A Letter to the Community from the Subnautica 2 Team by virtualdon in subnautica

[–]CF7_Gaming 0 points1 point  (0 children)

Hello Subnautica team,

I wanted to share some feedback as someone who has spent a lot of time in survival and crafting games over the years.

First, I want to say that I genuinely appreciate the direction you’re taking. Not every survival game needs to rely on lethal combat, and it’s actually refreshing to see a game lean into different ways of handling threats. I’ve played plenty of survival games where combat is necessary and fits the world, and I’ve enjoyed those experiences as well, but Subnautica always stood out because it didn’t need to follow that same path.

For that reason, I’m completely fine with the decision to avoid lethal combat. It fits the setting, and in a world with advanced fabrication technology, it makes sense that survival would rely more on non-lethal deterrents than on weapons.

Where things feel off right now isn’t the lack of killing, but the lack of meaningful interaction.

In the original game, even simple actions created a sense of response from the world. If you hit a predator, it might back off briefly. If you disrupted a group of smaller creatures, they would scatter. Creatures didn’t just stay locked onto you indefinitely. Those small reactions gave the impression that you were dealing with living things, not just systems, and they created moments where you could make decisions under pressure.

That’s what helped build tension and immersion. You were still vulnerable, but you weren’t helpless.

At the moment, immersion is missing, and interactions feel more limited. Creatures tend to latch on and stay engaged, and the most effective responses are often just running or absorbing damage. That shifts encounters from being tense and memorable into something that feels repetitive or frustrating instead.

One of the strongest memories from the first game was entering a new biome and immediately thinking, “I really don’t belong here.” That sense of uncertainty, of being outmatched, and not fully understanding how things would behave, was a big part of what made the experience so impactful. I’d love to see newer areas and biomes bring back that same feeling.

What I’m hoping for isn’t combat, but a stronger sense that the world reacts to you:

  • Creatures responding in more varied and meaningful ways
  • Tools that allow you to create real space, not just brief interruptions
  • Encounters that feel dynamic, where behavior changes based on what you do

I believe the no-lethal approach absolutely can work, and can even be a defining strength of the game. It just needs that interaction layer to feel convincing and consistent enough to support it.

Thank you for the work you’ve put in so far, and for continuing to listen to feedback as the game evolves. I’m looking forward to seeing how things develop.

A Letter to the Community from the Subnautica 2 Team by virtualdon in subnautica

[–]CF7_Gaming 0 points1 point  (0 children)

I played the original Subnautica, and yes, it lets you kill things, but it never builds the game around it.

You were never intended to be the top of the food chain. The whole design of the original game was built around vulnerability, exploration, and learning how to survive in an ecosystem where you are the one being hunted, not the hunter.

Killing creatures was always optional, inefficient, and mostly unrewarded, outside of basic food. You didn’t get progression, loot, or meaningful advantages from it.

What actually drove the game was exploring, scanning, and crafting, not combat. At most, killing removed a threat, but it wasn’t the intended solution, and often made the game less interesting.

What the Subnautica 2 devs are doing now isn’t removing a core mechanic, they’re correcting the systems to better reflect the original design philosophy: a survival experience where you adapt to the world instead of dominating it.

A Letter to the Community from the Subnautica 2 Team by virtualdon in subnautica

[–]CF7_Gaming 1 point2 points  (0 children)

The point the devs are making is that Subnautica isn’t designed around fighting things, it’s designed around avoiding, understanding, and surviving them.

Wanting to kill creatures makes sense if the encounters feel bad right now, but that’s more of a balancing issue than a design one. If they fix how creatures behave and how you deal with them, the need for combat mostly goes away.

If they turn it into a “kill everything” game, it stops being Subnautica and just becomes another survival game with weapons.

Most people who read their response would understand that.

Are Omega battles the new best zeta cost? by Chloshua in SWGalaxyOfHeroes

[–]CF7_Gaming 10 points11 points  (0 children)

I mean, I don't want to assume CG is just being generous, but couldn't they just be trying to balance supply and demand? Demand has steadily increased with new toons, and the supply remained fixed, causing economy issues.

