This is something that was introduced in Experimental a while back and now it made it to Stable version as well. You constantly loose oxygen now, wether in bases or in a vehicle. The vehicle will now constantly try to make up for the oxygen loss thus depleting the powercell(s) at a much faster rate
This is something that was introduced in Experimental a while back and now it made it to Stable version as well. You constantly loose oxygen now, wether in bases or in a vehicle. The vehicle will now constantly try to make up for the oxygen loss thus depleting the powercell(s) at a much faster rate
Thank you my seamoth was losing energy so damn fast I was afraid it is a bug.
I'm wondering if they implemented a feature where it costs energy to breath in bases and vehicles. Aside from the constant small amount of up and down O2 loss, the Seamoth power drains VERY fast when you're regaining O2 after you get back inside. Like 1% per second. Made it very challenging doing some back and forth wreck exploring yesterday.
I *think* it also applies in bases. I saw it yesterday but I'm not sure if it was from that or because I may have been charging batteries and wasn't paying attention.
I'll check later tonight, but someone can test it fairly easily.
Go somewhere shallow. Build a single building, escape hatch, and one or two solar panels on the roof during the day. Let it build up some power. Then go inside deep at night and see if the energy bleeds out.
I see mine going up and down inside my base, but only by a few points.
Which is, as I'm sure you know, you losing oxygen as your base makes it.
Do the bases and vehicles produce oxygen so thin that it has to run constantly? I mean, how much oxygen does one person consume to have to be rapidly replaced at that rate? The O2/power consumption has been noted in vehicles, but bases can't use the same excuse. Standing in my T-section base I have the ticking O2 counter but the power stays at a constant 150 power (3 solar panels) even at night, so it's not using "excess power" to produce O2. That makes it a bug so hopefully it should be fixed soon.
Now the O2/power drainage would make sense if you're below 100m/200m due to the water pressure, such as being underwater outside a vehicle without a Rebreather. But it should not happen at all above 100m; this is a really odd double-standard if you ask me.
Noticed this a month ago in experimental, loose too much energy with my seamoth so I played in stable.
But now it's stupid, when you start a game, you need to unlock the seamoth but now you loose so much energy, need to make XXX battery for trying to unlock some blueprints....
I'm guessing this is some sort of recent 'game balance' thing.
Presumably introduced at the behest of those rock-hard heroes who whine that everything's too OP.
Shouldn't be happening. Obtaining O2 from seawater is one of the easiest things to achieve when using advanced tech.
This might be one tweak too many, in my opinion.
If a message/signal directing the player to the Aurora after creating the Seamoth was implemented, this would/should resolve the issue. A thorough search of the area in and around the Aurora has produced at least half a dozen power cells in all 6 games I've started. When I leave base, in the storage compartment of the Seamoth (16 total slots) goes 3 extra power cells (3), two Oxygen tanks (8), a battery (1) , 3 waters (3) and food (1). With this load-out, I'm almost always having to go back for food, and if I choose to eat a raw fish, then water is next. Unless you are just driving around like it's underwater GTA, I can't imagine going through four power cells before the need to eat/drink ends the exploratory mission. If you are investigating all signals and you are a little stingy with the Seamoth, you should find the power cell recharger blueprint long before having to create too many. I'm sure the devs are going to fix a lot of these issues with the implementation of the story line sometime on or before version 1.0
If a message/signal directing the player to the Aurora after creating the Seamoth was implemented, this would/should resolve the issue. A thorough search of the area in and around the Aurora has produced at least half a dozen power cells in all 6 games I've started. When I leave base, in the storage compartment of the Seamoth (16 total slots) goes 3 extra power cells (3), two Oxygen tanks (8), a battery (1) , 3 waters (3) and food (1). With this load-out, I'm almost always having to go back for food, and if I choose to eat a raw fish, then water is next. Unless you are just driving around like it's underwater GTA, I can't imagine going through four power cells before the need to eat/drink ends the exploratory mission. If you are investigating all signals and you are a little stingy with the Seamoth, you should find the power cell recharger blueprint long before having to create too many. I'm sure the devs are going to fix a lot of these issues with the implementation of the story line sometime on or before version 1.0
The Aurora can be fickle. I've gone through it in previous playthroughs and gotten nothing bug signal beacons, water, and med kits. No Batteries, and no Power Cells. In addition to those we also have nutrient blocks (which I like, so I'm not complaining) but the power cell is still the rarest drop. We can't loot around the aurora because of reapers (yes your seamoth, if you already have it, protects you from the sand sharks and stalkers but if you leave that seamoth alone you run the risk of one of the Reapers stealing it to make their personal chewtoy.
