This got a lot of attention on reddit, so I'm copying and pasting it here for the devs to see.
DragynDance
Join Date: 2016-10-10 Member: 223034Members
"This game started going in the wrong direction, and here's why I think that, and what I think will fix it."
So it seems every few updates, the dev's decide to inflate the difficulty a little by making more creatures spawn at once, making them aggro from farther away, wander further, etc etc. I don't think this is the right way to increase the difficulty, nor the right direction for the game at all. In fact, if anything, I think this is a detriment to the difficulty in the game.
You paddle over to the grassy plateaus, lookin to score some silver. You look down, oh, there's a dozen sand sharks. You know they're there. You know you're gonna be dodging them, and you know where they are. This isn't hard. It's just annoying. So far every mob BUT the reaper leviathan works like this. And guess what? Reaper is still the most feared and most dangerous mob in the game. No one finds him annoying.
So, this is what I think needs to change. Creatures need to spawn rarely. And they need to have natural ways of hiding/camouflaging/staying out of sight while they stalk prey. Hey, kind of like how real predators in the ocean do it? Let's see only one or two sand sharks spawn, but they chill in the sand with maybe just their eyes visible (only to the most observant players) and they burst out when you swim down to go for silver. Bone sharks who stalk you by trying to stay out of sight around and behind objects (because they only are found in biomes with lots of clutter). Make creatures more relentless and chase longer, but facing them and juking them just as they attack a few times makes them lose interest, or slapping them with the knife or something.
I think this game should be more along the lines of aiming at being a horror survival game. It's just not terrifying or exciting when you enter a biome to get some resources, and lo and behold, there's a friggin swarm of predators, all in plain sight. And you're just like, oh, well, here's what I have to deal with. No, it's terrifying when you enter said biome and it's eerily quiet. Maybe a flash of movement here and there. This will make the game hard, without making it unfair, and keep it terrifying. Some people might be dissuaded from going for certain loot just for fear of what may happen, which in of itself is a difficulty to overcome.
The following are two more creatures I would absolutely love to see added that support this game style, and who hard counter the most broken things in the game atm.
Some sort of tentacled (octopus like?) monster that can chameleon it's skin to look like the native plant life, or like a brain coral or something. If a seamoth or an exosuit passes too close, it will latch onto it with it's tentacles, and actually physically pull the player out, then toss the vehicle out of range, so now the player has to struggle to get back to their vehicle, or just escape at all.
Addendum: I know the warper is somewhat like this, but there's a few reasons I don't think the warper is the counter the seamoth needs. For one thing, he's terribly slow. And his projectile is terribly slow. You have to not be moving to get hit by him. If you're using the seamoth over the exosuit, then you're probably traveling/exploring. So you'll be mostly moving, and thus pretty much immune to warpers. I want this ideal creature to be something that maybe disguises itself as something interesting, a fragment, a piece of flora, what have you. Or maybe something that just clings to a cliff face or something. And can suddenly lash out, launch itself, at the passing seamoth. It'd also give people a reason to actually use the absolutely friggin useless perimeter defense system.
Some sort of intelligent, horrifying stalking creature that can enter the cyclops and disable it's engines. So, right now, the cyclops is basically an impenetrable fortress. It needs balance, but having it able to be destroyed would probably just piss people off, as building it is quite a resource investment, AND it'd lose everything constructed inside it. So how about a rare creature that can spawn anywhere, that will breach your cyclops (and the AI voice will even say 'breach detected') and then suddenly, the cyclops loses all power. The lights flicker and go out. The engines turn off. Now you're alone, in the dark, and something else is in there trying to get you. The player would have to find and kill (or expel?) the intruding creature within a time limit (before the o2 inside the cyclops and their tanks runs out), and then repair the engine before being able to continue. I'd also love to see this implemented for sea bases as well, but I don't know how well it'd work due to the fact that sea bases are constructed and laid out entirely by players, would probably cause odd bugs and stuff if the thing were to get into one with an odd layout. But yeah, I feel like this creature could create so many exciting, terrifying situations.
Edit: Addendum to the idea about the stalking creature that can attack your cyclops and possibly seabase:
"Yeah, well. Ideally thats the point though. The first time(s), it's terrifying, and exciting. And I should of said that it'd be better to only have it in some biomes. Like deep grand reef or the like. But like, scanning it should give you the blueprint to build a beacon in your cyclops/seabase that generates a (sound?) frequency that repels them. So you only have to deal with it once if you so desire."
Edit edit: These aren't complaints that the game is too difficult. If anything, I don't think it's difficult at all. It's annoying. I'd say it's "difficulty" is along the line of getting kicked in the balls. Getting kicked in the balls isn't hard. It just sucks. You grit your teeth and power through it. I don't like that, I think the game should actually be hard, with predator encounters rare, but absolutely terrifying and dangerous, with smart/observant players able to avoid them altogether. Because right now, it's basically just drive by everything in your seamoth and seaglide, because nothing can keep up with just seaglide. Hell, even with just regular fins you can often outrun most predators if you juke them every now and then. The annoyance is in the sheer amount of times you have to kite a creature away from the area you want to explore. It's not dangerous, nor terrifying. It's like a chore you have to do before you can go play.
So it seems every few updates, the dev's decide to inflate the difficulty a little by making more creatures spawn at once, making them aggro from farther away, wander further, etc etc. I don't think this is the right way to increase the difficulty, nor the right direction for the game at all. In fact, if anything, I think this is a detriment to the difficulty in the game.