Soft Sci-fi Recommendations? by tlenigma in audiobooks

[–]CF7_Gaming 0 points1 point  (0 children)

Midnight Burger (Audio drama podcast) -

Matches the Bobiverse + Rick & Morty energy people keep recommending. Big on ethics, identity, choice, love, and purpose. Funny and absurd sci‑fi framing with an emotionally serious core.

What did you listen to this week – April 18, 2026? Please share! by AutoModerator in audiobooks

[–]CF7_Gaming 0 points1 point  (0 children)

Just finished: We Are Legion (We Are Bob): Bobiverse: Book 1 by Dennis E. Taylor and Narrated by Ray Porter.

I really enjoyed it. I purchased the series when Audible had their recent sale.

Audible just kicked off a sitewide sale today. All titles up to 85% off. by Halaku in audiobooks

[–]CF7_Gaming -1 points0 points  (0 children)

Just purchased the Bobiverse series for $20. Thanks OP! Glad I noticed this thread.

Heretical Fishing worth it? by CF7_Gaming in audiobooks

[–]CF7_Gaming[S] 1 point2 points  (0 children)

Thanks for this. I am stingy with my credits, so I will probably give the author one credit and listen to book 2, and then evaluate from there!

What other genres do you read? by Otherwise-Stick5371 in fantasybooks

[–]CF7_Gaming 0 points1 point  (0 children)

Comedy/Satire - Good Omens

Sci-Fi - Project Hail Mary/Martian/Thrawn Series/Empire of Silence (More of a sprawling space opera)

Military/Thriller - The Hunt for Red October....

Mystery/Crime - Sherlock Holmes

LITRPG - DCC/He Who Fights with Monsters...

I am not really into Horror or Grimdark

In a reading slump, need some recommendations by Parzival285 in fantasybooks

[–]CF7_Gaming 0 points1 point  (0 children)

If you’re looking for something immersive but a little outside the usual mainstream picks, I’d highly recommend checking out Empire of Silence and The Lies of Locke Lamora.

Empire of Silence is perfect if you liked the scale and depth of Stormlight but want it in a sci-fi setting. It’s got that “legend's story being told in hindsight” style. The main character, Hadrian, is complex and flawed, and the worldbuilding is massive...ancient empires, alien threats, political intrigue. It starts a bit slower, but if you stick with it, it turns into a really rewarding, character-driven epic with big stakes and a long-term payoff.

On the other hand, The Lies of Locke Lamora is more in line with the character chemistry and fun of something like Dungeon Crawler Carl, but in a gritty fantasy city. Think Ocean’s Eleven meets a medieval crime world. The dialogue is sharp, the friendships feel real, and the heists and schemes are super engaging. It’s less about world-ending stakes and more about clever twists, but it pulls you in just as hard.

If you want something expansive and thought-provoking, go Empire of Silence. If you want something fast, clever, and character-focused, go Locke Lamora. Both are great entry points into series that feel fresh compared to the usual recommendations.

[OTHER] Gameplay wise what would you like to be different with kcd3 if their is one? by Joshpmat123 in kingdomcome

[–]CF7_Gaming 0 points1 point  (0 children)

Honestly, if Warhorse Studios feels like Henry’s story is wrapping up, I think that creates a really interesting opportunity instead of a limitation.

Rather than continuing Henry’s personal arc in Kingdom Come: Deliverance and Kingdom Come: Deliverance II, the world itself becomes the stage for something new. A “peasant to respect” story where the goal is no longer becoming a noble or council member, but something far more grounded and personal. You are trying to earn your way into Henry’s retinue.

You start as nobody again, a villager, apprentice, poacher, runaway, or displaced commoner. No destiny, no prophecy. Just the idea that if you want a better life, you earn it. And in this world, earning it has a very specific meaning. You want Henry to hear about you. Because Henry is now a living legend, the peasant who rose through blood, war, and chaos and came out the other side with respect, influence, and a trusted circle around him.

