TheRelicOfOwls
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completely agree with both lighting suggestions, it's actually disorienting at times when you're in pitch black and see where the light is pointing but not quite where it's coming from because of the lack of rays or the flare effect. I'd also like f…
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I don't crash on mine, but I certainly get a massive lag spike, and sometimes when it finally pulls up the intended object to be built all the menus are then messed up by little pixel holes that are spread in some patern. It messes up floating text …
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this is more along the lines of what I was going to recommend. Make it so that you can pick and choose which beacons are active so you don't get a clutter of overlapping names and pings across the screen. The idea with the tablet h… -
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this also sounds useful, yet it seems like a secondary power method rather than a primary one. Just my opinion. I just imagine it would generate pretty low numbers considering the amount of stuff you could toss in there. -
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Nice. Seems like that would be easily doable in the current game too. -
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That's actually exactly the sort of thing I'm talking about and it's good to hear they are working on some additions. The depth of each biome should require one to develop a deep understanding of it over time to be successful in it… -
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That's an interesting idea, and once again promotes moving from area to area due to whatever danger is occuring, in this case the radiation. Besides the Rad suit really needs to have more use other than the area around the Aurora -
consider the fact that resources don't currently respawn though and you have a foreseeable issue. It becomes increasingly difficult to find those simple materials like quarts, acid mushrooms, and copper. In the world I'm in currently I have to basic…
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yeah it's become increasingly evident that all the tools and buildings are "full-bright" as they call it in second life. It would be nice to see them actually be effected by the environment lighting AND to have their own internal l… -
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this actually sounds like a fair middle ground, perhaps even having to grow the fish to maturity in order to be edible. -
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What then becomes the point in survival mode if there is no added challenge due to the ability to farm things? The mode exists to create that additional obstacle. If the game were truly only about exploration that would be g… -
if you compare it to darnkness on an open ocean in real life it's still not dark enough, but for a game I think it's perfect on the experimental right now.
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I was literally thinking about this while playing today, either that or some sort of weather effect that causes power outages for the duration such as magnetic storms
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seems pretty darn hazy on my end. Maybe something isn't rendering properly for you? I can't imagine that's very likely but it's a possibility. -
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I honestly don't like the idea of essentially farming the fish. It seems counter productive to the idea of exploring the world. What reason do you have to explore more of the map if you can just sit happy at base knowing full well … -
I very much agree with getting some more fluid movements, especially for the larger fauna where it's more obvious. Another example outside of the gasopod are the stalkers, they seem notorious for hitting metal scrap (as is part of their behavior) bu…
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New Prego Leviathan incoming -
Love this idea, I also like that you mention how it doesn't make sense to farm in a game that you're meant to explore. Honestly too many exploratory/survival/sandbox games go for the farming deal and it just ends up making you become stagnant in one…
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Agreed. It also just kind of makes sense to me. One of those "why wouldn't you do this?" type of things lol
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I feel like there's still quite a bit of open space for unique biomes. A lot of unexplored underwater color schemes as well as mechanics and interactions.
My vote would be on: a few more biomes, but a lot more iteration and detail on cur… -
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Exactly.
I do see issues with how items would reach your inventory though from outside the sea moth. Perhaps any gathered resources go to any cargo modules you have? If there aren't any cargo mods I guess you could carr… -
You could easily break it apart in the same manner Rust/Ark do it in order to gather resources. Just hit it with the knife or create some other tool meant to gather resources off of the bodies.