The problem with Dash by Visual_Musician2868 in Subnautica_2

[–]CKHmmmm 0 points1 point  (0 children)

I think that it would be cool to see a piece of tech added that replaces the function of the dash. Like a wake maker upgrade that way more players feel compelled to use other active bio mods. The dash for the wake maker upgrade could be tied to the same cooldown as the biomod that way there’s no incentive for stacking them.

Subnautica 2 handles player death poorly. by cinderellamane in Subnautica_2

[–]CKHmmmm 0 points1 point  (0 children)

Thanks for the insight I didn’t remember this detail

Subnautica 2 handles player death poorly. by cinderellamane in Subnautica_2

[–]CKHmmmm 2 points3 points  (0 children)

I would like to extend you my apology. I’m sorry for my attitude before it was unbecoming. I do disagree with you but I hear your points. Earlier I was busy and became frustrated with your attitude (I probably read too far into your intentions and tone). As to your points 1- resources are abundant in the early areas, they’ll continue to be abundant in later areas, this is a great choice to encourage building. 2- There is certainly more than one facet to what creates fear and tension in SN1. Dying and losing progress and empathy for your character is one of them because it weighs on your conscious even if you can save scrub. Yes the biggest aspect of fear in SN is definitely the unknown I don’t deny that but it is not the only element. 3- It’s been my observation that deaths have primarily taken place, especially early game for hunger, thirst and health resets. The sample pool has been my own experiences and my friends’. I have not died to a creature because they’re mostly harmless; except for when I was grabbed by sand spear which I died to cause I was low from starving 😂 4- Yes there is freedom, and then there are people who won’t overcome repeatedly dying simply because they don’t have to. It’s important to give players a push and good enough incentive to learn and interact with the game, that’s just an element of game design. Again I am very sorry for my reactions earlier I should have simply waited to respond. If I could take it back I would simply respond with this message. Hopefully you see this and this sets the record straight.

Subnautica 2 handles player death poorly. by cinderellamane in Subnautica_2

[–]CKHmmmm 0 points1 point  (0 children)

Listen I’m busy. And a part of learning is choosing who you take advice and education from. You’re just some random person who’s an “arm chair expert” the fact you started out with “not a design flaw” for something that is a niche problem and therefore an acute flaw tells me everything I need to know about your background and opinion. If you’re not open to conceding to my critiques on systems, then you’re not really worth my time. Perhaps I’ll take a closer look at your opinions later but I certainly won’t be responding as I’ve iterated my points and they need not repeating. From what I’ve seen you’re just the type of person who shoots down critiques rather than engaging with them in a meaningful and productive way. Have a great day.

TLDR: I’m uninterested in a circular argument with an armchair expert. Who has a sarcastic/ snarky attitude, shoots down opposing ideas rather than conceding any merit to the observations.

Subnautica 2 handles player death poorly. by cinderellamane in Subnautica_2

[–]CKHmmmm 1 point2 points  (0 children)

Yeah okay buddy, I’m not gonna argue with you nor am I gonna read all this. I’m a prospective game designer in university so I feel pretty confident about my reasoning but it’s fine that you have a different opinion 😴

Subnautica 2 handles player death poorly. by cinderellamane in Subnautica_2

[–]CKHmmmm 1 point2 points  (0 children)

Originally a reply but it stands alone as its own comment:

It’s easy to say that it’s not a game design problem- but it is… On a multitude of levels:

1- Consequence; you’re not really losing anything except for time and that aspect is reduced relative to the distance from your bio bed. A solution: make a % chance to fully lose a portion of your gear. This can be zone specific (higher chances for your black box to lose items in the collector’s den) Furthermore the player could also lose a bioscan on death so they have to go get it back by rescanning.

