Subnautica wiki
Subnautica: Descend into the Depths
2013.09.20 16:28 uwe-strayan Subnautica: Descend into the Depths
Subnautica and Subnautica: Below Zero are open world underwater exploration and construction games developed by Unknown Worlds Entertainment.
2019.01.30 19:56 PixxlMan Subnautica: Below Zero
A subreddit for everything related to Subnautica: Below Zero, a survival and underwater exploration game developped by Unknown Worlds Entertainment.
2016.05.30 00:02 Dogs-best-friend Moderated discussion of Subnautica
Like /subnautica, but with active moderators.
2023.05.29 22:28 Aisling_The_Sapphire Subnautica: The Definitive No-Spoilers Guide For New Players
Updated May 2023 I recently changed Reddit accounts and it's been about a year, so it seemed prudent to repost this for visibility. :)
https://subnauticamap.io/ - This is an interactive map of the crater. However, be warned that it will show the general location of things you need to find. This can be toggled but if you have zero point of reference for the places mentioned in this guide, this map should provide one.
General tips are at the bottom, however, they rely on you having played at least part of the way through the game so I don't recommend checking them until at least part 3, AKA "Going Traveling"
Subnautica is a game primarily about exploring your environment while overcoming the trepidation that the game sets up in you over doing so. Although there isn't a perfect guide to being able to clear the game, there also isn't an unambiguous path of progression for the player, either.
Consequently new players often find themselves at an impasse in terms of progression and where to go. The following is a no-nonsense, straight to the point guide on how to progress, but it's not a bible. You can do most of this just by exploring and wandering around.
A blind playthrough is critical to the first time player experience. This is often true of every game but for Subnautica it makes or breaks the whole story - you need to have no idea what the hell is going on the first time you clear the game. If you spoil it for yourself you will regret it, please believe me in this. This guide is meant to give you a nudge when you find you don't know where to go next, it's not really meant as a walkthrough, even though it can be used as one. Do yourself a favor friends, don't go wandering
/subnautica or the wiki too much and this guide will not lead you astray. It is written
specifically for brand new players.
The Beginning
When you first arrive on 4546b, you find yourself with basically nothing. You're hungry, thirsty, your lifepod is broken and your cookies are gone. The Aurora is burning (and you nearly did too) but despite all that, you're alive and this planet is about to get some Ryley in it.
The environment around you has most of what you need to get started. The metal scrap strewn around the shallows provides an easy source of Titanium while you can break limestone and sandstone to get the minerals you need for your starting tools. You'll want the quartz you find for glass.
Although you have a number of options for making equipment, at this stage I don't recommend using resources for the air pump or pipes. Truth is they don't really have much use; they create a breathing line from the surface for when you're diving, but they're expensive and there's better alternatives in your near future.
Once you have a scanner and knife, take the time to scan everything you can. All the local wildlife can be scanned and most of the flora.
Your objective at this point is to build a repair gun, knife, seaglide, flashlight and scanner. Branching Out
Now that you've got your basic tools and you can get around a little, it's time to begin exploring. At this point you've seen the deeper waters on the edges of the kelp forest.
It's time to go take a look.
The red grassy plains have what you need to progress to deeper waters. You'll want to explore the wrecks there.
There are four grassy plains surrounding the shallows at compass points and cave systems exist in three of them which will become relevant later, but are largely out of your reach for now. It is out here that you will find fragments necessary for an important task you must complete soon.
Raiding the aurora will require the laser cutter you learn to make here. You'll also want a propulsion cannon, which you can find the fragments to near the side of the Aurora. DO NOT GO AROUND THE BACK OF THE AURORA. SERIOUSLY. You are not prepared for that level of giggling insanity yet. By now you've fixed the radio
and may have triggered the sunbeam event, in which case you will want to go follow that. Give yourself the full span of time to go to the island and explore unless you'd prefer to explore after the event, but don't let yourself get distracted by what you find there and miss the ship arriving. The signals you've been getting are important prompts and need to be checked out when possible, so make sure you take the time to do that. Also, when you go to either island DO NOT PARK YOUR SEAMOTH NEAR THE BEACH.
DO NOT PARK YOUR SEAMOTH NEAR THE BEACH. There is a real risk of it phasing through the ground and becoming inaccessible and then you'll end up on this subreddit asking how to get it back like the other 5 guys a week. Seriously.
Also note that bringing an ion cube to the top of the mountains caves will let you do something interesting up there, but I won't be specific. A scanner room at this spot is ideal not just to
track the reaper leviathan on the eastern side of the island but there is quite a lot of shale and lithium here as well, which is probably something you're gonna want.
Going traveling
At this point you should have a seamoth, your basic tools, a laser cutter, propulsion cannon and lead suit. You are prepared. It's time to go to the Aurora... but only if you've gotten the communication from Alterra with the captains door code. Otherwise, you must wait for that radio event. You can go explore the ship anyways of course, but not having the code means you can't get into the captains room, requiring you to go back and get it later. So it's up to you. You can open the door anyways if you get the code off the internet or something but since the game gives it to you anyways, you can always wait for the prompt.
If not, the door code is 2679 If you have a cyclops I don't recommend taking it, since reapers hang out at the front and back ends of the ship. However, a seamoth is small enough to fit through the broken superstructure of the ship at the front and thus avoid this danger. There are two ways to access the ship and although it seems impossible, you CAN in fact climb up to access the open one. Otherwise, you can use the prop cannon to move the debris out of the way of the door near water level. Be sure to take the time to explore inside and use the carry-all bags to leave stuff you want to keep from the ship out the front so you can come back and pick it all up later. There's lots of useful stuff in there.
As a side note here, the leech-like things that annoy you in the reactor room are called Bleeders. I hate Bleeders personally, but I noted that if you grab one with the propulsion cannon and fling it into the wall
out of sheer spite then other bleeders will be attracted to the body, which makes grabbing and doing the same to them quite easy. Clearing the entire room of those little #*(
[email protected]'s only takes a couple minutes.
You can get the codes for various rooms inside from the PDA's you find. Also note that some doors can only be opened once you repair them. Sometimes the Aurora glitches and these repair sections don't work but because the ship has two entrances, you can always go around the back to clear the whole thing, which is... annoying. If you don't mind being patient, leaving the Aurora and doing other things for awhile will reset the wreck, allowing you to come back later and potentially be able to repair the doors then.
The codes for the ship are:
Cabin No. 1: 1869 Captain's Quarters: 2679 Cargo Bay: 1454 Lab Access: 6483 Time to go down
With the Aurora repaired you have the ability to wear things other than the lead suit, so it's time to chuck that in the trash 'cuz you won't need it again. It's time to get the outer wrecks in the zones beyond the shallows and
hoo boy ain't that gonna be an experience.