The problem is with exploring the wrecks, which is the majority of the game in it's current state. Everything is in the wrecks and we already had to overload our inventory because we need extra tanks since they nerfed the tanks in the power nap update, the tanks slow us down so we need to bring the seaglide to compensate. The seaglide was nerfed to use more power so we need to pack extra batteries to compensate for that, and now we have to pack extra power cells to keep the seamoth going, and we have to replace these cells while dodging the swarms of biters and sharks and bleeders that harass us in the middle.
And yeah the storage compartment for the seamoth would help with inventory management but given that the mod station is in one of the deepest wrecks in the game, and can only be found in that one damn wreck so you have to know exactly which one it is and exactly where to find it and still deal with the depth and the ampeels (you will have prawn long before you have mod station in current build). The mod station is one of the last unlocks in the game so that storage compartment isn't going to be there for all those wrecks.
Between prepping food, water, power cells, batteries, tanks, and lugging the damn seaglide around diving into wrecks is becoming a nightmarish grind that will scare away most gamers and rightfully so. Who the hell wants to spend days farming copper just to play the game, picking the shallows clean of limestone.
Yeah whenever i decide to go peer over the Aurora i do a lil prayer beforehand to the RNG Gods out there, sacrifice 2-3 peepers as an offering and perform a little ritualistic dance to gain their favour!
"Between prepping food, water, power cells, batteries, tanks, and lugging the damn seaglide around diving into wrecks is becoming a nightmarish grind that will scare away most gamers and rightfully so. Who the hell wants to spend days farming copper just to play the game, picking the shallows clean of limestone."
This. Exactly this. With the battery drain issues on the Seaglide, the constant hunger and thirst drain, and now the fact that O2 consumption is draining energy levels from vehicles and possibly bases at an extreme rate, you are spending far more time in game struggling to stay alive than you are actually exploring. It's two thirds grind, one third fun. While I'm sure the most masochistic players may like it, your average player who wants to explore wrecks, discover the story, and build gorgeous bases is just going to become increasingly frustrated and quit. And no, the answer is not "Go play Freedom/Creative, nub!". Some of us actually enjoy playing Survival in these types of games for the immersion and challenge. But there is HUGE difference between challenging and impossibly frustrating.
If the current rates at which you burn energy keeps itself at this pace upon official release, I can't foresee this game reviewing very well. Which is a shame as it's a really interesting and unique game.
If the current rates at which you burn energy keeps itself at this pace upon official release, I can't foresee this game reviewing very well. Which is a shame as it's a really interesting and unique game.
I do agree that the energy consumption rate right now is steep. Requires more planning now before going out on long excursions as in taking 1-2 more Powercell with you to be sure now to get stuck out of power in the middle of nowhere. Those of us playing the early access of this game saw the difference before/after this so it matters more. I myself thought it was ok the way it was before also, altho i'm not as angry as others about this.
Those new players playing the game after v1.0 wont notice it much since they wont have played it when it wasnt like this. Im not convinced this game will get such bad reviews just cuz of it once its fully released.
Here's the thing: games of this nature are judged on a grind vs fun slider. That slider ranges back and forth. Make it not grindy enough and the initial fun wears off fast as you blow through the content in record time and then ask "what's next?". You want to avoid that.
On the other hand, if it's on the other end of that slider, a game will feel more like a job than a game. You tend to see these in Korean MMOs a lot. Popular there, but get quickly abandoned here because people want to spend most of their time having fun.
Come to this game. Food and water are a grind and the speed at which it becomes an issue is already fairly noticeable. But that alone does not yet tip the scale. After that, you have the battery grind. Copper, and quite a bit to use the seaglide, and the first fast travel method they get exposed to. Thing burns one battery in around 2 minutes. That's a lot. People figure it's just some weird temp thing or its very situational (it is) and can't wait to move on. They may get a battery charger later, but the fact that they need to still carry a half dozen spare batteries or more at a time turns into a major turn off. But the seamoth is the light at the end of the tunnel, right?
But it isn't. Now, as of yesterday, this once highly praised submersible beloved by YouTube content providers, suddenly burns through power cells at an atrocious rate. One per 10 minutes or less. They don't realize that those videos they watched are from months ago, back when a single cell could last you a solid 30-40 minutes easily. They become increasingly frustrated.
And of course, we are talking an ideal situation where these new players have gotten their hands on battery and power cell charger blueprints. Many won't know they are out there. All they will see is the fact that this game requires an absolutely horrific grind of food, water, and copper to 'have fun' for even a little bit. For them, this game won't be merely frustrating. It will absolutely enrage them. And they will start writing reviews on steam. Bad reviews.
