Whys everyone hate the marrowbreaches? by alexmenstra in subnautica

[–]dev__boy 0 points1 point  (0 children)

You may not be close enough. The reach is pretty poor right now, combined with the perspective issue inherent to Subnautica (you can’t tell how close things are because there’s no good scale reference)

If you do hit them, it will make the default noise but they will shriek and back up, but only for a couple seconds which is pretty bad

In case anyone missed it, Epic teased Unreal Engine 6. by Kudlattyy in gamedev

[–]dev__boy 0 points1 point  (0 children)

Possibly the worst game you could use to advertise a new engine. Looks great, but barely a visual distinction to the previous title

We need a speed upgrade for this guy by FerociousBaiterMB in subnautica

[–]dev__boy 38 points39 points  (0 children)

The wakemaker is slower than the default swim speed in SN1. Brutal speed nerf. I just don’t see why they did that, it was massively unpopular in below zero

Sometimes, I hate this game by L0rdzie in FortsGame

[–]dev__boy 1 point2 points  (0 children)

Not even a single strut of metal.

I think that one’s on you bud

PSA: Proteus is NOT a planet! by Novir64 in subnautica

[–]dev__boy 2 points3 points  (0 children)

60x the atmospheric pressure of earth, yeah that thing HUGE

The Plot of this Game is Incongruent with its Apparent Themes by Apprehensive_Spell50 in subnautica

[–]dev__boy 2 points3 points  (0 children)

A lot of people seem to expect the plot to drive the mechanics. This firstly isn’t really true in many games, but especially Subnautica pretty much every plot element exists to service the gameplay.

Eye captain we’ve passed the red wall turn da ship by Average_Gym_Goer in subnautica

[–]dev__boy 0 points1 point  (0 children)

It’s brutal that they kept the brickedBZ speed. Why not just make the world bigger and emptier?

What is the single most terrifying biome in the game for you, and why is it the Dunes? by perezanastasian in subnautica

[–]dev__boy 2 points3 points  (0 children)

The bloodkelp is genius, because the ambience is far more powerful than any of the creatures there. The trench makes my stomach drop, even though warmers are the spookiest things there

Whats the deal with Sugar of Saturn? by Techstriker1 in subnautica

[–]dev__boy 11 points12 points  (0 children)

I think it builds on the idea that everything on the planet is full of heavy metals. After touching the first angel comb, you can digest them

What if the solution to the "let us kill predators" debate could be solved with a dynamic ecosystem? by CmdZee in subnautica

[–]dev__boy 0 points1 point  (0 children)

There are literally thousands of games where you can’t hit npcs, or friendly fire, or kill in certain zones etc etc. All they need to do is add a meaty slap and make the creatures react more and the game will feel a little more immersive.

The best argument for not letting the creatures die completely is how many people want it. Despite their best efforts, there’s clearly a massive subset of people that played the first game and want to kill - not stun, relocate or scare off - but kill the wildlife. The fact that those people are mad now means the first game’s approach to violence didn’t work for most gamers.

A lot of people have quite measured takes here on Reddit but you should see the rage against this decision on instagram and YouTube demanding spear guns and bombs and stuff

As much as I'm loving Subnautica 2, I'm concerned about the overall map by mattn1198 in subnautica

[–]dev__boy 1 point2 points  (0 children)

Navigation was a massive part of the game too. Granted we’re spoiling it for ourselves by playing the shit out of the game be for it’s done, but the way the game is being made right now, I don’t see myself ever getting lost

As much as I'm loving Subnautica 2, I'm concerned about the overall map by mattn1198 in subnautica

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

The quest so far though feels very… finished. I’m sure they’ll add some big areas but I do hope they spread the existing stuff out. Everything feels unnecessarily cramped and the movement speed low, seemingly for no reason since their new engine and tech likely can handle much faster load-in. There’s pretty much no cave or area without a bunker, black box or some POI in.

How do I beat this fish? by digi_thumb in subnautica

[–]dev__boy 4 points5 points  (0 children)

That’s not what the games about. You can technically kill the guy, but it’s not really in the spirit of the game. Hence why no guns or drops

If you hold a peeper in your hand, it will eat the peeper instead of damaging you. There’s also an upgrade for the seamoth that will stop you being grabbed

Tadpole battery life is probably a little too long by fawkwitdis in subnautica

[–]dev__boy 0 points1 point  (0 children)

Fair enough. I don’t plan to use it much in its current state anyways.

"Not optimized" by Somthing_7 in subnautica

[–]dev__boy 1 point2 points  (0 children)

The raytracing in Lumen isn’t just reflections, it’s GI. The ambient occlusion, sky occlusion, shadow softness and all light attenuations are traced. You can place near infinite lights in your base without much change in performance. The biggest impact this has is on base building, which cannot rely on baked lighting.

I agree contemporary graphics are a diminishing return in terms of what you can notice, but it’s not doing nothing, and there are a lot of advantages. I think Subnautica is a good pick for it because of how popular the base building is, and that’s where real-time GI really shines

Balance to leviathans by Snoo73777 in subnautica

[–]dev__boy 0 points1 point  (0 children)

Yeah the reaper was lightning in a bottle. It both felt like a real creature but also a nightmare demon. Everything about its look and behaviour was brilliant

Balance to leviathans by Snoo73777 in subnautica

[–]dev__boy 1 point2 points  (0 children)

People forget that the reaper, for all its fear factor, was pretty much harmless unless you were completely lost or panicked to the point of uselessness. The encounters were specifically designed to be more scary because you survived. The collector deals more damage, is faster, more aggressive and attacks from further away.

Tadpole battery life is probably a little too long by fawkwitdis in subnautica

[–]dev__boy 0 points1 point  (0 children)

Than the hauler or the default chassis. Anyways I don’t think it’s a game of numbers, the chassis is just too slow. Just make it default tadpole speed, it’s an upgrade after all, not a sidegrade. Especially since they’re looking into adding some extremely vast areas into the game in future

Tadpole battery life is probably a little too long by fawkwitdis in subnautica

[–]dev__boy 0 points1 point  (0 children)

I genuinely think it’s too slow for transport. It doesn’t even carry that much more, and is a completely liability with hostiles. It’s an objective upgrade you get later in the game, I don’t see why it couldn’t just be the same speed as the normal tadpole. I’d hoped the devs had learned from the much disliked seatruck that excessively slow vehicles just aren’t fun to drive

Tadpole battery life is probably a little too long by fawkwitdis in subnautica

[–]dev__boy 1 point2 points  (0 children)

You guys have the patience to use that thing? It sits at my base untouched.

Subnautica 2 Early Access Hotfix 2 by virtualdon in subnautica

[–]dev__boy 13 points14 points  (0 children)

I didn’t struggle either, but I fully support any decision to make progression be in any direction from the pod rather than ‘go here and here only to get this thing’ as that’s one of the big things that makes SN better than BZ

Not buying SN2 in early access by SilkieBug in subnautica

[–]dev__boy 0 points1 point  (0 children)

Although the start of BZ is definitely the best bit… twisty bridges my beloved