The cyclops is your friend here. But what's this, you don't have a cyclops? Well, that's okay. You may have found one of the engine fragments on the aurora in the cargo bay but if you missed it, it's not really a big deal. Your next objective to build one is to go explore
mushroom forest and the underwater floating islands for the fragments you'll need. If you've been following your radio signals you've probably been to the aurora rendezvous point by now, but if not, take the time to go thoroughly explore that island. One of the PDAs you need to find the next place is
not at the degasi base, but on one of the paths of the island near an arch of rock. You'll need to explore the island thoroughly to find it. Make sure to scan everything and bring back plant samples if you have a seabase.
You can use plant pots to keep food trees on your cyclops for easy access to food without worrying about curing everything all the time. Once you have the cyclops, you need to take the time to upgrade your seamoth to depth so you can explore the various wrecks, supplement your PDA database and establish yourself properly for long-term operations. At this point in the game you should be aiming for or already have:
A seabase, even a basic one. A couple corridors with lockers are invaluable for storage and operations and the scanner room is MISSION CRITICAL. If you haven't built one yet, get on that! A seamoth, either at or being upgraded to 500m depth Knife, flashlight, repair gun, seaglide, scanner, laser cutter, propulsion or repulsion cannon, rebreather Be sure to check everything, then check it again! It's easy to miss things on the island. Be sure to check the buildings on the tops of the hills there too. Although it would be nice to be able to plant land beacons (hint hint, Unknown Worlds), it's not feasible for marking out
the precursor gate on the floating island so unfortunately, it's not of much use unless you have your base on one island or the other. I don't recommend the floating island for this for reasons which will become apparent later in the game.
Looking into the abyss
If you've explored most of or all of the wrecks and no longer have missing technology, it's time to go deeper. If you've been following your PDA signals you need to check out the degasi bases and follow their story, as they lead you to a large, deep cave which is the path to deeper places you need to explore.
There are several inlets to the place you need to reach.
Northern Bulb Zone where it meets Mountains has a large entrance. Blood Kelp Zone and Trench both have entrances. The last one is in deep grand reef, where the final Degasi base is. I personally recommend either
Deep Grand Reef or
Bulb Zone but the latter has the most accessibility.
Raiding the final Degasi Base before exploring this cave system will get you
the orange precursor key which you'll need to access something hidden at
the southern end of the caves near blood kelp trench's entrance. While working down here I strongly recommend making liberal use of beacons as navigational guides if you're new to this place. It is VERY confusing and looks very same-y if you haven't spend a lot of time here.
Deep inside the caves you'll come upon a chamber with a massive skull sitting on a chunk of land in the middle and access to a slightly lower part of the cave system which is
not green. This is the
Cove Tree Cave and the brine there will not hurt you the way the green brine does. This leaves you able to free dive there to gather materials without needing to rely on your prawn.
This chamber with the skull is, in fact, the central chamber of Lost River. It is an excellent place for building a scanner station and the entire area is ludicrously rich in resources. It's a perfect place to stock up and catch up any upgrades, tools or devices you may be lacking so far. You'll want the resource stocks for later and honestly, it's just a really cool place to have a base in general.
The
Disease Research Facility is in the north-eastern arm of Lost River, accessible through the
Bulb Zone entrance. A juvenile ghost leviathan guards the path but as with most leviathans, operating in silent running and staying above or below it while sticking to the cave walls will get you by without any issue. If they do notice you, just pop a decoy, go full speed for about 5-8 seconds and then drop the engine to low and stay in silent running until you get far enough for the big ugly to stop bothering you.
The southern part of Lost River holds a large chamber with a
ghost leviathan juvenile and houses another rather large skeleton. This area in particular is rich in large ore deposits and
crystallized sulfur that you'll be needing for some big upgrades.
By the way, remember the cyclops shield? By now you're probably noticing that using the auxiliary functions on the cyclops eats a lot of power. Redundant power cells are your friend and if you feel you're worried about power costs while exploring, you lose nothing by having a buttload of spare power cells. It can pay off, being able to spam the shield for awhile and run away.
You'll want that shield for what's coming next.
Once More Unto The Deep
By now you've probably explored Lost River a bit and you're wondering where to go from here. If you've built a scanner room in the central chamber, you'll have noticed that the scanner, when at full range, shows a chamber below Lost River.
This is the inactive lava zone and it is here your answers lay.
You have two access points to reach this chamber. The
North-east arm past the
disease research facility and the
cove tree caves. Both entrances are equally difficult to get through but the first one feels more open, if you don't mind the ghost leviathan circling around above the opening.
This chamber is rich with even more valuable resources, if you somehow haven't got enough already. The
cove tree cave entrance leads to the western part of the ILZ chamber. The
North-east entrance leads to the north edge of the chamber. The chamber itself is rather oval-shaped, with the western edge of it relatively empty and the eastern part containing a massive lava bubble.
If you wander around down here long enough the PDA will prompt you to take a look at that bubble a bit more closely.
You will need two purple precursor keys to access the facility inside. Now that you're down here you'll notice there's a fair number of warpers, crimson rays (who are harmless) and leech-like things which will attach to the hull of your ship and drain power. That sounds like a problem, doesn't it?
Don't worry though, we got you covered. Once you're down here, go grab some kyanite and you can build the
cyclops thermal reactor which pretty much eliminates the whole running out of power problem. The shield is a great way to
get the leeches off your hull at the same time.
As for the leviathan,
the sea dragon isn't actually a whole lot of threat. It might spit fire at you and is capable of picking up and biting the prawn but will mostly ignore you if you don't go hanging out in front of it.
With that said, treat it like any other leviathan while in the cyclops. Drive slow, keep an eye on it and if it gets curious, drop a decoy and move away ASAP. Cutting your engines once you've gotten a little distance will almost always make them lose interest.
But Wait, There's More!
If you've explored the inner depths of the lava bubble, then
you have the blue key, ion battery plans and have opened the portal to the QEP. Great! Now coming down here in the prawn isn't a big deal and you don't have to drive the cyclops all the way down here to go grab resources. A small scanner base down here would be great for quickly finding what you need.
As you can probably guess, there's an even deeper chamber than this, which is the active lava zone. You can find the entrance by following the lava flows around the ILZ and keeping an eye on the floor. You'll find a large space big enough for the cyclops to lower down into.
Down here you'll find 2 sea dragons to avoid, so don't you get conservative with your power. By now you'll probably have built ion power cells and those can run your shield and sonar together for a full 5 minutes with silent running going so don't be shy about using them!
Getting into the
alien base down here will require
two blue keys, one for accessing the facility, the other for accessing the inner facility. It is here you will find the
ion cube fabricator which requires the prawn. You can use this to
open the warp gates in the facility.
Six ion cubes in total are required for this. Four for the warp gates on the upper floor and two in the Sea Emperors tank. One of these leads back to the upper floor, if you find you're struggling to get back out. This gate in particular is about halfway up the tank at the back and sits on a large ledge. An ion cube is provided to activate it, giving you a way to walk out of the tank if you find you're struggling to get out.
And... that's pretty much it, really. After that encounter you'll know where to go and what to do. The paths laid out for you in
the final facility lead you to the places you need to go to find the things you require.
