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Unfortunately this was my experience too. The "disabled" gun fired anyway.
I ignored the radio, cured myself, disabled the weapons platform, and then let the radio messages play. The Sunbeam eventually radioed saying that they could not attempt a landing because the debris field around the planet was too dense.
Yeah -- January-2018 59783 is the build. Screenshot is http://steamcommunity.com/sharedfiles/filedetails/?id=1299965387
Edit: didn't get screenshot linked properly and forgot to hit 'reply' first.
I'm beginning to think you cannot answer ANY radio at all until you've cured yourself AND disabled the gun. Why? I think the event key/sequence that determines if the Sunbeam is saved or not, is dependant on....
1) Have you cured yourself and turned off the gun
and
2) Have you NOT answered ANY radio signal at all until the first step is done.
I know when I turned off the gun, there was at least 2 more radio signals from Sunbeam BEFORE the countdown signal came on. Based on the screencap that poomanchu provided and said he didn't answer the radio AT ALL until all this was done, this tells me that, if you answer the radio and you get Sunbeam while the gun is still active, you've sealed its fate.
I do think that needs to be addressed, the key trigger shouldn't be the very first signal you get from it.
Basically they're like "uhhh theres too much debri from the ship in the atmoshpere for us to land safely maaaaan" EVEN THOUGH I AM LITERALLY LOOKING AT THE SKY AROUND YOU RIGHT NOW ITS PERFECTLY CLEAR YOU ARE ALL JUST LAZY BASTARDS AND UDHUHFDHUIDHSHDIHHUI
#Full Disclosure: I haven't read all the comments to this thread and may be repeating what someone else has already said, apologies if that's the case.
I heard the radio message and the 40 minute timer began.
I used console commands to speed my way around the map acheiving the steps and managed to complete all the prerequisite tasks with a whole 12 minutes to spare. I climed the island mountain and found a good place to sit and watch the show.
I thought I might get to see an easter egg, like the Sunbeam attempt to land but fail and crash, or perhaps an interesting bug like it appears in the sky and follows the normal animation. What happened was so much more disappointing.
The timer hit 0 and went straight on through. I now had a timer counting down into the negatives 00:00:-01 and then onto 00:-01:-26 and so on. I got a radio notification, but it was seemingly unrelated to the Sunbeam. Nothing else happened.
"..........."I used console commands".........."
Any result you would have gotten from this would not have been intentional, and if it created a buzz in the community likely (but not certain) to have been patched out or fixed.
I've read all the comments in this thread, and while I only recently actually played the game in the past month (Since I recently got a laptop powerful enough to adequately play it) I had long since known about the game and loosely followed it. Not prying too deep knowing I'd be playing some day but, keep tabs on it. These are some things I want people to consider:
Playing with Multiplayer (other players cooperating or even playing against you) would go against the entire point of the game and the experience the developers want to share with the player. It's about isolation. Having other survivors would obliterate the sense of dread and atmosphere of claustrophobic loneliness. It also undermines the sensation of surviving alone, fending off hostile fauna alone, exploring and discovering alone, building alone, fixing the world's problems alone, and, escaping alone.
It's possible to play the game with another player, and do very little or nothing. The other player could go out and discover all the cool stuff and do everything while you figure out how to avoid dying to Crash fish. By the time you built your first seaglider your buddy's like "I'll be at the Neptune Rocket"
There are other games to get this experience from, but not quite as many games as Subnautica that handle the isolation aspect well. I understand why people want multiplayer, but this isn't the game for it.
Likewise, if we were able to find other survivors, we'd focus our entire gameplay around relying on them and hand holding, instead of focusing on ourselves, exploration, and self sustaining. It's already hard to know which elements of the gameplay or the story a first time player will latch onto, but it's certain another survivor would be priority and warp the sense of the games intended balance.
Another thing I want people to consider about Ryley's lack of use of the Radio or attempt to contact the Sunbeam: Ryley doesn't talk. At all. Ryley doesn't leave his own pre-recorded Radio message for others to find. Sunbeam doesn't pick up any transmission from Ryley himself. Despite all the amazing and wonderous, and terrifying and awful things we see in game, Ryley says nothing.
"But but, there are many games with silent protagonists....."
Yes, and just as many with a protagonist with a built in personality that talks a mile a minute that the player isn't meant to associate or identify with. (FFX's Tidus and characters for example) Not every main character is meant to be a template for us to pretend to be.
So what's my point? That metal panel that clobbers Ryley at the start of the game. We lost consciousness for an undetermined amount of time, and come to, to a recent fire that has broken out in our lifepod. If the fire had been active from the start, Ryley would have either burned to death while knocked out, or suffocated from smoke inhalation while unconscious.
So we must assume the fire started relatively close to him regaining consciousness.
Ryley suffered head trauma. Our PDA literally confirms this. But what does it mean? Ryley can still comprehend, he can read and understand written and verbal forms of communication.
Each time we fabricate and equip a new tool for the first time, Ryley plays a first/one time animation of him admiring it. We can determine Ryley has never had experience prior to this wielding a knife, Propulsion Canon, or Stasis Rifle. Or if he has, under circumstances of testing, or just "Hey wanna hold my Propulsion Canon?"
Now, he needs to use these, he's built them for himself, and he has purposes for them. So his cognitive functions are pretty solid. But he doesn't talk. He doesn't make any noise or exclaim of fear or wonder. Seeing the most incredible things, Ryley's just passively sculling the water or breathing quietly.
