Subnautica

Subnautica

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On creatures attacking cyclops...
I kinda don't get this update. I would understand if the really big creatures attacked and maybe did minor damage, but the Cyclops is way bigger than a bone shark, yet 1 of those did heaps of damage including internal fires in a couple of seconds.

Decoys are expensive, disposable, and single-use short duration. So you don't want to have to use them.

So what did I learn from this? Stay in silent running mode and they leave you alone. Silent mode seems to be about or near enough the same speed as before, so no big deal to play that way...

Therefore I don't get what the point of the update was!
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Zobrazeno 4658 z 58 komentářů
Klegran původně napsal:
bongerman85 původně napsal:
i think the clops problem right now is it resets to standard running mode on reloads

I didn't put any extra code in to save your speed state, is that something y'all want? I can add it in if so.

Please do, or default it to silent running. If we have to log out in a hurry this or being outside or hungry occasionally results in death.
The other option Klegran, which solves all the issues mentioned ^above, is to have a PRESS SPACE TO START prompt after the game loads, but before you're in the game.

For people who experience a long initial load, leaving the PC to grab a bite or drink or use the bathroom is not uncommon, and can cause problems in a game where you need to get O2 every minute or so or die.
Naposledy upravil Cougarific; 5. kvě. 2017 v 17.06
Cougarific původně napsal:
The other option Klegran, which solves all the issues mentioned ^above, is to have a PRESS SPACE TO START prompt after the game loads, but before you're in the game.

For people who experience a long initial load, leaving the PC to grab a bite or drink or use the bathroom is not uncommon, and can cause problems in a game where you need to get O2 every minute or so or die.

This would be very nice. Along with keeping the sub in silent, or defaulting to silent.
Mmm I wasn't as pleased with this update as I thought I would be. The level of aggression from smaller creatures when not in SR mode is too high. If this is to remain, we should at least be able to create an armour upgrade so the smaller creatures like bone sharks can't shred it.
Wild Salmon původně napsal:
Mmm I wasn't as pleased with this update as I thought I would be. The level of aggression from smaller creatures when not in SR mode is too high. If this is to remain, we should at least be able to create an armour upgrade so the smaller creatures like bone sharks can't shred it.

Over the past few days, Klegran [developer] has been in constant communication with the forum and said some wonderful things. First, he was made aware of an issue that allowed the Cyclops to take damage from Ampeels (area damage oversight). He promised to take care of it. He then made it impossible for the Cyclops to take damage while the character was not in the Cyclops (no more going back to a destroyed sub). He also asked if we wanted to make it so that the running state (silent, slow, medium, flank) was saved on exit.

These changes make it so that the only way a Boneshark will shred it is through pure neglect from the player (i.e. sitting still, no counter-measures, ignoring fire, etc). Keep in mind, the Boneshark damage to the Cyclops is only 30 hp per hit and it would take many hits for a fire to spawn. The fire will then drastically increase damage if left unattended for too long.

I think you will find these changes beneficial.
I just had an issue with my Cyclops. I was trying to slowly navigate to the deeper ocean. I was in camera mode, and in that mode you have no idea how much damage your ship is taking. It eventually exited me from the camera, for 'excessive damage'.
So I jumped outside, as I hear the voice tell me the sub is on fire.
I used the seaglide to fully check the exterior of the ship, not a single hole to fix.
I then went back in to find the fire and put it out, but I could find no fire and there was no smoke either.
I was going to go to the bridge to check the damage display, but the screen goes black. And I spawned back at my life pod...

What the hell?
WillieSea původně napsal:
I just had an issue with my Cyclops. I was trying to slowly navigate to the deeper ocean. I was in camera mode, and in that mode you have no idea how much damage your ship is taking. It eventually exited me from the camera, for 'excessive damage'.
So I jumped outside, as I hear the voice tell me the sub is on fire.
I used the seaglide to fully check the exterior of the ship, not a single hole to fix.
I then went back in to find the fire and put it out, but I could find no fire and there was no smoke either.
I was going to go to the bridge to check the damage display, but the screen goes black. And I spawned back at my life pod...

What the hell?

It sounds like some kind of graphical error. I think you clearly suffocated from the smoke, thus making your screen black and respawn. No idea why the damage wouldn't be showing or you wouldn't see fires/smoke.

I didn't even know it was possible to get kicked from the camera for excessive damage though... Lol. That's what the camera is for, so you don't hit things and take damage.
adversity187 původně napsal:
It sounds like some kind of graphical error. I think you clearly suffocated from the smoke, thus making your screen black and respawn. No idea why the damage wouldn't be showing or you wouldn't see fires/smoke.

I didn't even know it was possible to get kicked from the camera for excessive damage though... Lol. That's what the camera is for, so you don't hit things and take damage.
I have had no graphical errors before, fire, smoke, cracks, all showed up. Except that time. I must have been 'touching' a rock outcrop, when I was kicked from camera view and the pilot controls. Perhaps that had something to do with the invisible damage.
I figured I 'died' because the cyclops blew up. I was not inside very long (less than a minute) then the screen blacked out.
edmlds původně napsal:
Wild Salmon původně napsal:
Mmm I wasn't as pleased with this update as I thought I would be. The level of aggression from smaller creatures when not in SR mode is too high. If this is to remain, we should at least be able to create an armour upgrade so the smaller creatures like bone sharks can't shred it.

