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I agree the lack of angle indicator and the depth indicator being too high on the HUD are serious issues, and the strangeness of the prop being able to cavitate at low speed as easily as it does at flank speed.
I do really like how she handles though, and the proximity warning indicators are great help, though I'd like to be able to see hud elements (depth, proximity warning) while utilizing external cameras. Being able to have a cam drone as an upgrade like the scanner room would also be excellent, as would being able to access a docked vehicle's upgrade or storage panels like you can in the moonpool. Some translation thrusters would also be nice for manuvering in small spaces if they don't exist, I can't seem to find the controls for them if they do.
Another submarine feature that might set off some creatures are electrical signals. Lots of creatures can sense electricity and EM radiation quite well. It is how some creatures like electric eels find their way around. Again, if the animal can do this, then it is going to have the ability to pick it up from other sources like members of its own species and other species as well. Crabsquids use EM pulses so no doubt they can pick those up, and AmpEels can pick up electrical signals. The Cyclops does emit electrical signals that can be picked up by some hostile creatures and it uses sonar so creatures that use echolocation can pick that up.
For the sake of game balance you are not supposed to feel completely safe in Subnautica anymore unless you are inside your base, but maneuvering the Cyclops past threats is still manageable. People have done it and have shown how it's done. Cavitation is just one of those things that provides a decent enough excuse to add this form of difficulty to balance gameplay.
EDIT: Fixed a typo.
just funny.
Former S.A.S
Elite Dangerous comes to mind. The mining situation is **** (super buggy and consumable drones at best), so people ask for tractor beams "Tractor beams are unrealistic, and don't fit the lore" says the devs and players. Okay, play ball and mention the set and forget mining devices from the previous Elite game. "Oh, uh... Those have no place in our game. Realism and lore are secondary to out vision."
A good game will balance the two in a way that is consistent with how they are applied. Subnautica is a game so it needs to put gameplay first to make it fun to play as a game. But beyond that, some game developers also care about realism and internal lore so they will at times provide a realistic framework (i.e. natural laws, logic, etc.) to govern gameplay or merely "flavour" gameplay so that it looks realistic. But realism itself is only there to support the gameplay aspect and never replaces it, unless you are playing a true simulation game. Where you notice games not seeming consistent with that is in cases where realism as a complement stops enhancing gameplay and slows it down. So there is no convenient switch like the hypocrisy charge you are pitching against the developers of Subnautica. They need to be able to apply realism consistently in their game where it is needed and then put it aside when it gets in the way, just like every other game developer.
It's the revolving door policy on "We're justified making your life worse because realism/Realism has no place if it improves QoL" that makes it hypocritical.
Basically, less people should use "realism" as a shield for design decisions/discussion of gameplay difficulties in the first place, if it's only going to be discarded once people take those claims at face value and bring up realistic alternatives to improve QoL.
Which is a touch ironic about people throwing "Realism" under the bus after claiming it was held in such high regard once convenient. given the nine times out of ten it's being used to dismiss things that would make life more convenient.
No it isn't. There are times when realism can and should be used and times when it shouldn't. For games that value realism at all, it is always going to be there to some extent. It is just taken away when people stop having fin with it. While ithis is the developers' decision, ultimately the players will determine that decision unlessthe feature in question is part of the developers' own vision. And in that case it doesn't even have anything to do with realism. It has to do with that developers' vision. There are games that are so trippy that I would expect atleast some players to ask for atleast some internal consistency but if that isn't part of the developer's vision then it isn't happening.
In cases where realism does take precedence over what some players might consider "fun," it could equally be a matter of different tastes amongst the player community. Are you really going to call out a game developer for refusing to put in what you consider to be fun or take out what you don't consider to be fun if the majority of the player community likes it the way it is and disagrees with you?
Actually, realism is typically taken away if it interferes with Quality Of Life. But QoL requires a level of balance, too. If it is taken away then it means nothing more than it would if it were added since doing either can be done for the sake of gameplay. Besides, realism and QoL are not mutually exclusive.
https://en.wikipedia.org/wiki/Suspension_of_disbelief
^^^ I've pointed this out before. Realism can be important to a lot of players in bringing them into the game world and feeling the way the game tries to make them feel as they play it. Depending on how important realism can be to certain players, differing levels of realism can be used. That's why there are survival games out there that make it a priority to be as realistic as possible, even at the expense of the possible agony of any new players that come across it, because some players like that and need it in order to get into the game.
As was said before, it is up to the developer(s) themselves when to increase or decrease the level of realism in their game at particular parts in that game in order to create the desired effect on those who play it.
Like I said, it is all about balance. Nothing's being denied here. Some players just acknowledge when realism should be used and when it shouldn't. That's where they help the developer in making the decision when and how to balance realism and gameplay.
EDIT 1: Added second and fourth responses.
EDIT 2: Fixed quote tag and added to second response.
The noise crap in the sub is more for suspense so you feel scared in the deep please recall they do have a shooter horror game people supsense is kind of their thing and I kind of like getting chills in certain zoens scared of the critters in the dark ocean lol