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EDIT: Actually, making it so the lifepod drifts towards the island every time would be pretty cool.
You have to have rooms, though. Halls are fine for basic stuff but you can't build a generator or a large fish tank except in a room and we need those things (the fish especially). For my first base I just make a single corridor right on the floor, no foundation, give it one solar panel just for air and line the inside with lockers. As long as the pod is near I can just keep using that fabricator and I don't need a base for anything else until I unlock the moon pool and vehicle mod station. Then I'll build a real base at another location.
From what I can tell, it's been planned to be this way for a while now. Yeah, it kind of sucks they'd wait til now to change it, but I think overall it's a better change since it adds more to the 'survival' bit. You can't just toss up an AC unit to hold fish, or build appliances as quickly as before; now you'll have to scavenge around the biomes more before you can build stuff to make surviving easier.
The people saying it's a good thing is silly. New players do not know to go straight for the Jelly caves or the floater island right off the bat. In fact it took me a few days of hard playing when I started just to find the floater island because stays 'invisible' on the surface right until you get next to it. You can always see the Aurora but mountains and floater island stay invisible until you get close, weird right? We get tubes and other blueprints meant to connect to MP-rooms but not the actual simple dome-shaped room? Seriously? That's backwards, if anything the connecting tubes, shelving, alien containment and other stuff are what need to be discovered not the MP-room. Just doesn't make sense :/
Yes, having different opinions to you is silly. Having progression to the game is silly too.
I've been playing without knowing the map and I haven't had trouble finding the caves because as I said, you can find signals to the islands on the cargo containers near the aurora. I'd appreciate if they were easier to find, but they aren't that hard to find either. There's signals to the jellyshroom caves too, but I've personally haven't gotten close to them without a pressure compensator in the 'moth. Still, you don't really *need* mp rooms, you have energy generation, food and fabricators without them. They feel like an upgrade now, and although I can see how you'd be upset at them not being there in the first place (I was pretty confused the first 5 minutes before realizing that actually corridors have a lot of possibilities to them) maybe you should play and looking at objectively how much that limits you before kneejerking that way, especially when you're calling opposing views of people who've actually played the newer updates "silly".
Regarding the exosuit, on my part I can say it's pretty damn solid. Grabbing arm is a bit janky and I'd like if it stored the resources from big nodes straight into the saddles, but other than that I haven't experienced a single bug with it in the times I've piloted it. But that's up to you, really.
Content gating and story flow is much nicer now, imo. You start, you get a welder, you fix the transmitter, you get to lifepods you find a hazmat suit on one, you build a seamoth with the fragments near another, you then get near the aurora, you discover some signals, you find some POIs, including base parts. It's a 1-2 hour unlock, if you do it right (and rnjesus takes pity on you), and you don't even need that much of a base during that time. The propgun required to get into the aurora is much harder to find.