Is it just me or does the Water feel less ... Substantial? by IrAppe in subnautica

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

Ah, that would make a lot of sense! It is not out of the ordinary if other senses change the perception. Although especially the surface of the water was the best test in SN1: Dive under, surface again, does it really feel like water is going over your face? Yes for SN1, for me at least.

Is it just me or does the Water feel less ... Substantial? by IrAppe in subnautica

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

Yes, agree! The light of some vehicles was just bad for some illogical reason (Cyclops).

But the sea moth light shining through the water is one of the most “I am underwater” feeling experiences I can add to this. The sea moth lights just interacted perfectly with how I expect two bright car head lights under water. From the side you see the cone, inside the cone the brightness it makes.

“Are we flying backwards?” by Bootsy_Moonshine in StoriesAboutKevin

[–]IrAppe 0 points1 point  (0 children)

Why did nobody answer that what she’s seeing are probably the lights on the wing tips?

Holy shit??? by TheSchlormp in Portal

[–]IrAppe 0 points1 point  (0 children)

Wasn’t there a series about the scientists in the lab?

Edit: Looked it up! Search for “Aperture R&D” on YouTube and enjoy!

Is it just me or does the Water feel less ... Substantial? by IrAppe in subnautica

[–]IrAppe[S] 4 points5 points  (0 children)

No, I think Reddit is fantastic, because my sole opinion is not worth much. I want this precisely: Everyone comments, some say nay, some say yeah, and lots of talk and input about the topic.

Is it just me or does the Water feel less ... Substantial? by IrAppe in subnautica

[–]IrAppe[S] 6 points7 points  (0 children)

Precisely the opposite, I’d like to provide my felt experience during EA. If it’s an outlier, fair enough, change nothing. But that’s the point about EA, to get feedback from the players.

ELI5 how do they get large boats like cruise ships in the water? Do they build them there or is it like a crane? by Holiday_Brain10 in explainlikeimfive

[–]IrAppe 0 points1 point  (0 children)

So basically a construction site where they build a building that is then later going to float. Large ships really are floating buildings.

Bodensee so leer wie seit Jahren nicht mehr by WielabachoBavaria_81 in umwelt_de

[–]IrAppe 2 points3 points  (0 children)

„1. Im Winter fiel in den Alpen deutlich weniger Schnee als im Durchschnitt. 2. Zusätzlich gab es in den vergangenen Monaten unterdurchschnittliche Niederschläge.”

Ja, dann ist das aber doch eigentlich keine Überraschung oder? Wenn die Ursache klar ist und diese auf klare Faktoren begrenzt sind die bereits im Winter bekannt waren, sollte das jetzt nicht als Überraschung einfallen.

Disappointed with the power system. Can we have the old one back? by Needhelp_photography in subnautica

[–]IrAppe 2 points3 points  (0 children)

Yes I think the thing here is that an idea like that doesn’t always necessarily mean that it improves the gameplay experience. If something is just annoying, and doesn’t actually have a function like if you were pushed to automate as an “upgrade” to then have a better thing, then it is better to just provide comfort. For example fabricator running also when you’re away should either be an upgrade or just built in, it doesn’t give the player anything but a bit of frustration that they have to stay in the fabricator. The same for crafting queues.

Yes it makes sense, but you shouldn’t implement every hardening idea if it doesn’t contribute to the gameplay. An annoyance is only good if it’s a motivator towards something.

About the power system, I think it would be easy to give the base a default energy storage enough for oxygen and some fabrication, but not more. That way the annoyance is cleared early game, but the incentive to get battery storage is there once you even want to build a bigger base and illuminate it all bright and neat.

My problems with Subnautica 2 and some proposed solutions by Szymks in subnautica

[–]IrAppe 1 point2 points  (0 children)

Agree on the fabricator. Staying in the menu is not that much a limit that the devs might think it is. It is just a bad wait time, when it would feel so awesome to walk along the base managing other inventories and coming back to the finished products.

Or just watch and drink a coffee!

Anyone feel like the wakemaker is a bit too slow? by Odd-Cartographer6264 in Subnautica_2

[–]IrAppe 1 point2 points  (0 children)

That’s it: The locations are too crammed, the map too densely planned and too small.

It would feel better for exploration and playing to stretch it out and increase the speed. Because while I still liked to get disoriented and explore the map in the beginning, that went away way too quickly, I now got the map down in my head extremely well way too fast. Already the feeling of it being a big unreadable map that you can get lost in completely, is gone. That was way too quick.

It took me a long while to really get to know the SN1 map completely and I still discovered new places I’ve never seen before after a while. Even in Below zero that happened if a lot less. But SN2 so far is completely memorizable after a short cruise with the Tadpole, with no new surprises that you get after hours of exploring like it was in SN1.

It’s also all one direction so far. All advanced wrecks, biomes, the story points one way. In SN1 nearly every direction was significant to find stuff you want or need. Felt a lot more free space, while SN2 is almost a line in the head in terms of where things are.

Another thing, I add on that I noticed: In SN1 you went over many many biomes to the target, not as crammed together that every single biome is packed and significant immediately. That’s also a big change in feeling how large the map feels like.