Gentlemen, this game has gone faaar into the deep end of grind territory with the O2 change. It's time to recognize that and to recognize that for new players, and not those who know everything about this game and have every conceivable tool and upgrade already, this game WILL suck.
What he said... really. I can understand some grind but the devs took it way to far when they added the energy loss being constant. Before they added the new and improved energy drain oxygen thingamabob to the game the Clops, Seabase and Seamoth had a slower rate of energy drain when producing oxygen for the player. Now it's like they increased the energy drain to produce that oxygen by 100 times. THAT is bad game design balance.
In all honesty though I believe it's a bug, cause from what I can see on the trello they haven't said anything about the energy drain to produce oxygen being that drastic in the planned features, they would have said something on there just for the other developers to chime in on the idea/concept.
edit: checking around the trello I found this in the bug section
Not exactly the same thing. It appears to be a bug where having the command console open makes it appear like oxygen is dropping. They being said, while I rarely have it open, I do have it enabled, so I'll head home, turn it off, and see if it changes anything.
LATER EDIT: Alas, no. I disabled it, saved, quit to menu and reloaded my game. No change. O2 keeps trying to drop both in base and in Seamoth.
LATER LATER EDIT: Just tried the bioreactor test. Just that powering a single MP room with a single peeper inside and I could breath just fine. Good on that. So maybe bases aren't affected by the energy drain after all.
LATER LATER LATER (lol) EDIT: Oh wait! Energy regain still accelerates energy drain in the Seamoth, but with the console disabled, my regular in the Seamoth driving around bit seems close or maybe exactly the same as it was prepatch. Maybe they are on to something.
Comments
Which is, as I'm sure you know, you losing oxygen as your base makes it.
Thank you my seamoth was losing energy so damn fast I was afraid it is a bug.
I'll check later tonight, but someone can test it fairly easily.
Go somewhere shallow. Build a single building, escape hatch, and one or two solar panels on the roof during the day. Let it build up some power. Then go inside deep at night and see if the energy bleeds out.
Do the bases and vehicles produce oxygen so thin that it has to run constantly? I mean, how much oxygen does one person consume to have to be rapidly replaced at that rate? The O2/power consumption has been noted in vehicles, but bases can't use the same excuse. Standing in my T-section base I have the ticking O2 counter but the power stays at a constant 150 power (3 solar panels) even at night, so it's not using "excess power" to produce O2. That makes it a bug so hopefully it should be fixed soon.
Now the O2/power drainage would make sense if you're below 100m/200m due to the water pressure, such as being underwater outside a vehicle without a Rebreather. But it should not happen at all above 100m; this is a really odd double-standard if you ask me.
But now it's stupid, when you start a game, you need to unlock the seamoth but now you loose so much energy, need to make XXX battery for trying to unlock some blueprints....
Presumably introduced at the behest of those rock-hard heroes who whine that everything's too OP.
Shouldn't be happening. Obtaining O2 from seawater is one of the easiest things to achieve when using advanced tech.
This might be one tweak too many, in my opinion.
The Aurora can be fickle. I've gone through it in previous playthroughs and gotten nothing bug signal beacons, water, and med kits. No Batteries, and no Power Cells. In addition to those we also have nutrient blocks (which I like, so I'm not complaining) but the power cell is still the rarest drop. We can't loot around the aurora because of reapers (yes your seamoth, if you already have it, protects you from the sand sharks and stalkers but if you leave that seamoth alone you run the risk of one of the Reapers stealing it to make their personal chewtoy.
The problem is with exploring the wrecks, which is the majority of the game in it's current state. Everything is in the wrecks and we already had to overload our inventory because we need extra tanks since they nerfed the tanks in the power nap update, the tanks slow us down so we need to bring the seaglide to compensate. The seaglide was nerfed to use more power so we need to pack extra batteries to compensate for that, and now we have to pack extra power cells to keep the seamoth going, and we have to replace these cells while dodging the swarms of biters and sharks and bleeders that harass us in the middle.
And yeah the storage compartment for the seamoth would help with inventory management but given that the mod station is in one of the deepest wrecks in the game, and can only be found in that one damn wreck so you have to know exactly which one it is and exactly where to find it and still deal with the depth and the ampeels (you will have prawn long before you have mod station in current build). The mod station is one of the last unlocks in the game so that storage compartment isn't going to be there for all those wrecks.