Watching a Reaper bee-line it for our faces, Ryley's pretty chill, however horrified or pumped up for a fight the player is. Listening to the last recorded messages, the last written words or, the last spoken phrases of a survivor, knowing they had either died already or were probably going to die...........not a sound or word from Ryley. Each destroyed life pod we come across...........nothing.
As for us finding dead bodies, come on? This isn't what Subnautica is about. If you wanna "RAID THOSE DEAD BODIES" go play another game. Remains were either dragged away or picked clean by scavengers. Having corpses in the game is just too uncharacteristic for what the game is and would detract from its personal flavor.
But guess what? You do know what Ryley responds to and reacts to? The Cuddlefish. It's the only thing I can think of Ryley actively interacts with and communicates with two-way. Even when meeting the Sea Emporer for the first time, Ryley's completely radio silent. Fear, awe, hatred, amazement, sympathy, any of these feelings are left to the player to assign Ryley, for he, if he experiences any, displays no cue that he does.
But Ryley, we, as the player................obtains, protects, brings back and hatches Cuddlefish eggs. We raise them, release them from captivity, and play with them. We feed them. We show them magic tricks. We tickle them. They show us frustration, joy, amazement and loyalty. They follow us around, they are curious. For the first time since the game began, Ryley's not actually alone anymore. Sure, the Sea Emperor is sentient and knows about us, but it's..........just not the same.
The Cuddlefish is aware of us as possessing a unique mind. It recognizes us as another entity. And the same with us, it. When we built the Neptune and are prepared to leave, we can say goodbye to our Cuddlebuddy. It seems to understand our gesture, clinging to our arm and nuzzling our hand. If the player takes the time, or is curious to perform this action, they would no doubt feel a similar sense of longing, and forlornness.
All of our interactions with the Cuddlefish, all of them are non verbal communication. So we can posit Ryley is still capable of empathy and, extension communication with other sentient beings. So why doesn't he make his own pre-recorded lifepod message? Why doesn't he try to contact the Sunbeam?
Head trauma.
It explains so much, and answers so many questions, and fits so well in line with the questions and conflicts other players present.
Ryley, and the player by proxy, experience physical, emotional, psychological, AND tangible head trauma. Tas' aloooootta trauma yo! The fact that Ryley doesn't break down from the onset and curl up into a ball in the fetal position and just waste away alone is a testament to Ryley/the player's tenacity.
Most of our critique about this game is in hindsight: After we have already experienced it, or learned about it by proxy from secondhand knowledge or reading about it out of the game.
But for Ryley.......for the new first time, virgin Subnautica player.............this is all experienced new, in real time, with no pre hand knowledge.
Yeah, all of us want to save the Sunbeam. But were we all cured as first time players? Did we know the QEP would shoot it down? If we suspected it would or might, did we know how to deactivate it at first? Did Ryley?
Who's to say Ryley didn't want to, or try to warn the Sunbeam? Locked inside his mind, lips unable to find the words, fingers fumbling over the keys not properly able to hit them in the right order to form coherent words or sentences?
Would we, as players, not have been ROBBED of the experience, of not witnessing the Sunbeam.....our first and only salvation, being shot down before our eyes? The second, all new wave of despair washing over us, crashing down upon an already beaten and down on their luck soul.
How petty would it be, to be deprived of this experience, wether it be spoiled for us, or if the game were made in such a way that we the player could "miss" it?
What if the Sunbeam was never intended to get shot down by the developers? What if we heard rumors of a player that says they were doing something weird in their 54th playthrough, and saw the Sunbeam shot down? Lol no one would believe them! Until screen shots.
Then the entire Subnautica community is going crazy in a fit all trying to create new games to rush and find a way to make the Sunbeam blow up. Except now its in reverse, and players are scrambling to break the game in other ways.
That's the way communities are. It is the nature of the best. And not all the time, but usually, and I believe in this case, it's a sign that is indictive of a successful game pitch. The game devs have got its players speculating, talking about, and discussing the game even after having finished it at least once. Success! Their game remains relevant.
And if you have a different narative? Run with it. In your world, does the Sunbeam actually rescue you? Fine. Your game, your imagination. Does it get shot down? PEW! Maybe they were able to take evasive manuvers and took an indirect hit and crash outside the Crater. Partially intact and sinking, can you get out there fast enough in time to help without dying to the Spook Daddies?
Build a Foundation above water and built outward over the The Crater edge. Build out into open ocean and create a landing platform for the Sunbeam. Is it real? Does it work? Does it waste time? Did you have fun doing it? Who knows.
A game developer's most important and impactful skill is giving the Players the tools necessary to enjoy their game.
Some players prefer to follow directions, no matter how challenging or rediculous. Give them an order and they will comply. Others prefer to make things up and play things their way. Still, other players like to play as close to the nose as they can while seeing how far they can skirt intended player methods.
If you don't enjoy Subnautica, or if you're the type of player that prefers different game play mechanics, best I can offer up is to try to implant elements you desire into your gameplay. I mean, you already own the game, it's your's right? Play it your way. Make it enjoyable. Or don't. I don't know. It's perfectly okay to not like this game, too.
But there is a problem with saving the Sunbeam when the timer is on screen: it was mentioned before, but if you disable the QEP after the timer shows up, the timer stays and goes into the negatives after the Sunbeam ='s last message. Even quitting and reloading the save doesn't remove the timer.
And where's the wreckage of the sunbeam if you don't save it?