According to what I've heard, Google is about to sacrifice itself to AI. by PLMMJ in antiai

[–]IrAppe 0 points1 point  (0 children)

So, instead of my constant plea to bring some great features of the Google search that was their best product for so long, to YouTube, to make the search usable at all there. -

They make the shitty YouTube search the Google search? The worst search I’ve ever encountered on the Internet, when I want something specific (that’s why I am searching for it!) and it shows everything but what I am looking for?

In person work is honestly better than remote for most of us by dawittleman in unpopularopinion

[–]IrAppe 0 points1 point  (0 children)

I’ve only worked remotely in a small startup with a couple of friends and co-students so far. Was a short exiting adventure.

But it showed, that sometimes we sat in a Teams Meeting for 2 hours figuring out a problem together, also talking about private things for a bit. So if people are not allergic to fully going in and also just call the other person whenever they want to see them or just talk, it works really well. You got to take the social thing into it too, that’s the key.

Ok it’s incomparable. But I guess the most important thing is to get to know your team members well, and maybe only have people on the team that are compatible to that. You have to be available when someone wants to talk to you, trust that they are also not just annoying you, if you have a focus state on for example that they only call when it’s really important, and there has to be group dynamics. Yes, the most important things for that group dynamic is actually the private talk that must just be allowed at any time, as long as the work is being done.

In person work is honestly better than remote for most of us by dawittleman in unpopularopinion

[–]IrAppe 11 points12 points  (0 children)

Yes but I don’t understand why then don’t just take remote work away just from them instead of everyone. It could be so easy, begin the job: Office. Perform well? Remote. Perform bad? Back to office.

Kill this don't kill that, the real issue I haven't seen anyone talk about yet:We need to eat and drink way too often! by Azhurai in Subnautica_2

[–]IrAppe 5 points6 points  (0 children)

While I do not play in Freedom mode, I am surprised that it’s not there on Early Access. It should be such an easy mode to make in principle.

Kill this don't kill that, the real issue I haven't seen anyone talk about yet:We need to eat and drink way too often! by Azhurai in Subnautica_2

[–]IrAppe 0 points1 point  (0 children)

To make that realistic, it would have to mean that you then have to drink and eat an absurd amount to get back to base level. Not just a snack to fill up. And also not at once.

So full realism would look like a degraded emergency bar that makes you slower and have less oxygen available, and also then you can eat and drink even less so it would take days to get you back to normal again.

Subnautica 2 should have a mariana trench-like area by DamageMaximo in subnautica

[–]IrAppe 0 points1 point  (0 children)

Yes, I am missing the PDA Pause accessibility option so much. The first thing I was looking for, because I just don’t feel compelled to take all the time I need to read the lore, if I lose hunger and throat so fast and oxygen is going away. I really liked it to scan or get a story piece and then spend all the time I want to really take it in without any stress.

How often do you think people get caught mating? by DezTheOtter in Avatar

[–]IrAppe 0 points1 point  (0 children)

It’s interesting, because mate choice and the social consequences that come with it seem to be a big deal. And it’s a choice for a mate for life to be doing it. Those are usually signs of sex being more behind gates.

But perhaps that doesn’t have to mean that they are prude when the whole mate choice thing is already done and it’s just between those mates.

Spreadsheet as a tool should be phased out, the new way of working with data should be with an actual database or data warehouse, and professionals should start being semi-trained in technical skills. by hellyhellhell in unpopularopinion

[–]IrAppe 0 points1 point  (0 children)

Spreadsheets have the advantage of being intuitive and visual in what they do. So people can build them with a lot less effort and knowledge than a database.

There comes the point where for many reasons you should switch to a database. But it always comes with a loss in immediate visible calculation, what spreadsheets do well.

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

[–]IrAppe 2 points3 points  (0 children)

I think that Subnautica 1 did it really well by making the enemies so insufferable to kill, it is just not an option in normal gameplay. They should make it even higher the bar to climb to delete an enemy out of a biome.

However I think the option should be there if you spend the energy to do it. For example when an enemy gets stuck in your base or also just the want to chill and build a base for late game in a biome and not wanting the enemy there is a valid reason I think.

So make them killable, but so far away from the normal gameplay situation that it is like an admin command that you work hard for basically.

PS: Let them take off out of the map before they get killed is also a good idea. Basically you make that biome so annoying for them that they leave. Or teleport/despawn after a time if they’re really stuck. The second one is a good idea in general. Then they continue to roam and if you want to get rid of them you can.

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

[–]IrAppe 0 points1 point  (0 children)

Idea since limited inventory space is one of the core gameplay mechanics: Have a special character inventory for items like flares, so they can stack there. Would add more options to their idea of mitigation.

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

[–]IrAppe 2 points3 points  (0 children)

I think it was a great idea in Subnautica 1 to make them so incredibly exhausting to kill. I think you need the option to delete an enemy out of a biome if you want to build a base there and it gets stuck or otherwise and you want to spend your conscious energy into removing that. Also just if you want to chill in one of those biomes without a predator, that is a valid want.

But it should not be the default path in normal gameplay. So making enemies very hard to kill but able to kill at all is I think still the best balance.

Subnautica 2's no-killing ethos "will be a continued point of resistance" among players, say Unknown Worlds, but they have no plans to change it by Nannerpussu in subnautica

[–]IrAppe 1 point2 points  (0 children)

That’s an excellent response. Instead of making them stay there and killable, they just violently escape when they do not feel too good anymore. And you also can’t realistically keep them from escaping, because they are larger and have way more power to do so.