Tips and tricks
- Keep floaters in your cyclops. When you're operating above 500m, running out of power, floaters will allow you to passively bring your ship to the surface without power expense so that you can resupply it. This is pretty much a last ditch move but it never hurts to be prepared.
- You can fit up to 8 basic plant pots in an observatory, which will grant you twice the amount of growing space as an indoor grow bed for the same amount of floor space while also making the crops more easily accessible.
- The engine comparment of the cyclops has a lower deck behind the vehicle bay which everybody ignores, but it's a great spot for plant shelves and marble melons for food security.
- Load your vehicles. Dedicate storage in them to supplies. Water, food, medkits, beacons, flares (bonesharks and crabsquids react to them) and spare power supplies for the vehicles. Keep this kit supplied and you will never be caught unprepared for an 'oh crap' situation.
- Okay, so you don't want to give up inventory space for your vehicles. The next best thing is then to fill a watertight locker or two with food, water, medpacks and maybe a couple spare batteries and power cells, then drop them someplace with a beacon next to them. Do this a dozen times in random spots around the map as you travel and now you have emergency caches you can access if you get into trouble.
- When you reach the point where materials gathering is easy, consider creating vehicle-creation drop points. 2-3 spots on the map with a mobile vehicle bay, a couple lockers with everything you need for a new seamoth and some basic supplies. If you lose your vehicle, it's a lot easier to make a replacement and get the mats than to get the mats to make a replacement.
- The propulsion gun is your friend. Use it to grab items to pick up, use it to grab cave crawlers and yeet them into low orbit, use it to pick up rocks and fling them at things you particularly don't like. Use it to collect gas pods from gasopods without getting hit by the cloud. Use it to move debris in wrecks. Bring a spare battery specifically for it because flinging things around uses a lot of power but the sheer utility of the tool makes it worth the cost.
- You'll be tempted to deck your seamoth out with all the toys but the truth is once you have the prawn, it's obsolete. Don't fall into the temptation of continuing to build tons of upgrades for it unless you plan to use it for a fast-fetch vehicle for things you need from far away. However, with that said, the seamoth is really the superior vehicle for wreck-diving.
- Keeping a second air tank in your inventory and swapping them mid-dive is a perfectly viable option. However, the tanks only refill when wearing them, so make sure to switch again once you're back in breathing space. This can and will save you when wreck diving and two ultra high quality tanks equals 450 seconds of air in total, or 7m30s of air.
- Speaking of air, you can use the air bladders alternate use key (F on PC - the same button for self-scanning) to get a few seconds of air out of it into your tank. It's not much - 20 seconds or so - but sometimes, that little bit extra can save your life if you're just out of reach of your vehicle.
- You can collect flora and fauna samples as you progress through the game and have a garden base specifically for growing plant samples from around the crater. Obviously this looks really nice (creepvine in an alien tank under the floor provides the room in your base with a nice golden glow) but is also useful later.
- SCANNER ROOMS. SERIOUSLY PEOPLE. If you're struggling to find the magnetite, go to Jellyshroom. If you're struggling to find Jellyshroom, always remember that lifepod 17 is directly next to one of its exit points. The range upgrades are incredibly important and the HUD chip makes the whole thing work.
- Farm supplies! You don't need to work or power anything to grow crops. Consider dropping a foundation with some growbeds, a beacon and your farmables (gel sack, creepvine seeds, creepvine samples, acid mushroom, blood oil and deepshrooms). Now you can stock up on things like batteries, rubber, lubricant, benzene, polyaniline. Keep a few of these crops in your cyclops for planting in new spots and never run out of the stuff you need while keeping your home base nice and lag free.
- Creature decoys can be deployed both by hand and by prawn propulsion arm, which lets you pull items out of your inventory to 'throw'. You can also do this with the propulsion cannon by using the F key (the alternate tool use button, the same one you use to self-scan, for all you console folks).
- Turning off your engines greatly reduces the chance of a leviathan damaging the cyclops, even if it's right on top of you. Moving is what gets their attention. If one is swimming near the sub, cut all engines and just wait patiently for it to get a little distance, then silent running and max speed for a few seconds. Pop a decoy for good measure if you want to make absolutely sure.
- You can access the right side of the Aurora relatively safely by going south to Crag Zone and then banking east into the deeper parts of crash zone. Most of the reapers are up by the ship, sticking to the bottom will keep you relatively safe and net you as much titanium as you will ever need.
- Blood kelp zone, the sea treader wreck and the meteor crater in Dunes all have secrets that you may find interesting.
- Remember the Bleeders in the reactor room of the Aurora? Bring a grav trap along - they're cheap, it's disposable - and enter through the top door by climbing along the wreckage up there. Pop the grav trap in the reactor room and kill one of them with the propulsion cannon - the others will come for the body and be stuck in the trap, making picking them off much, much easier than it would be trying to find them all individually. You can just leave the trap behind. If you have the stasis gun, you can wait for them to stack up in the grav trap, stun them, then drop gas pods amidst the several bleeders and watch them get bodied.
- Gas pods 'o doom also work against leviathans. They work against EVERYTHING. You just need a lot of them, but getting a lot of them is really easy with the propulsion cannon (which can fire them too, by the way).
- Reefback barnacles are a good source of copper and silver, but beware the tiger plants on their backs. If you have a reinforced dive suit, tiger plants can't hurt you, but without one they're a pain. You can yeet them with the propulsion cannon. That trick works for drooping stingers too.
- Beacons everywhere. No seriously, everywhere. You'd be amazed how few people use them as much as they ought to be used.
- Eastern red grass plains has deep caves with a type of plant which can only be found in a few select spots on the map. Bulb Zone's lifepod has caves with some nearby and the Dunes also has some, but a Reaper is guarding them. If you do manage to find the spot though, it's GREAT for rubies!
- Scanner room cameras are a good way to keep track of nearby leviathans. They also force the terrain to load, which is required for the scanner room to actually pick things up. Stalkers will snag the cameras and move them around, but they're pretty useful for quickly getting the scanner room working right. The wildlife ignores the cameras too, so if you want a really nice picture of some creature you really hate getting close to, they're a great way to get it.
- Breed some stalkers, release them outside your base next to a pile of metal scrap and never worry about finding teeth for glass again. Barring that? Drop a random beacon in the kelp forest and wait for a stalker to collect it, follow it back to their stash and drop a grav trap.
- Light sticks can be good for wreck diving, as are flares. Flares provide much better lighting in large open spaces than the flashlight or seaglide. It makes them a good alternative to the flashlight in the early game.
DO NOT PARK YOUR SEAMOTH NEAR THE BEACHES. DO NOT PARK YOUR SEAMOTH NEAR THE BEACHES. DO NOT PARK YOUR SEAMOTH NEAR THE BEACHES.