You paddle over to the grassy plateaus, lookin to score some silver. You look down, oh, there's a dozen sand sharks. You know they're there. You know you're gonna be dodging them, and you know where they are. This isn't hard. It's just annoying. So far every mob BUT the reaper leviathan works like this. And guess what? Reaper is still the most feared and most dangerous mob in the game. No one finds him annoying.
So, this is what I think needs to change. Creatures need to spawn rarely. And they need to have natural ways of hiding/camouflaging/staying out of sight while they stalk prey. Hey, kind of like how real predators in the ocean do it? Let's see only one or two sand sharks spawn, but they chill in the sand with maybe just their eyes visible (only to the most observant players) and they burst out when you swim down to go for silver. Bone sharks who stalk you by trying to stay out of sight around and behind objects (because they only are found in biomes with lots of clutter). Make creatures more relentless and chase longer, but facing them and juking them just as they attack a few times makes them lose interest, or slapping them with the knife or something.
I think this game should be more along the lines of aiming at being a horror survival game. It's just not terrifying or exciting when you enter a biome to get some resources, and lo and behold, there's a friggin swarm of predators, all in plain sight. And you're just like, oh, well, here's what I have to deal with. No, it's terrifying when you enter said biome and it's eerily quiet. Maybe a flash of movement here and there. This will make the game hard, without making it unfair, and keep it terrifying. Some people might be dissuaded from going for certain loot just for fear of what may happen, which in of itself is a difficulty to overcome.
The following are two more creatures I would absolutely love to see added that support this game style, and who hard counter the most broken things in the game atm.
Some sort of tentacled (octopus like?) monster that can chameleon it's skin to look like the native plant life, or like a brain coral or something. If a seamoth or an exosuit passes too close, it will latch onto it with it's tentacles, and actually physically pull the player out, then toss the vehicle out of range, so now the player has to struggle to get back to their vehicle, or just escape at all.
Addendum: I know the warper is somewhat like this, but there's a few reasons I don't think the warper is the counter the seamoth needs. For one thing, he's terribly slow. And his projectile is terribly slow. You have to not be moving to get hit by him. If you're using the seamoth over the exosuit, then you're probably traveling/exploring. So you'll be mostly moving, and thus pretty much immune to warpers. I want this ideal creature to be something that maybe disguises itself as something interesting, a fragment, a piece of flora, what have you. Or maybe something that just clings to a cliff face or something. And can suddenly lash out, launch itself, at the passing seamoth. It'd also give people a reason to actually use the absolutely friggin useless perimeter defense system.
Some sort of intelligent, horrifying stalking creature that can enter the cyclops and disable it's engines. So, right now, the cyclops is basically an impenetrable fortress. It needs balance, but having it able to be destroyed would probably just piss people off, as building it is quite a resource investment, AND it'd lose everything constructed inside it. So how about a rare creature that can spawn anywhere, that will breach your cyclops (and the AI voice will even say 'breach detected') and then suddenly, the cyclops loses all power. The lights flicker and go out. The engines turn off. Now you're alone, in the dark, and something else is in there trying to get you. The player would have to find and kill (or expel?) the intruding creature within a time limit (before the o2 inside the cyclops and their tanks runs out), and then repair the engine before being able to continue. I'd also love to see this implemented for sea bases as well, but I don't know how well it'd work due to the fact that sea bases are constructed and laid out entirely by players, would probably cause odd bugs and stuff if the thing were to get into one with an odd layout. But yeah, I feel like this creature could create so many exciting, terrifying situations.
Edit: Addendum to the idea about the stalking creature that can attack your cyclops and possibly seabase:
"Yeah, well. Ideally thats the point though. The first time(s), it's terrifying, and exciting. And I should of said that it'd be better to only have it in some biomes. Like deep grand reef or the like. But like, scanning it should give you the blueprint to build a beacon in your cyclops/seabase that generates a (sound?) frequency that repels them. So you only have to deal with it once if you so desire."
Edit edit: These aren't complaints that the game is too difficult. If anything, I don't think it's difficult at all. It's annoying. I'd say it's "difficulty" is along the line of getting kicked in the balls. Getting kicked in the balls isn't hard. It just sucks. You grit your teeth and power through it. I don't like that, I think the game should actually be hard, with predator encounters rare, but absolutely terrifying and dangerous, with smart/observant players able to avoid them altogether. Because right now, it's basically just drive by everything in your seamoth and seaglide, because nothing can keep up with just seaglide. Hell, even with just regular fins you can often outrun most predators if you juke them every now and then. The annoyance is in the sheer amount of times you have to kite a creature away from the area you want to explore. It's not dangerous, nor terrifying. It's like a chore you have to do before you can go play.
Comments
I personally would be interested in going the opposite route: instead of creatures being hidden or getting camoflage, I'd like for us to have limited invisibility. The function exists already in the game as a console command, they could expand on this as a higher-tech device unlock for in-game use. But it would only be able to run for a short time, similar to the current SeaGlide power consumption. The stealth tech could be used to scout for resources in heavy predator waters, or for trying to bypass schools of Bonesharks or Crabsquids. For downside balances, it would only work on sight; sound and smell could give you away to certain species (such as Biters still trying to attack you if you're injured), and certain species such as the Warper would be immune to it (since it seems to possess psionic abilities).
...I just really hate being jumpscared by Bleeders.
I hates Bleeders. And Biters. Those two are just obnoxious.
Amen. I can't even count the number of both that received a good swift punch from the P.R.A.W.N. just for vengeance's sake, especially the Biters; if ever you wanted an example of a nuisance enemy, it'd be Biters.