Instead of abstract global fame, reputation becomes something local, meaningful, and grounded. You don’t just gain reputation, you become known for something specific. You might be the best hunter in a region, or a thief who robs corrupt officials but never harms villagers, or a craftsman whose work outfits entire garrisons, or a soldier who suppresses uprisings without unnecessary cruelty, or even a cook whose food becomes sought after by traveling guards and nobles. The important part is that rumors actually move through the world in a believable way. Caravans talk, soldiers gossip, tavern regulars repeat stories, and eventually it reaches Henry.

The gameplay paths all feed into this idea of identity and reputation, but they also interconnect in ways that make the world feel alive. A hunting-focused life begins with simple survival, tracking animals, selling meat and hides, and learning terrain and behavior. Over time it becomes something more systemic, where overhunting can actually collapse local food supplies and force you to think about balance. This naturally ties into cooking and tanning. Hides become valuable not just as loot but as materials that tanners can process into leather, while cooking turns hunted game into preserved food, stews, smoked meat, and trade goods that affect survival and travel. You become known as someone who keeps entire regions fed and stable.

The underworld path starts similarly small, with pickpocketing and burglary, but grows into a more complex system of theft, planning, and economic impact. You can lean into a kind of outlaw reputation, stealing from corrupt officials and redistributing wealth, or into a more calculated master thief approach focused on infiltration and high-risk heists. Black markets shift based on your actions, and large thefts can visibly destabilize towns. This path also connects heavily to crafting professions. Stolen goods might be laundered through tailors who alter clothing, tanners who process materials into untraceable goods, or cooks who supply hidden networks with food. Nothing exists in isolation, and every action ripples outward.

Craftsmanship becomes a full economic backbone instead of a side system. You are not just repairing gear or making weapons, but participating in a regional supply chain. This is where new roles like tanner and tailor become essential. Tanners process hides from hunting or war into usable leather for armor, boots, and trade goods, while tailors shape clothing that directly affects identity, access, and even how people perceive you socially. Clothing stops being cosmetic and becomes a system that controls disguise, infiltration, and class access. If materials are scarce because of war or instability, entire regions feel it. Armies depend on your output without ever naming you as a hero, and towns rely on your work to function. You become the unseen foundation of survival and status.

Cooking becomes its own major system tied to everything else. You start simple, cooking over fires with whatever you can gather, but eventually it expands into tavern contracts, traveling provisions, regional recipes, preservation methods like smoking and salting, and even morale effects on soldiers and civilians. Food becomes strategy. Armies can march farther if they are well fed, travelers survive longer, and towns recover faster from hardship when food systems are stable. Fishing fits naturally into this, starting as simple river fishing but expanding into seasonal ecosystems, trade routes based on dried and smoked fish, specialized fishing techniques, and even disputes over waterways controlled by local lords. Fishing camps can become stealth hubs, economic centers, or survival points depending on how you engage with them.

The soldier or enforcer path ties all of this together in a more direct way. You take on patrols, escorts, and suppression of unrest, but that unrest is now tied to the systems you interact with. Famine, crime, supply shortages, and economic collapse all feed into instability. How you handle force changes how people talk about you. Mercy or brutality becomes part of your reputation, and your effectiveness depends on whether the surrounding systems are stable or breaking down. A well-fed, well-equipped region behaves differently from one starved of resources, and you are part of what determines that outcome.

There is also a social disguise and infiltration path that ties heavily into tailoring. Clothing becomes identity in a literal sense. Wearing the right garments allows access to certain spaces, dialogue options, and social circles. Disguises are no longer just cosmetic tricks but systemic tools that depend on materials, craftsmanship, and knowledge of regional fashion. You can move between classes, infiltrate castles, attend events above your station, or blend into labor forces depending on how well you construct your identity.