- The following is a list of zones where one can find particular ores. It isn't a complete list, but will allow you to find everything you need in a timely fashion:
Lithium -
Jellyshroom, Bulb Zone, Mushroom Forest, Lost River Loose Lithium -
Mushroom Forest, Mountains, Grand Reef, Shale, lost river Magnetite -
Jellyshroom is the only biome with large nodes Loose Magnetite -
Jellyshroom, mountains, cove tree cave, blood kelp zone, lost river Rubies -
Dunes, Spare Reef Caves, Lost River, Grand Reef, Underwater Islands Diamonds -
Lost River, Shale, Inactive Lava Zone, Sea Treader Path, sometimes caves Table Coral -
Shallows, Lost River Copper -
Mushroom forest, blood kelp zone, bulb zone, lost river, limestone, Inactive Lava Zone Silver -
Crag Zone, Mountains, Lost River, sandstone, Inactive Lava Zone Gold -
Jellyshroom, Blood Kelp Zone, Lost River, sandstone, shale Lead -
Sandstone, mountains, crash zone, lost river, Inactive Lava Zone Titanium -
Crash Zone, Dunes, Limestone, Lost River, Inactive Lava Zone Metal Salvage -
Crash Zone, Crag Zone, Kelp Forest Kyanite -
Inactive Lava Zone Crystalline Sulfur -
Lost River Nickel -
Lost River Uraninite -
Blood Kelp Zone, Blood Kelp Trench, Lost River, Inactive Lava Zone, Grand Reef Quartz -
Dunes, Crag Zone, Lost River, Inactive Lava Zone, Red Grassy Plains If you're reading this guide and have any suggestions for additional information, feel free to share them for the next iteration.
Good luck, survivor!
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2023.05.11 10:25 BritishCO Subnautica is simply amazing.
Subnautica is frequently praised and I never particularly bothered with it because I simply do not like survival based games which is just a personal preference of mine. However, recently I did enjoy survival games like the Forest quite a bit as a multiplayer experience. Despite this, I feel like these game often thrive in an environment where you play with buddies instead a pure solo experience. Hence, I wanted to give Subnautica a try which has been sitting in my library for quite some time. My first attempt years ago was rather fruitless because I didn't like bothering with meters that are constantly depleting.
This time, I took some time with it and and go into it with a fresh mindset.
Jesus Fucking Christ, this game is a masterpiece and I really do not use the word lightly. I played through this game in long sessions that kept me at the edge of the seat the entire time. There was never really an instance where I felt bored or where I thought the game was starting to drag.
There are so many elements that come together and are combined in an absolutely unique cocktail which creates such an addictive gameplay loop that it keeps you hooked. It was sincerely hard to keep myself from playing it all the time as I was completely immersed into the setting.
First of all, I think that the premise itself is already intriguing. You are stranded on a planet which is mainly covered by water. Most survival based games are simply centered above ground with tons of territory to cover. Once you stand on top of your rescue pod, you only see an entirely submerged world with the Aurora being the only point of reference. Not knowing what is underneath the surface is intriguing and really encourages the player to explore.
Instead of simply gathering resources which is the main sort of game progression, you will often get signals or messages pertaining to other survivors. They are sometimes rather hilarious but can also be bleak. Investigating the last known locations is thus an early point of reference. But as the game progressed, you go deeper and deeper into an actual plotline which is not delivered in forced manner. The player is actually required to connect the dots and make the best out of the situation with almost no handholding, this was really refreshing and made me even more curious.
The presentation of the game adds a lot to the atmosphere. The underwater biomes are simply gorgeous and feel very natural. Each area feels distinct and offers a lot of variety in terms of flora and fauna. Further exploring into a new area always feels mysterious and just keeps you pushing. As you progress deeper into the depths, the atmosphere gets dense and creepy. I admit that the game is perhaps not the best looking one, there are some repeating textures and some areas can be a bit barren at times but the aesthetic style gives this game so much style.
Another aspect which needs to be heavily complimented is the sound design. This submerged world simply sounds authentic. From the deep underwater groans, water splashing, electronic devices beeping and booping, the submarine starting the engines and what not. It sound marvelous and really immerses you. The soundtrack should not be neglected as well, it is rather subdued but provides a musical context for your exploration which enhances the sense of mystery and exploration. It really fits the sci-fi theme as well.
Compared to most games that have a sort of gimmick, the underwater setting is fully realized in Subnautica and executed in such a flawless way that it feels so unique to be playing a game underwater. As many have probably experience, underwater gameplay is really tough to design. Somehow, Subnautica manages to make the controls almost flawless. Movement is fast and snappy and gives you a feeling of freedom. I never felt like the game was struggling against me (with some exceptions). Moving around, picking up resources, entering bases or vehicles. It's very smooth and snappy which takes away a lot of the tediousness.
I think what really elevates this game is that all the system and mechanics in place simply work well together. This game does not really feel janky for most parts. Even with vehicles and basebuilding, it always holds together everything very nicely. I was amazed at some point that later on you, you have the ability to even build objects inside of the Cyclops submarine which is moving around with the player inside. I never experienced some sort of jank that caused objects to merge together or fly around. In my playthrough, I encountered some minor bugs and issues with some animations.
In addition, I think that the user interface is really neatly designed. Knowing what resources to gather for a specific blueprint is really with the pin tool. Everything is really neatly organized
The thing that I really want to emphasize is the progression of the game. You start off really small, trying to gather materials in order to build yourself some basic tools. Air is important to manage early on and you feel inclined to go further into unknown territory. At some point you start to feel a bit more secure and need to expand. At this point this is where the base building comes in. I admit that I struggled initially a bit with the system but after a short while you really get the hang of it.
Base building is pretty straightforward and enjoyable because it's flexible but still very user friendly. It's easy to set up some corridors and rooms. I no time, you can have a really neat underwater base that looks awesome. Managing power and air is pretty straight forwarded but still provides enough variety to keep the player busy. One element which is absolute adore is that you get all the resources back when you deconstruct something. This allows the player to experiment and adjust the base easily in case of a mistake. Alas, the base building is not the most advanced thing in this game and there aren't many options but it pulls it off gracefully and provides a neat diversion from the exploration.
As you investigate the signals, you will discover a tons of absolutely fascinating sites which really draw you in but I don't want to spoilt to much in that regard. At some point you need to explore further down into the depths or further from your life pod. During your exploration you come across fragments which need to be scanned in order to get new blueprints. Getting a new blueprint is almost always a success because the game manages to keep all the tools at your disposal useful. There are some which lose a bit of relevance later down the line but they are almost always contributing to the progression of the player. Once you get your first vehicle though, you really start to explore more independently and the game opens up a lot.
What I enjoy so much is that you're not simply trying to gather materials to survive but you're actively trying to unravel the general mystery of the planet while managing all the threats. A change that feels so welcoming is that the player is never truly fighting anything in a traditional sense. You have some offensive tools but it is almost impossible to outright kill things. The dread and challenge comes from the preparation of your resources and careful navigation of the environment.
I cannot really emphasize how addictive it is to discover new layers as you go into the depths, trying to get all the materials which are required to go even deeper. At some point, you will be able to unlock a submarine which is simply huge. The entire submarine can be navigated like base which allows you to add facilities as well. At some point, I realized that I had to navigate this hulking piece of metal into the depths. At this point, I was just fascinated of trying to navigate the depths. Deploying beacons as points of references, carefully avoiding obstacles or unknown creatures in the darkest of depths. The submarine itself has multiple systems which need to be managed and in event of a creature attack, things can go awry really fast.