Over the past few days, Klegran [developer] has been in constant communication with the forum and said some wonderful things. First, he was made aware of an issue that allowed the Cyclops to take damage from Ampeels (area damage oversight). He promised to take care of it. He then made it impossible for the Cyclops to take damage while the character was not in the Cyclops (no more going back to a destroyed sub). He also asked if we wanted to make it so that the running state (silent, slow, medium, flank) was saved on exit.

These changes make it so that the only way a Boneshark will shred it is through pure neglect from the player (i.e. sitting still, no counter-measures, ignoring fire, etc). Keep in mind, the Boneshark damage to the Cyclops is only 30 hp per hit and it would take many hits for a fire to spawn. The fire will then drastically increase damage if left unattended for too long.

I think you will find these changes beneficial.
For me, it's more about feeling immersed in a believable situation than gameplay balance. I don't mind games being hard, or being vulnerable. It's about how it's done.

Things like having ampeels not damage it or making it invincible when I'm outside the sub don't "fix" me not enjoying the update. The reason I dislike it is that I find it hard to believe that you can cruise past bonesharks in silent running, yet if you switch the lights on, they attack and shred it with such ferocity. I don't find it satisfying that such they're so polarised and that such a tiny creature will ram such a large and solid vehicle like that.

It's not about balance so much as atmosphere.
WillieSea původně napsal:
I have had no graphical errors before, fire, smoke, cracks, all showed up. Except that time. I must have been 'touching' a rock outcrop, when I was kicked from camera view and the pilot controls. Perhaps that had something to do with the invisible damage.
I figured I 'died' because the cyclops blew up. I was not inside very long (less than a minute) then the screen blacked out.

Well I was thinking it might be an issue with the camera kicking you. Since it's never happened to me, I don't have any experience with it.

Maybe the game doesn't update the fires/damage until after you leave the camera view to help with performance (no idea, totally guessing). For some reason when the camera kicked you, maybe it didn't update.

As far as the Cyclops exploding, when I use the destroycyclops command you can see a series of explosions coming at you. This sequence should be the same without using the command from videos I've seen but I've never naturally destroyed the Cyclops myself.

If the smoke was killing you though, you'd just slowly lose health until you died. You probably would've noticed your health dropping however... BUT if the game isn't updating the HUD you may not actually know it. Then again, the explosions simply might not have displayed since nothing else was... You could try to reproduce it by slamming into that rock some more to see if it was something you can duplicate or a one off glitch.
Well I just did a bit of testing myself.

I went around bashing the Cyclops into things at flank speed while in the camera view. I got pretty close to 90 degrees once and I got it completely sideways a few times. At no point did I actually get kicked from the camera view.

It took a pretty massive effort to actually destroy the Cyclops, without repair damage or putting out fires. I got an immediate fire warning (audio and visual) as soon as the first one started. I continued to get multiple warnings as the fire spread. In addition to that, I also had visual and audio smoke warnings. As the smoke thickened, a smoke animation started to creep in from the corners until I only had a circle in the center. I was also coughing, which got worse in response to the smoke.

I actually thought the whole thing was really well done. ¯\_(ツ)_/¯
Klegran původně napsal:
bongerman85 původně napsal:
i think the clops problem right now is it resets to standard running mode on reloads

I didn't put any extra code in to save your speed state, is that something y'all want? I can add it in if so.

Well it would certainly be more convenient. Personally I choose specific speed- and light-settings when parking my Cyclops for a reason.
That it resets on each time I load the game is just annoying :/

Aside from that, I love the changes to the Cyclops. It doesn't feel like a game-breaker anymore while still going strong.
Naposledy upravil redeyedraven; 7. kvě. 2017 v 0.31
Wild Salmon původně napsal:
edmlds původně napsal:

Over the past few days, Klegran [developer] has been in constant communication with the forum and said some wonderful things. First, he was made aware of an issue that allowed the Cyclops to take damage from Ampeels (area damage oversight). He promised to take care of it. He then made it impossible for the Cyclops to take damage while the character was not in the Cyclops (no more going back to a destroyed sub). He also asked if we wanted to make it so that the running state (silent, slow, medium, flank) was saved on exit.

These changes make it so that the only way a Boneshark will shred it is through pure neglect from the player (i.e. sitting still, no counter-measures, ignoring fire, etc). Keep in mind, the Boneshark damage to the Cyclops is only 30 hp per hit and it would take many hits for a fire to spawn. The fire will then drastically increase damage if left unattended for too long.

I think you will find these changes beneficial.
For me, it's more about feeling immersed in a believable situation than gameplay balance. I don't mind games being hard, or being vulnerable. It's about how it's done.

Things like having ampeels not damage it or making it invincible when I'm outside the sub don't "fix" me not enjoying the update. The reason I dislike it is that I find it hard to believe that you can cruise past bonesharks in silent running, yet if you switch the lights on, they attack and shred it with such ferocity. I don't find it satisfying that such they're so polarised and that such a tiny creature will ram such a large and solid vehicle like that.

It's not about balance so much as atmosphere.

Why do you think a pack of armored predators wouldn't attack a larger animal they perceive as a threat or pretty?

https://youtu.be/chVk5ziw0lM

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Datum zveřejnění: 2. kvě. 2017 v 3.58
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