Between prepping food, water, power cells, batteries, tanks, and lugging the damn seaglide around diving into wrecks is becoming a nightmarish grind that will scare away most gamers and rightfully so. Who the hell wants to spend days farming copper just to play the game, picking the shallows clean of limestone.
Sometimes it works, sometimes it doesnt
This. Exactly this. With the battery drain issues on the Seaglide, the constant hunger and thirst drain, and now the fact that O2 consumption is draining energy levels from vehicles and possibly bases at an extreme rate, you are spending far more time in game struggling to stay alive than you are actually exploring. It's two thirds grind, one third fun. While I'm sure the most masochistic players may like it, your average player who wants to explore wrecks, discover the story, and build gorgeous bases is just going to become increasingly frustrated and quit. And no, the answer is not "Go play Freedom/Creative, nub!". Some of us actually enjoy playing Survival in these types of games for the immersion and challenge. But there is HUGE difference between challenging and impossibly frustrating.
If the current rates at which you burn energy keeps itself at this pace upon official release, I can't foresee this game reviewing very well. Which is a shame as it's a really interesting and unique game.
I do agree that the energy consumption rate right now is steep. Requires more planning now before going out on long excursions as in taking 1-2 more Powercell with you to be sure now to get stuck out of power in the middle of nowhere. Those of us playing the early access of this game saw the difference before/after this so it matters more. I myself thought it was ok the way it was before also, altho i'm not as angry as others about this.
Those new players playing the game after v1.0 wont notice it much since they wont have played it when it wasnt like this. Im not convinced this game will get such bad reviews just cuz of it once its fully released.
On the other hand, if it's on the other end of that slider, a game will feel more like a job than a game. You tend to see these in Korean MMOs a lot. Popular there, but get quickly abandoned here because people want to spend most of their time having fun.
Come to this game. Food and water are a grind and the speed at which it becomes an issue is already fairly noticeable. But that alone does not yet tip the scale. After that, you have the battery grind. Copper, and quite a bit to use the seaglide, and the first fast travel method they get exposed to. Thing burns one battery in around 2 minutes. That's a lot. People figure it's just some weird temp thing or its very situational (it is) and can't wait to move on. They may get a battery charger later, but the fact that they need to still carry a half dozen spare batteries or more at a time turns into a major turn off. But the seamoth is the light at the end of the tunnel, right?
But it isn't. Now, as of yesterday, this once highly praised submersible beloved by YouTube content providers, suddenly burns through power cells at an atrocious rate. One per 10 minutes or less. They don't realize that those videos they watched are from months ago, back when a single cell could last you a solid 30-40 minutes easily. They become increasingly frustrated.
And of course, we are talking an ideal situation where these new players have gotten their hands on battery and power cell charger blueprints. Many won't know they are out there. All they will see is the fact that this game requires an absolutely horrific grind of food, water, and copper to 'have fun' for even a little bit. For them, this game won't be merely frustrating. It will absolutely enrage them. And they will start writing reviews on steam. Bad reviews.
Gentlemen, this game has gone faaar into the deep end of grind territory with the O2 change. It's time to recognize that and to recognize that for new players, and not those who know everything about this game and have every conceivable tool and upgrade already, this game WILL suck.
It's time to find a proper balance.
What he said... really. I can understand some grind but the devs took it way to far when they added the energy loss being constant. Before they added the new and improved energy drain oxygen thingamabob to the game the Clops, Seabase and Seamoth had a slower rate of energy drain when producing oxygen for the player. Now it's like they increased the energy drain to produce that oxygen by 100 times. THAT is bad game design balance.
In all honesty though I believe it's a bug, cause from what I can see on the trello they haven't said anything about the energy drain to produce oxygen being that drastic in the planned features, they would have said something on there just for the other developers to chime in on the idea/concept.
edit: checking around the trello I found this in the bug section
https://trello.com/c/tYu5sJ3D/594-36760-seamoth-exosuit-flips-between-45-44-oxygen-and-drains-with-console-open
that's the same bug that affects seabases, cyclops and the seamoth.
LATER EDIT: Alas, no. I disabled it, saved, quit to menu and reloaded my game. No change. O2 keeps trying to drop both in base and in Seamoth.
LATER LATER EDIT: Just tried the bioreactor test. Just that powering a single MP room with a single peeper inside and I could breath just fine. Good on that. So maybe bases aren't affected by the energy drain after all.
LATER LATER LATER (lol) EDIT: Oh wait! Energy regain still accelerates energy drain in the Seamoth, but with the console disabled, my regular in the Seamoth driving around bit seems close or maybe exactly the same as it was prepatch. Maybe they are on to something.