What Subnautica really excels at is to feel like a scientist survivor which is clearly overwhelmed but does the best out of the situation. You struggle first, then you build a strong foothold which acts as a base of operation with tons of neat tools at your disposal.
Then, the game simply flows until the end with a complete storyline and satisfying ending. Subnautica is more than a simple survival game, it's actually more of an open world game with survival elements and this is perhaps why I like it so much.
If I had to criticize the game, there are some minor flaws but they do not detract from the entire experience.
-Knowing where to go next or what blueprint/resource to get can be quite obtuse. At times you feel like you discovered areas extensively only to miss something. Some of the new resources which crop up in various biomes are a bit nebulous. I admit that I had to open up the wiki at times because I didn't find a particular resource even if I was in one of the biomes where it should appear. There have been times where I simply lost on what to do in order to get the item which allowed me to go deeper.
-Managing food and water is alright but I feel like the need to drink is a bit bothersome at times. I don't know many bottles of water I have probably jugged down, I feel like the need to drink could be a bit slower.
-Leviathans can occasionally bug out with their movement when interacting with the Cyclops or the environment. There have been instances where large sea creatures messed up with their path finding or where completely stuck in some obstacle.
-Even though combat is not the focus of the game, combat does feel pretty janky. Using the knife or stasis rifle on some hostile creatures is at times a bit weird and inconsistent. The same applies to using the Prawn vehicle. Combat is simply not well executed but also obviously not a core aspect of the game.
Overall, this game is definitely a highlight and one of the most memorable experiences in recent memory. I immediately felt the urge to do an entire playthrough again.
Edit: It appears I got lucky with some of the bugs, only encountered minor ones on my first playthrough.
submitted by
BritishCO to
patientgamers [link] [comments]
2023.05.07 18:35 gand_elf It’s subnautica a game that i should play blind (no spoilers nor wiki)
I already read the entire wiki a while ago (didn’t own the game) but i forgot most of it *Is not it’s, i don’t know how to write
submitted by
gand_elf to
subnautica [link] [comments]
2023.05.04 15:51 KubaSamuel What happend there...
submitted by
KubaSamuel to
subnautica [link] [comments]
2023.05.01 19:39 giltwist 5 Ways to make underwater fights less frustrating for defenders
- First and foremost, the Diver Propulsion Device needs to function like the Seaglide from Subnautica. The verticality of underwater fights is completely wasted as-is, and it is often tantamount to suicide as a defender because the attacker has had time to entrench to places you simply can't reach without air. This change would give attackers at least a remote chance to utilize verticality, especially at that seapost where the point flat out can't be reached by infantry from the spawn room.
- At a close second, the devs need to go learn the most basic combat lesson taught by Ender's Game. Being able to force your enemies to flank you rather than shoot at you the instant they see you is crucial! I'd love to see a cheap underwater Flash type vehicle that provides one-directional shielding like a mana turret. Basically, you're immune to small arms fire in the direction you are traveling, but you are vulnerable from any flanking position.
- Third, there needs to be WAY more mid-depth cover options so that players can take short hops of exposure time instead of the longs slogs. Ideally, these would be spaced to make Ambusher jumpjets a reasonable alternative to Drifters for underwater play. I conceptualize these as a V radiating outwards from the spawn room not going directly to point.
- Fourth, the teleporters to the ocean floor were a much-needed addition, but the teleporter location needs to be not directly underneath the existing spawn, because it's trivial for attackers to spawncamp both from any position near point. Force attackers to watch their backs.
- Fifth, allow defenders to spawn sunderers from seaposts at the seabed with maybe 60 seconds of GSD pre-activated so that there's even the faintest chance defenders can get a forward spawn going without having to pull a lodestar from the nearest Trident.
submitted by
giltwist to
Planetside [link] [comments]
2023.04.21 16:32 Pridgey Anyone have any idea where to find a certain cave in the Safe Shallows?
Hey guys, so I only got the chance to complete 1/3 of a Subnautica a few years ago but really enjoyed it, finally got my xbox and tv setup in a new flat and bought the game. I had some cloud saves from my previous playthroughs but decided to cleanse them out and start from fresh. Very very foolishly though I did so without taking notes on where I'd built my previous base and now I'm trying to find the same spot again. Could anyone provide some clues as to where it could have been? I know:
- It was in the shallows, near to a grassy plateaus and not too far away from a kelp forest.
- It also had a big sand-dune/slope directly/nearly-directly in front of it.
- It was part-built into a cave system which contained several boulders. One in particuliar I remember was located in the ground, ie it blocked spelunking in that direction vertically (as opposed to horizontally).
- Some of the cave tunnels were big enough that I was able to place compartments inside them (the main reason I want to try find it again).
- The "vertical boulder tunnel" was close to a 'finger' of rock sticking upwards an ending 1 or 2 metres below the surface (allowing for above-water base elements).
- I have checked the map online and thought this location (in yellow) was a good place to start looking, but couldn't find the spot after an hour or two of looking. I'll try the area in red when I get home from work.
- I think it may have been close to some of the screenshots in this article, but unfortunately it doesn't include any map references.
Does any of this ring any bells for anyone? /Do they have any tips on where to start looking?
Cheers!
submitted by
Pridgey to
subnautica [link] [comments]
2023.04.11 13:27 RegenSyscronos Do you like Wiki or Wiki-less game?
There's a video from genbear talked about this. This is about games that, doesn't state that it need a wiki to play, totally need a wiki to play.
Some you need a wiki to actually have fun (Terraria and Minecraft to figure out how to craft most of the things, Binding of Issac to remember what this item does...). Some damn near mandatory to play (Xenoblade's side mission don't care if you don't know where all the monsters are, Warframe to know where to farms, and how most things work...).
Those are good games, don't get me wrong. THOSE ARE GREAT GAMES and are so deep that can take you hundreds of hours to understand( with the wiki). However, when I play a game, dont want to open anything else. Most of the wiki, I'd love that they include it ingame. If people just gonna google it, why not include it? I get that they want to increase comunity discussion, but... no discussion really take place? If I dont know something and ask my friend, they just throw me a tutorial video because it's so complicate to explaining things sometimes.
However, there are games that build upon previous knowledge that you dont have the google anything for the latest installment. Games like Elden Ring that perfectly playable wikiless if you play a DS game before. Or Monster Hunter,... those are my favorite.
This ironically, make me sympathise with AAA games that "hand holding" people. I actually prefer if Aloy lead me and call me stupid, than have to open chrome to search where can I farm this material in Subnautica...
So what is your thought?
submitted by
RegenSyscronos to
TwoBestFriendsPlay [link] [comments]
2023.04.07 01:23 gm310509 r/arduino Monthly digest for 2023-03
arduino Monthly digest for 2023-03
Helping us to help you
Over the past several weeks, we have been busy updating our
wiki.