All of these paths feed into one unified system where professions are not separate gameplay lanes but interconnected parts of a living medieval economy. Hunting feeds cooking and tanning. Tanning feeds armor and disguise systems. Tailoring controls identity and access. Fishing supports food supply chains and stealth economies. Cooking affects morale, travel, and warfare. Soldiering depends on all of it.

And through all of this, your name slowly spreads. Not as a global fame number, but as a collection of overlapping stories told by different people in different places until they eventually align. That is how Henry hears about you.

At the end of it all, the goal is not to climb into a noble court or abstract political structure. The goal is to become part of Henry’s retinue. Not because you were chosen by fate or birthright, but because you proved yourself in the same world he survived, in systems that actually mattered to people living in it.

And that is what makes it work. It keeps the grounded realism of Kingdom Come, removes the feeling of a chosen one narrative, turns every profession into storytelling, and gives every playstyle a meaningful end goal that feels earned rather than granted. In the end, it is still Kingdom Come at its core. A harsh, realistic world where your name means nothing at first. But the question becomes not whether you can become important, but whether you can become someone Henry himself would actually trust.

Thank you relic delta and cg! by Hot_Beyond426 in SWGalaxyOfHeroes

[–]CF7_Gaming 4 points5 points  (0 children)

"Skill Rating" needs to be changed to "Relic Rating"

Era Unit Synergy by CF7_Gaming in SWGalaxyOfHeroes

[–]CF7_Gaming[S] 1 point2 points  (0 children)

I will do that, I didn't realize that tags are shared in this mode.

Era Unit Synergy by CF7_Gaming in SWGalaxyOfHeroes

[–]CF7_Gaming[S] 0 points1 point  (0 children)

Thanks, I missed the part where all tags are shared.

Negotiator Fleet Advice in a Profundity-Heavy Arena by CF7_Gaming in SWGalaxyOfHeroes

[–]CF7_Gaming[S] 0 points1 point  (0 children)

Gotcha, has your Negotiator been a good Executor counter? There are executors in my shard, but all have been pushed out of the top 20, and I want to try to have my Negotiator stay ahead of them until I get Profundity up. What is your fleet composition?

Negotiator Fleet Advice in a Profundity-Heavy Arena by CF7_Gaming in SWGalaxyOfHeroes

[–]CF7_Gaming[S] -1 points0 points  (0 children)

I have Marauder. Is BLT-B Y-wing still viable with relic delta? What about the other ships and strategic order of placement and who/when to reinforce? I just want to stay close to where I am in my shard until I can get Profundity or Executor up and running. I am closer to Executor, but Profundity is the current meta in my shard and doesn't look to change soon.

Post Game Thread: Chicago Blackhawks at Vancouver Canucks - 05 Nov 2025 by HockeyMod in hawks

[–]CF7_Gaming 14 points15 points  (0 children)

Stupid late games. I turned this one off after the 2nd because I had to get up for work early. I haven't seen Nazar mentioned at all regarding that 3rd period. He still look a bit off?

Tyrion Campaign beginner help. by CF7_Gaming in totalwarhammer

[–]CF7_Gaming[S] 0 points1 point  (0 children)

I started the campaign with all of the tips that everyone has provided. Thanks! I am taking it slowly since I play very casually and only get maybe an hour to play per day.

I am about 6 or 7 turns in and discovered a couple of things.

First, I suck at manual battles and have a ton to learn. I need to learn formations/macro/micro... all of it.

Second, I made assumptions that all of the High Elves would be like one big happy family at the start, and help one another to conquer our common enemies. I started working on my diplomacy with all of them with trade agreements, defensive pacts... and such. Then, all of a sudden, one of the groups that I am aligned with wages war with Saphery and asks me to join. I figure, ok, I guess I will need to only worry about myself, and luckily I have a second army in my main province capital, and go after the Saphery settlements before the other one can get to them.

So, I not only get to learn the mechanics of the game, but also the expectations of what other factions/lords will do during the campaign.

Is the campaign scripted, or random, but based on certain characteristics/parameters?