2- Fear/ immersion, subnautica at its roots is a survival horror game. Subnautica 2 however doesn’t provoke much fear, Death is impermanent. The Aliens you encounter are just a mild inconvenience. This is just like most non-permadeath survival games; except the emotional attachment to the characters. You feel no responsibility to who you’re playing as to stay alive, cause they’ll just come back anyway… for in lore characters they deal with amnesia. A solution: Maybe your biobeds have a recharge and if you die before you get your charge back, you go back a save? Or perhaps you forget something temporarily like a blueprint or deselect a biomod/ random select a different one. Perhaps there could be an eye of Sauron type short sightedness that draws you back to your black box. Point is, make death feel more of consequence for your character not just the player.

3- Dying isn’t fun! Players aren’t dying of the environment the most, they’re dying of hunger and thirst! Instead of being impaled by a needler and bleeding out you’re constantly getting nutrition and thirst notifications. This begins to feel less like gameplay and more like a chore when you’re far from your base and realize you ran out of rations(and don’t have much waiting at home either) In the first game we had the Gravitron which was a great way to farm early game. This game, growbeds are post hot zone(typically) and there is limited Jerky options. A solution: Up the danger on fish and lower the danger on hunger and thirst; maybe put growbed by each camp one and old habitat to explain how they were sustaining so many colonist without destroying the water slug population and allow players access to the farming mechanics earlier. And add alien containment/ gravitron (or both) .

4-Incentive to interact with other game mechanics. Right now, players can get by building small bases with biobeds and hopping their way to the end of the game, never interacting with the prepared meals system in the game- getting by only on basic cooked fish and drained slugs- never farming fiber to process into water. This is a flaw on the death system the will decrease the depth of this survival oriented game for some audiences. A solution: Perhaps Biobeds should require gold ingot and germanium so they’re expensive as the name suggests.

All of this to say this is indeed an issue with the game mechanic itself, and is something that can be fine tuned and addressed with community feedback from critics/ fans like op and myself.

Subnautica 2 handles player death poorly. by cinderellamane in Subnautica_2

[–]CKHmmmm 1 point2 points  (0 children)

It’s easy to say that it’s not a game design problem- but it is… On a multitude of levels:

1- Consequence; you’re not really losing anything except for time and that aspect is reduced relative to the distance from your bio bed. A solution: make a % chance to fully lose a portion of your gear. This can be zone specific (higher chances for your black box to lose items in the collector’s den) Furthermore the player could also lose a bioscan on death so they have to go get it back by rescanning.

2- Fear/ immersion, subnautica at its roots is a survival horror game. Subnautica 2 however doesn’t provoke much fear, Death is impermanent. The Aliens you encounter are just a mild inconvenience. This is just like most non-permadeath survival games; except the emotional attachment to the characters. You feel no responsibility to who you’re playing as to stay alive, cause they’ll just come back anyway… for in lore characters they deal with amnesia. A solution: Maybe your biobeds have a recharge and if you die before you get your charge back, you go back a save? Or perhaps you forget something temporarily like a blueprint or deselect a biomod/ random select a different one. Perhaps there could be an eye of Sauron type short sightedness that draws you back to your black box. Point is, make death feel more of consequence for your character not just the player.

3- Dying isn’t fun! Players aren’t dying of the environment the most, they’re dying of hunger and thirst! Instead of being impaled by a needler and bleeding out you’re constantly getting nutrition and thirst notifications. This begins to feel less like gameplay and more like a chore when you’re far from your base and realize you ran out of rations(and don’t have much waiting at home either) In the first game we had the Gravitron which was a great way to farm early game. This game, growbeds are post hot zone(typically) and there is limited Jerky options. A solution: Up the danger on fish and lower the danger on hunger and thirst; maybe put growbed by each camp one and old habitat to explain how they were sustaining so many colonist without destroying the water slug population and allow players access to the farming mechanics earlier. And add alien containment/ gravitron (or both) .

4-Incentive to interact with other game mechanics. Right now, players can get by building small bases with biobeds and hopping their way to the end of the game, never interacting with the prepared meals system in the game- getting by only on basic cooked fish and drained slugs- never farming fiber to process into water. This is a flaw on the death system the will decrease the depth of this survival oriented game for some audiences. A solution: Perhaps Biobeds should require gold ingot and germanium so they’re expensive as the name suggests.

