3 things to suggest

luangzxxluangzxx Thailand Join Date: 2016-08-02 Member: 220915Members
1. We should be able to save game only when in a sea-base (Certain big equipment needed if possible) This will make each exploration trip more exiting and more meaningful as we can't just save game before entering a cave, a wreck, or any dagerous place. Imagin how fun if we have to carry valuable resources back to base without ability to save game on the way.

2. There should be more things to put in sea-bases. I found there is no motivation to build a big base because there is nothing to put in it. My base has only 3 rooms and it has all items in the game. So if i build more room, I will have to leave them blank, or put the same machine again and again.

3. Craftable things (not the base) should require at lease one rare material to produce. I found it's too easy to gather materials for producing anything. I could see that the most enjoyable part of the game is when I had to search for a specific item, like Cyclop fragment, Seamoth fragment. After I got the Cyclops, It's like the game is over. There is no objective when going explore, and the game really become boring. For the materials required by the items, you don't have to be so logical. You can just make them up, give them a name, and say that we need this material to build a diving reel for example.

Comments

  • dealwithitdogdealwithitdog Texas Join Date: 2016-06-09 Member: 218343Members
    luangzxx wrote: »
    1. We should be able to save game only when in a sea-base (Certain big equipment needed if possible) This will make each exploration trip more exiting and more meaningful as we can't just save game before entering a cave, a wreck, or any dagerous place. Imagin how fun if we have to carry valuable resources back to base without ability to save game on the way.

    2. There should be more things to put in sea-bases. I found there is no motivation to build a big base because there is nothing to put in it. My base has only 3 rooms and it has all items in the game. So if i build more room, I will have to leave them blank, or put the same machine again and again.

    3. Craftable things (not the base) should require at lease one rare material to produce. I found it's too easy to gather materials for producing anything. I could see that the most enjoyable part of the game is when I had to search for a specific item, like Cyclop fragment, Seamoth fragment. After I got the Cyclops, It's like the game is over. There is no objective when going explore, and the game really become boring. For the materials required by the items, you don't have to be so logical. You can just make them up, give them a name, and say that we need this material to build a diving reel for example.

    1. That should be a feature, but only in hardcore mode.

    2. Have you looked into placeable items? There are quite a few of those.

    3. Don't say that or the realism hounds will be all over you. (In case it isn't clear, that's a joke)
  • SigmalxSigmalx USA Join Date: 2016-07-12 Member: 220132Members
    As someone who plays hardcore regularly, I agree only with the first point. currently experimental mode has the unfortunate effect where you get the multipurpose room after visiting the floating island.
  • abougaboug Canada Join Date: 2016-08-07 Member: 221070Members
    I just got the game and currently downloading it.
    So far I have a little comment about the icon logo for the game's .exe.
    It could use a little work.
    I'd say a symbol is in demand. Maybe a gold shell or a gold nautilus would do :).
  • RezcaRezca United States Join Date: 2016-04-28 Member: 216078Members
    Sigmalx wrote: »
    As someone who plays hardcore regularly, I agree only with the first point. currently experimental mode has the unfortunate effect where you get the multipurpose room after visiting the floating island.

    Don't you get it in the Jellyshroom Caves? I went to the Floating Island to try getting the MP Room and none of the rooms there were scannable. I recall reading they're taking away the ability to scan the Observatory there as well, I think it was in one of the Trello/Checkin notes?


    Right now the Cyclops is sort of the endpoint of the game, but the Exosuit's coming soon and that's going to require some rare materials, some of which have been disabled for quite some time (Polinaline, Aerogel, etc) - speaking of which, has anyone found any Sulfur yet? If Sulfur isn't present in the game world currently then that'd make the Exosuit impossible to craft........... Not that I've seen the Exosuit in any of the crafting menus yet mind you. The blueprint is there though.
  • Vim_RazzVim_Razz USA Join Date: 2015-08-27 Member: 207518Members
    Rezca wrote: »
    Don't you get it in the Jellyshroom Caves?
    That's where I found it, although it was in the normal scattered fragments rather than scanning any part of the base down there.
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