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2: Anyone else find it cheap how the dev team made the kelp forest just as dangerous as the koosh zone/blood kelp forest/lost river/etc? How are new players expected to handle that difficulty spike without having to look up a guide?
I don't find it cheap at all. The kelp forest is a great introduction to the fact "woah things are gonna try to kill me". Stalkers do not really hit hard in this game. Sure a newbie gonna get snapped at a couple times. But I found that after acquiring flippers and the sea glide they were super avoidable. Also they give you a medley fabricator from the start. I have an entire locker dedicated to medkits because I try to pull them from the fabricator whenever a new one is made.
I think you're alone in thinking the kelp forest is as dangerous as areas with reapers and warpers. Having silver in abundance in the kelp forest is great as it forces players to learn how to work around preditors. Stalkers are actually the easiest preditors to work around because they can be so easily distracted. It's a brilliant move by the developer team and one I fully endorse.
There are reapers in the lost river and blood kelp forest?
Don't you think they could have done that a little better without the difficulty/danger spike?
You're forgetting about the 3 other enemies in the kelp forest, one of which can only be found in caves and kills you in seconds and is worse when paired with the mesmer.
1. There are lots of ways to get silver early on. The caves is just an easy example to explain to people. Another is sitting comfortably in a seamoth and driving around, jumping out to get an outcrop, then going back into the safety of the seamoth. Another is to just use the seaglide and dart in and out of the kelp forest. Another is to stock up on peepers and hold them while you're searching. Another is to scan the outside edges of the biomes where there are less likely to be high concentrations of preditors. Oh so so many ways. You're only limited by your imagination.
2. There are warpers in the blood kelp an lost river. And the preditors that are in there do a lot worse than stalkers. Please.
3. Nope. I think they did it perfectly with the danger spike. Stalkers are minor and can be trained for crying out loud. The rest are all found in other biomes and areas that you need to prepare for.
4. I'm not forgetting anything else in the kelp forest. The mesmer is my favorite creature in the game (points to avatar). I've also never died from one. They're in Koosh and Lost River too and if you don't look at them you're fine. You can swim away and break the enchantment easily. I like to get a few good screenshots of it though for each game I play to hang up on my base walls.
The drooping stingers? You can scan them from a distance and know not to touch them. You can swim close to them and not be harmed. You can swim through them and know you are being poisoned and get out without dying. I don't even consider them a threat. They're easier to deal with than the gaspods. And boy you need to learn to deal with those if you want to go to the jellyshroom abandoned base.
And then there's the bleeders. You punch them and they die. Or you go to the surface and they die. They do minor damage unless you leave them on. All you have to do is RMB a few times even if you're holding something and that's the end of it. Better learn that quick becuse you'll need it for the aurora.
None of these things are horrible. You pout on each threat about silver because apparently you're afraid of the kelp forest. It's okay to be afraid. I once was too. Then I conquered it. Now I always build my first base there. I find it one of the safest biomes. I'll take stalkers any day of the week over crabsquids, river prowlers, reapers, and warpers.
2: Well my imagination has me making a spear using the air pipes, fiber mesh and a knife.
You are continuing to forget about bleeders, mesmers and the hanging jellyvines.
So going from 2 easy to avoid predators to 4 highly dangerous predators is a perfect danger spike? well you would have an argument if not for one biome....mushroom forest with jellyrays and bonesharks, one biome that would have made a great progressive biome instead of being later game when you've got all your tech.
Individually, they are easy to deal with but players are expected to deal with all 4 at the same time when gathering silver. Don't you think they could have just had the close kelp forests have the mesmers and stalkers and put the drooping stingers and bleeders in further kelpforests along with the stalker and mesmer?
And that brings us to the worse part of subnautica: replayability (in the fact it has none)
Once you've beaten those fears once, the game looses all sense of challenge and fear, leading to the inevitable speed runs as that's all that's left unless the devs plan on putting biomes in the game indevinately or infinatly, randomly generated terrain inplace of the void.
The game punishes new players who don't do previous research on the game and only, barely, rewards veterans who have played the game to death and know where everything is before hand.
The game doesn't punish anyone. There are so may clues that lead you to search further out for things and right away you're forced into the kelp forest for resources. It's a game of trial and error and exploration. You don't need a guide, plenty of players have figured out silver. The only ones you hear about are the very few who ask on here about it.
Saying that this game rewards vetrans is just absurd. Of course vetran players are going to know more. They've played the game. ALL games are easier once you learn all the aspects of it and have played it through. Your arguements are not valid.
Please stop using straw man fallacy. My argument is that the kelp forest is incredibly dangerous to new players and should be scaled better, but once you play it through once, there's no replayability or fear due to the rigidity of the game.
Sounds like terrible progression for an open world game to go from 1 1/2 threats for the beginning to 4 threats that behave drastically differently until midgame when the leviathan classed enemies are introduced. It would be like if factorio's enemies went from small biter enemies showing up only 2 at a time every once in a while to large biters and spitters showing up frequently in groups of 4 each or more only after only a bit of time.
1: Keep the attacks to the discussion at hand.
2: Over 300 hours of playtime begs to differ.
3: I'm more than open to the idea of a pacifist gaming, but only when said progression and difficulty is warrented and it has the content to back it up.
That last statement seems to contradict your 1st cause if the game has "so may clues that lead you to search further out" then why are there so many players that are asking where silver can be found?
Further more, the game does punish by means of only rewarding players if they explore very specific areas (kelp forest caves, aurora, mountain island, floating island, etc.) especially due to the limited amount of silver early on to midgame and even late game if you don't know what to do.
Incorrect. Many games get better the more you play them due to multitude of ways to play and, most of the time, randomly generated maps which are the easiest ways of implementing replayability and longevity for the game (case and point: minecraft, terraria, factorio, space engineers, etc). This game though is like portal. Once you've played it, all challenge and fun is lost to the point where the player must artificially add fun into it to justify playing it further.