A specific area of focus has been to provide additional information about
how to post. Additionally there is a specific page about
how to post code and other text such as error messages Why is this important? Because if you are seeking help you will be more likely to quickly get the help you are seeking if you include the important details in a form that makes it easier for people to help you.
As a reminder, photos, screenshots and videos of code are against the rules and usually make it much more difficult for people to help you.
550K subscribers
On the 14th of December we reached 500,000 subscribers. Just 3 months later we reached 550,000 subscribers on about the 10th of March. It's great to see so many new subscribers, some posting, some commenting, some lurking but all contributing in their own way.
Moderator team expansion
Also this month we have increased the moderator team by three.
So, a big welcome to
u/pacmanic,
u/the_3d6 and
u/toebeanteddybears as our newest moderators. Initially they will help out with a few background tasks that will become more apparent over the upcoming weeks and months.
What can I make with this "stuff"?
A commonly asked question is the "what can I make with this stuff?". Sometimes, these questions receive cynical and unhelpful replies, which while understandable are not within the rules.
As a result, we thought it would be interesting to
ask ChatGPT. As it turned out, ChatGPT gave a
pretty good reply. So, if you see a "What can I make ..." style question - which is a fair question - but are frustrated by the frequency of it being asked, perhaps refer the OP to
our ChatGPT session transcript and suggest that they ask ChatGPT using that transcript as a template.
Don't forget to check out our
wiki for up to date guides, FAQ, milestones, glossary and more.
You can find our
wiki at the top of the
Arduino posts feed and in our "tools/reference" sidebar panel. The sidebar also has a selection of links to additional useful information and tools.
Moderator's Choices
Top Posts
Title | Author | Score | Comments |
Made an arduino-powered bird drone that... | u/doctabu | 3,243 | 156 |
ISS Tracker Pedestal - constantly point... | u/Contradius | 3,016 | 91 |
i made a finish line sensor for our pin... | u/AvalancheJoseki | 2,181 | 68 |
Arduino passed the farm test. Takes a l... | u/austinr23 | 1,863 | 130 |
Fully Autonomous Water Depth Plotting D... | u/Bobthedude56 | 1,438 | 130 |
So i had this idea of a single analog p... | u/conceptcreatormiui | 1,319 | 74 |
Working Deluminator with smartlife inte... | u/FwieFabri | 1,307 | 44 |
After hours of wiring, the chessboard i... | u/Bakedbananas | 1,249 | 53 |
Making the best of a small space | u/_psylosin_ | 1,058 | 57 |
Experiment with making light seeking so... | u/j-stokke | 1,004 | 48 |
Look what I made posts
Total: 60 posts
Summary of Post types:
Flair | Count |
Beginner's Project | 27 |
Beginner's Project, Hardware/Software Help | 1 |
ChatGPT | 19 |
Games | 5 |
Hardware & Software Help | 1 |
Hardware Help | 223 |
Libraries | 1 |
Look What They Made! | 1 |
Look what I found! | 1 |
Look what I made! | 60 |
Mega | 3 |
Meta Post | 1 |
Mod's Choice! | 12 |
Nano | 4 |
Potentially Dangerous Project | 2 |
Pro Micro | 1 |
Project of the Month Entry | 3 |
School Project | 44 |
School Project Help | 1 |
Software Help | 1 |
Solved | 26 |
Uno | 21 |
no flair | 540 |
Total: 1170 posts in 2023-03
submitted by
gm310509 to
arduino [link] [comments]
2023.04.06 06:58 stinky_boy Need a few more eyes on my build before purchasing parts
Build Help/Ready:
Have you read the sidebar and rules? (Please do) Yes.
What is your intended use for this build? The more details the better. Playing, recording, and maybe streaming video games (Street Fighter 6, Genshin Impact, Warframe, Subnautica, Borderlands 3, Elden Ring), while video calling on discord and having Firefox and Spotify running in the background.
I may also do light photo/video editing (Gimp/DaVinci Resolve) in the future, but that isn't a major consideration at the moment.
If gaming, what kind of performance are you looking for? (Screen resolution, framerate, game settings) 1080p 60fps on High settings.
What is your budget (ballpark is okay)? Ideally around $700 USD or so, could stretch to $750 for significant performance improvements.
In what country are you purchasing your parts? United States
Post a draft of your potential build here (specific parts please). Consider formatting your parts list. Don't ask to be spoonfed a build (read the rules!).
PCPartPicker Part List Provide any additional details you wish below. I'm pretty happy with this build as is, mostly looking for feedback on anything that I can improve on given my goals and constraints. Thanks!
submitted by
stinky_boy to
buildapc [link] [comments]
2023.04.01 07:45 Dontdoaphd101 Sailing: Put sea dragons and other monsters at the edges of the map
| "Here be dragons!" High level, scary sea monsters - even the bravest adventurers should take caution. Could be for intensive training, making money, or just a reason why players can't sail off into the sunset. Food for thought. In Subnautica, if you swim to the edge of the map, leviathans spawn to chase you down. It helps give a subtle 'edge' to the game world even though the ocean extends beyond the horizon. Source: https://en.wikipedia.org/wiki/Carta_marina submitted by Dontdoaphd101 to 2007scape [link] [comments] |
2023.03.26 23:05 Itsasnailspace First PC build, need idiot proofing and guidance please.
I'll start off here and say I'm pulling the gal-card and going for aesthetics too, so work with me if you can. I like the white and want to decorate inside the case.
I genuinely have no idea what I'm doing.
What is your intended use for this build? The more details the better. I tend to find myself doing a lot of things at once. Drawing in Photoshop on my Cintiq while I have Youtube open, my Arduino hatching eggs for me in Pokemon, a million tabs open in Chrome (as one does), or the occasional game - but I'm 99% console anyway.
If gaming, what kind of performance are you looking for? (Screen resolution, framerate, game settings) 60 fps for Phasmophobia would be nice (cries at the 5 fps she gets on her laptop rn lol). Grounded. Subnautica. Ark Survival (maybe later on down the line, that thing is a beast). My laptop currently cannot handle Grounded at all. Subnautica was fine.
What is your budget (ballpark is okay)? $1,300 or less please!
In what country are you purchasing your parts? US, TX. I have a microcenter close by and will utilize them if y'all think that's a good idea!
Post a draft of your potential build here (specific parts please). Consider formatting your parts list. Don't ask to be spoonfed a build (read the rules!).
PCPartPicker Part List submitted by
Itsasnailspace to
buildapc [link] [comments]
2023.03.24 22:58 MasterHansen Removed Characters
So I know that there were characters from early development that were removed however, I don't know how many there were. I can't find any information in the cut Content page on the Subnautica wiki. I know that Ozzy from the cafeteria replaced Senior Engineer LaFette in lifepod 17 but thats it. if anyone knows anything about other removed characters, I'd like to know more.
submitted by
MasterHansen to
subnautica [link] [comments]
2023.03.23 15:20 Dracnoss Possible Subnautica reference?
2023.03.05 07:35 Cyanhyper Hello. I have a question.