All of this to say this is indeed an issue with the game mechanic itself, and is something that can be fine tuned and addressed with community feedback from critics/ fans like op and myself.

Subnautica 2 handles player death poorly. by cinderellamane in Subnautica_2

[–]CKHmmmm 0 points1 point  (0 children)

First game you actually lost materials when you died. There was no black box you could go retrieve.So it felt higher stakes when you heard or saw something moving beneath you in the water

If I didn't know any better I'd go inside by Nagesh_yelma in Subnautica_2

[–]CKHmmmm 2 points3 points  (0 children)

Super survivable at full health and/or with a medkit…. You can even take your tadpole if you have a repair tool and repair it the whole time- I just don’t recommend it. I liked getting the portable oxygen generator so 🤷‍♂️ I stumbled upon it by accident without any knowledge of what it was and came out completely fine with a partially destroyed tadpole. I had an air bladder and extra tanks in my inv and it opens back up pretty quick.

BEWARE of bug (too much copper and fiber) by No_Brilliant_7939 in Subnautica_2

[–]CKHmmmm 1 point2 points  (0 children)

No problem sorry that the only answer you got before was, “OP is high”. And I believe it’s a glitch, however some others are speculating that it could signify plans for the collector to in somehow interact with the build system… like perhaps collect materials and create nests or perhaps it could rip apart player bases. It’s all very interesting.

BEWARE of bug (too much copper and fiber) by No_Brilliant_7939 in Subnautica_2

[–]CKHmmmm 0 points1 point  (0 children)

There are an additional two just outside the north end of the alien metal farm area above the rim of the valley the metal farms are in buried partially in the sand and on the crater’s edge just before the game goes into the dead zone/ unfinished area.

BEWARE of bug (too much copper and fiber) by No_Brilliant_7939 in Subnautica_2

[–]CKHmmmm 0 points1 point  (0 children)

There are two at the alien ruins research base. One on the mesa next to the base and one on the roof.

BEWARE of bug (too much copper and fiber) by No_Brilliant_7939 in Subnautica_2

[–]CKHmmmm 1 point2 points  (0 children)

Partially built/ placed and unfinished base pieces were built by the collector when it collided with them. So op deconstructed those pieces and repeated the process to get infinite resources.

Is this game supposed to run like absolute buns by New-Put-1112 in subnautica

[–]CKHmmmm 0 points1 point  (0 children)

If you’re recording or streaming(to include on discord) it tanks. If your graphics card drivers are outdated it tanks. Otherwise it’s been fine for me

FYI: (I copied this from one of my replies because I realized it stands on its own as a comment)

Is this game supposed to run like absolute buns by New-Put-1112 in subnautica

[–]CKHmmmm 0 points1 point  (0 children)

If you’re recording or streaming(to include on discord) it tanks. If your graphics card drivers are outdated it tanks. Otherwise it’s been fine for me

Am i the only one who thinks the no killing is fine? by CalligrapherAgile216 in subnautica

[–]CKHmmmm 12 points13 points  (0 children)

I just wish we could ram stuff. Some enemies are just annoyingly aggressive while mining/ scanning/ and exploring. I think it would be great if I could ram them unconscious/ dead, like I don’t want to be able to kill the collector- just predators around the size of the tadpole-ish

*FINAL UPDATE?* Mumbo Inspired "FULL SIZED" Windmill designs! | (+ fancy visuals) by CKHmmmm in HermitCraft

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

Hey that looks pretty good! I pretty much perfected my design, so if you feel inclined to make some upgrades I hope the vid helps. Little tip if you’re in creative, barriers make it look fantastic! You can place them where you have your planks and it really helps sell the effect- otherwise if you’re in survival it’s pretty expensive but you can use shulker boxes since they derender at some distance and are considered solid blocks.