't think it needs to go down 1% a day, but it definitely needs to calm down a bit, i don't think anybody has ever been this hungry or thirsty.
Definitely true, but now that i think about it, do the days seem faster to you as well on the planet? it seems like it rotates at a breakneck pace to me. And also i should clarify, i think the bases and escape pods power supply are pretty good, ive still yet to worry about either of them and im always using my fabricator, but the seamoth is a real guzzler. The cyclops would be fine if it didn't lose 15% power recharging my seamoth up from around 20%
Even under extreme duress the human body should reasonably be able to survive for a few days without food. What we're experiencing isn't the most extreme duress, so reasonably a few in game days, this would average a meal every 20 - 30 minutes and a drink every 10 - 30 minutes real time, it should not average out to a drink and a meal every 2 - 5 minutes.
The only explanation I can think of for the rate at which our character burns calories implies a hyper-fast metabolic rate, perhaps condusive of Hyperthyroidism or even worse, FFI (Fatal familial Insomnia). I suggest the second one because our character currently never sleeps. I am unsure of what may have brought these on other than the explanation of extended time periods spent in a stasis or cryo pod under zero gravity conditions. This would not be a suitable explanation for FFI, as that requires a mutated gene that is extremely rare(actually the game has a transfuser tool, so maybe. Or perhaps from the radiation of the dark matter drive, although usually this mutated gene is purely hereditary)
Hyperthyroidism could have been a result of the stress endured during and after the crash, hence the hypermetabolism that causes him to starve to death within a day. Maybe I'm reading too much into the player characters situation and it's just waiting on a patch, or maybe I'm not.
Does your survival save game transfer across to the mode where you don't have to worry about food and water? As I'm seriously thinking of swapping at the moment if I can till the depletion rates get a decent tweak. Having to almost constantly manage food & water is detracting far to much from exploring & doing other things in the game that I'm far more interested in doing.
The energy depletion rates also need working on, often you find yourself in a cycle of gathering resources to make enough power cells to replenish the Cyclops, then it's time to gather resources to top up your food & water as well as increase reserves, then it's back to gathering more resources for power cells again with little actual other gameplay in between these two processes which are fast becoming tedious grinds.
- Hyp3rion
I believe they will change that. But until then we have to play in the "hardcore"
The problem with food is that it's straight up boring to craft. Everything uses salt deposits, so it's just a matter of collecting salt and spadefish and that's pretty much it. It's not fun, it's a chore. It'd be far better to have complex recipes that make going to a new area rewarding. Hoverfish might go well with something from the koosh zone. Spadefish might go well with kelp. And so on. Rather than making food simply edible, like salt does, food recipes should give you +80 food or something. Make coming up from the depths with a haul of ingredients worth something, as they're giving you enough food to last several in game days.
@sayerulz, i like the ideas, and it definitely gives more incentive to building a larger base, but i dont want to become lazy because i built those.
@SgtHydra , i really like the recipe idea, definitely wanted to try out some peeper/garryfish combo. also, i think maybe solar panel crafting could be a good alternative to battery power for the cyclops, since its restricted to 200 meters of depth, where the sun can still give off plenty of rays.
I think that's better for the base to have. At the very least capable of recharging power cells. The idea of how the cyclops is powered is sound, it just drains power way too fast for what it is doing. If it took a half hour to fill up your car's gas tank and your car got 1 mile to the gallon, would you drive that car? That's the issue for me.
Solar panels should be super expensive, though. Requiring materials from all over.
But my point remains that the cyclops' power supply is fine as it is. Sea bases and submarines should each have their role to play and right now submarines trump seabases in terms of utility. Making sea bases effectively self sufficient in the late game would increase their role.
There are geothermal sea vents, the power of them erupting could be harnessed by the brave constructor in order to spin turbines and power a base, the use of current generators combines with turbines would perhaps make hydro- power a little too easy but I guess a balance could be that it's horribly inefficient compared to some of the other options. Nuclear power should be the most effective, but come with the danger of meltdown.*
I would also support the ability to lay power cables along the floor of the ocean, that way you wouldn't necessarily HAVE to build your base near a geothermal vent, as you could simply lay cheap power cables from the vent to your base, usually without too much trouble.
*Contrary to popular belief, meltdown doesn't cause a nuclear reactor to explode, there isn't enough of the right isotopes inside a reactor to cause an explosion, however, imagine your reactor starts to melt down, the uranium inside becomes so hot that it turns into a molten liquid, capable of melting through ANYTHING, including dripping down through your base and allowing the ocean to flood in.
If that's your first hour of play ever in Subnautica...you have much to learn young padawan
It seems easy at first because of all the nodes that are immediately available. Here's a word of warning: they don't come back. Once you grill an airsac or die with a backpack full of items, they don't magitastically respawn in the world. They're gone. Permenantly.