I heard of something named „shattered PDA” on Subnautica fandom wiki. I would like to know: where it is (coordinates), in what game it is (below zero or normal) and if you heard of it? Please comment down below.
submitted by
Cyanhyper to
subnautica [link] [comments]
2023.02.26 17:20 Malthaeus What to buy?
I'm looking for some buying advice.
I've been running Macs since 2001 when Mac OS was new. I've been playing games on Macs since day 1, and have really enjoyed being able to boot over to Windows to play non-Mac games since about 2006 when it was released. Best of both worlds!
Now my 2017 iMac 27" retina, which was top of the line when I bought it, is showing it's age in performance. I get memory warnings from some games (Total War: Warhammer 3. on Windows), other games crash (Company of Heroes 3 on Windows). Hell, Terraria on the Mac gets laggy when too much is going on - I have to dumb down the graphics to get a lag free game there.
As I'm heavily invested in the Mac ecosystem, I really would prefer not having to leave it for Windows to play the games I love.
I'm looking at the M1 Pro Studio w/ 32G, 1TB SSD, etc for ~$2,300, and the (@#$@#$) monitor for another $1,500. $3,800 total. But will it play the games? I really don't want to spend that kind of money (and sure, that's about what I paid for the G3 Power Mac or the G4 Cheese Grater back in the day, but still...it's a lot of money) and not have it be able to play games at a decent resolution and frame rate. I really don't want to have to put another $2000 into a gaming PC rig as well.
I've kept an eye on the Apple Gaming Wiki for a while now, and there's a lot of games that run perfectly, some that I play that are just "playable".
So - Mac Gamers on Apple Silicon - are you satisfied with the games you can play and their performance? Examples of games I play:
- Terraria (Mac)
- Subnautica (Mac, but the new release won't run)
- Blood Bowl 2 (Windows, because the graphics fail on the Mac)
- Elite Dangerous (Windows)
- Total War Warhammer 3 (Windows)
- 7 Days to Die (Windows - the graphics is better)
- Baldurs Gate 3 (Mac, the alpha ran ok, but limited things to do - holding off for the August release)
- Deep Rock Galactic (Windows)
- Company of Heroes (1,2, and now 3) (Windows)
- Starfield (Windows only, coming out this year from Bethesda - I want this game!)
submitted by
Malthaeus to
macgaming [link] [comments]
2023.02.25 23:45 Arkyron New player experience completing Mistlands update. Thoughts on the game so far.
Hey ya'll.
Just finished my first run!
Overall, a pretty good experience.
Here's the main takeaways I had.
Good things:
- Great sense of progression. After getting the gear from a biome, it really does feel like you "conquered" it. Dying there afterwards mostly has to be a critical mistake by the player.
- Intuitive gameplay. The ravens give you crucial hints, but otherwise, if you find the right things, you know what you need to do next.
- Exploration feels good, especially the first time you encounter a biome. My wonder and fear the first time I saw the Mistlands was genuine and huge.
- Amazing atmosphere. Each biome is unique and the devs really nailed the vibe and increasing sense of danger you're supposed to get in each one.
- The mist especially is very cool on first experience. The bells ringing in your head as it lights up red with the boom of a Gjall in the distance, the Seekers you can hear, but can't see, even the Hares with their strange sounds that make you jump at a bunny rabbit. Excellent!
Straight up bad things:
- There MUST be a way for the Trader to be found without chance or third party tools. I beat the Queen without even knowing about it and it's only after looking at the wiki did I even find it exists. I had 3 chests full of gems and coins that I was wondering what the hell to do with. Finding out I could have halved the number of SilveBlack Metal/Dragon Egg trips I needed is a huge bummer. Plus I missed out on FISHING!? :(
- Hitboxes and elevation. Not sure much needs to be said here. It feels genuinely not good.
- Mist is very cool at the start! It gets old fast. By the time you do 2-3 Infested Mines, you wish you had a better tools for vision that the super short torches and Mistlight. I had full Carapace gear by my 2nd mine. I needed to do 6 to get the pieces needed to craft the boss key. Finding mines is genuinely a bit tedious because of the mist. I can place 7 torches and it still won't look cleared.
- Losing 5% skills on death. Yes, I understand death is supposed to be punishing. However, it does not make sense from a design point of view to make the game harder immediately because a player failed.
Subjective/quality of improvement critique:
- If you don't find something early, you can feel clueless. My first Swamp didn't have a Crypt, for example, and I was exploring it for like 2 hours wondering what the hell I'm supposed to do.
- Screen shaking is a nuisance. I turned it off in settings, but I still get a lot of it, especially climbing.
- Comfort should not be a linear increase in Rested. It's not a huge deal, because Portals exist. The first levels (1-7/8?) are really easy to get. However, spending metal for just 1 more minute of Rested is a bit silly. Going from Comfort 10 to 11 should be something like 2 minutes more.
- You get stamina increases, but the stamina costs also increase. It doesn't feel like much of an improvement.
- Knockback is really annoying. The concept is fine, but needs tuning. Doing a perfect parry and getting pushed back 5 meters is a bit much. You can't even use the extra damage. I get that it incentivizes dodge rolling, but still.
- Getting to a new biome and finding out you need the previous biome's metals is a nuisance. Plains needs metals from *2 biomes ago*. Mistlands addresses this, but it feels like it should be addressed earlier.
- Sailing sucks. The Ocean is not interesting. Even if it had more content, because you need to sail so early, it gets a bit tiresome.
- By the time you get to Mistlands, you're super tight on inventory space. You're carrying arrows, weapons, tools, potions, trinkets, food, building materials (usually a portable portal)...
- Carapace armor looks like padded lol.
- Arbalest loading bar does not match animation. There's still a second delay after the bar ends.
My suggestions:
- Add a Vegvisir for Haldor. Alternatively, if you beat Moder, you should get a guaranteed Haldor spawn the next Black Forest you find.
- Haldor should unlock a craftable Crossbow. Mistlands being the first time you're able to level it up is a bit annoying and you only mainly use it for the rare Gjall anyways. It also makes sense since he's a Dvergr.
- Death should reduce experience, but not levels. This means you would basically go into an XP "debt". Same rules for skill drain apply.
- Add a rudder to both sides of the boat, so you don't have to do a full rotation.
- Either an upgrade for more inventory slots or things should take less slots. Wishbone, Swamp Key, Mistlight especially.
- There should be a default or standard map. Grounded and Subnautica, for example, both use a standard map. It really helps with the sense of progression and fixes a lot of the issues of content potentially being missed and the player left standing around. Random generation should still be an option.
submitted by
Arkyron to
valheim [link] [comments]
2023.02.22 20:26 dull_ahan Motion sensitive feature of spotlights
Both subnautica wiki and in-game description mention that the spotlights will track any fauna swimming nearby yet in game they react to absolutely nothing and just rotates 180 degree. Is there anything wrong with my game or both description is outdated or something
submitted by
dull_ahan to
subnautica [link] [comments]
2023.02.18 21:33 IlliusDope Thoughts on a spiritual successor to NS2?
So, as development of NS2 has officially ended, I think it's a good time to discuss what comes next. I'm sure the existing player base isn't going to dry up overnight, but we're not going to have any influxes of new players like we previously had when NS2 went on sale or when Subnautica/Below Zero came out. Additionally, those of you hoping for NS3 are probably doing so in vain.
Making our own spiritual successor
is an option, though. People keep complaining about how there's nothing else like NS2, which at some point "hack up or put up" has to apply here. While I'm not a game developer per-se, I'm a programmer who has worked in AAA studios in the past, so that's got to count for something.
But what does "nothing else like NS2" actually mean?
I think when people say this, they could mean a couple of different things. Natural Selection was a mashup of at least two subgenres which themselves are fairly niche.
Asymmetrical "Humans vs Aliens" FPS.
Examples include Gloom and it's successor Tremulous (both dead). As much as I loved these games, they started to feel like pointless deathmatching after a while because map control isn't espeicially important. Because they lacked the RTS element, there wasn't much incentive to play offensively unless you were able to end the game outright.
Hybrid RTS and FPS.
Examples include Savage and Nuclear Dawn (both dead). These games had the problem of the combat feeling (to me, anyway) sluggish and unsatisfying. I think this was mostly due to the open-world map design. In Savage, both teams had to primarily use melee attacks in the early game to make the balance work, so even if the teams were technically asymmetrical, the tactics and strategy didn't differ that much. In Nuclear Dawn it was even worse: a generic military shooter that happened to have commanders.
IMHO, NS is the "secret sauce" to make these ideas work together. Maps comprised of indoor areas to make both melee and ranged combat feel frantic, but also sprawly enough to require players move around a lot.
Personally, I don't think the "Alien vs. Space Marine" part is absolutely necessary, but
not continuing with that trope presents some potential design challenges, which leads me to:
But why has there been nothing else like it yet?
I think there are a few reasons for this. The first, as I've already mentioned, is that it has a relatively niche audience. The second I think is a form of
NIH because the art style and world building tie into the gameplay in a way that I can only explain by name-dropping yet another game (sorry).
In Thief: The Dark Project, you have this quasi-medieval steampunk world where you have castles illuminated with torchlight and guards with swords, but also electric lights in some places to make sneaking more difficult. In no other universe but the Thief series would this make any sense, but it's fundamental to the gameplay itself. Since the first Thief game in 1998, we've had no other stealth game that plays quite like the OG Thief (Gloomwood is probably the closest), and I think it's because you'd need to copy a lot of the world building to the point that you're no longer making a stealth game, but a direct Thief ripoff.
This applies to NS2 as well, because in order to make a game with: claustrophobic maps, lots of crevices and vents to hide in, a slow team with guns vs. a fast team with melee, teleporters to spawn in and move around, etc.. you're more-or-less pigeonholing yourself in Aliens-style sci-fi. And nobody wants to make the exact same game as something that already exists (unless you're doing it for the money, in which case this genre probably isn't for you anyway).
On multiplayer FPSes in general
This got me to thinking about multiplayer FPS games in general. Why are there so few good ones? When it comes to singleplayer FPS, we're living in a renaissance. Dusk, Doom 2016/Eternal, Turbo Overkill, Nightmare Reaper, Cultic.. the list goes on. At some point we realized that slow-paced CoD-style shooters with regenerating health and cover mechanics weren't fun, so now we're in this era of (mostly) retro shooters with fast movement and no reloading and balls-to-the-wall action.
But for whatever reason, this hasn't happened to multiplayer FPS. Our choices are Call of Duty (the Nickleback of video games), some overly cutesey bullshit in the form of Overwatch and Valorant (TF2 and it's consequences have been a disaster for the human race), BR, and Tarkov/Mauraders (which I actually kinda like, tbh). But what I'm really craving is a solid team-based FPS that isn't a hero shooter and has deeper strategy than just no-scoping n00bs through mid doors.
(That was a pointless digression, and you'd be justified in calling me a boomer for it.)
Anyway, what aspects of NS2 do you feel make the game unique? What aspects do you think are less important?
submitted by
IlliusDope to
ns2 [link] [comments]
2023.02.13 00:22 Sail_Hydra [Low Effort] I love it when game enemies use the player's knowledge of game mechanics against them
So I recently started playing Elden Ring, and it's quite good (for the most part). One of the enemies I encountered early on were these
nightmare bird creatures in Caelid. For the most part I hate them and actively avoid them even 120 hours in, but they do have a really neat attack that I really like. Once you deal a significant amount of damage to them, they'll occasionally feign a stagger - i.e. they'll play the familiar sound cue and stand on one leg like they're about to tip over. They'll stay like this long enough to lure you in to perform a critical attack. Except surprise, it's actually a setup for a healthbar-deleting grab attack that you basically just walked into. Even better, the attack is really easy to avoid so long as you don't let it lure you in in the first place.
As a player, you might be used to "exploiting" an enemy's AI in some form or another, baiting out punishable or easily dodgeable attacks. So it's fun when the enemy flips the script on us, turning the player into the dumb AI to be exploited. Plus, it also kind of fits the area that it appears in - a hostile, barren hellscape filled with horrible creatures that are way stronger than you and/or inflict Super EbolAIDS. And now you can't even completely trust the tactics you've been using up until now. The fact that they've adopted behaviors specifically for hunting players like yourself demonstates a level of intelligence to them, which makes them a bit spookier than they would be otherwise.
One other enemy I like is the
Mesmer from Subnautica, a colorful fish that uses visual and auditory hallucinations to lure you in. Its tactics aren't as effective as the crow enemy, nor is it as dangerous, but the fact that it hijacks your PDA voice is a pretty neat idea.
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Sail_Hydra to
CharacterRant [link] [comments]
2023.02.11 03:30 Prof_Patrick_MD Did I screw myself out of achievements? [No Spoilers]
This is my first time playing original subnautica and when I read the wiki I didn't realize that activating console commands will ban achievements for that playthrough. I've already saved way past the point where I used them to despawn a glitched reaper. Do I have to do a whole new playthrough to get the rest of the achievements?
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Prof_Patrick_MD to
subnautica [link] [comments]
2023.02.04 18:10 JupiterError Didn't get extinction event achievement (Steam)
So i fixed all the repairs and all that but didnt get the achievement. I'd unlocked a blueprint for a plant pot but it was on a different day and i'd already saved and quitted because the Subnautica wiki said that if I save and quit my achievements would carry on as normal. Am I supposed to wait 3 days until the radiation stops or is it supposed to be instant? Cheers
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JupiterError to
subnautica [link] [comments]
2023.01.28 22:34 Elonbavi Lore question about Warpers
I just beat this amazing game and decided to read up on the lore in the Subnautica Fandom Wiki. If Warpers were created in an attempt to regulate the spread of Kharaa, would they hypothetically be neutral towards Ryley if they encountered him before he was injected with Kharaa?
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Elonbavi to
subnautica [link] [comments]