Subnautica

Subnautica

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or0b0ur0s Jul 14, 2016 @ 6:52pm
Visibility in deep biomes
I hope there are serious plans to adjust the lighting conditions in deep biomes like the Lost River or the Lava zones, or at least provide a Cyclops sonar module. Having finally found the big-enough entrance in the Dunes (which took WAY too long because of the visibility issues there - pitch black at noon and the lights do nothing but add glare), I find I simply can't navigate my Cyclops through the tunnel. As in, full stop, I'm stuck, permanently, cannot continue playing or make progress, it's that bad. I don't know about the rest of you, but I literally cannot see ANYTHING. At least in the Dunes I could hug the bottom and try to see by the reflections of the Cyclops lights via the keel camera. The bottom in the tunnel is far too uneven for that.

After all the improvements made to the Cyclops - and how obviously necessary it's going to be in those last two biomes - it seems a shame that you can't really get it down there, at least not without a lot of frustration. I'd probably never get it back up, at least. I also hate to ask for more functionality out of what is already the games super-tool, but still. If I can't drive it where I need to go, it doesn't do me much good, now does it?
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Showing 1-9 of 9 comments
Schism Jul 14, 2016 @ 7:00pm 
not sure why there are no lights on the sides/undercarrage
cRaZy eYes Jul 14, 2016 @ 7:18pm 
Somewhere out there I think there's and LED strip that can be used. I also like to start bases in new biomes and put floodlights around to help with this. You can turn on flashlights and drop them around to light things as well. Water can be cloudy. Especially on an alien planet full of god kows what.
or0b0ur0s Jul 14, 2016 @ 7:26pm 
Originally posted by ^7c^3R^1a^7Z^5y ^4E^7y^1E^3s:
Somewhere out there I think there's and LED strip that can be used. I also like to start bases in new biomes and put floodlights around to help with this. You can turn on flashlights and drop them around to light things as well. Water can be cloudy. Especially on an alien planet full of god kows what.

No idea what you're talking about LEDs, but I'll be damned if I'm going to spend on a dozen or more anything - flares, flashlights, floodlights, whatever - to drop in my wake just so I can see where I'm driving! Then what, pick them up after moving a ship-length or two? That's insane.

Of course I don't expect it to be perfect, but if I literally cannot make out the cavern walls and floor until the Cyclops fishbowl is within a meter or two of the rock face, I simply cannot pilot the thing through that space. Really a sonar feature like the Seamoth's would fix it entirely, but having seen or heard nothing from Trello about it, I kind of despair, and hope they just fix the fog.
SFCrumpet Jul 15, 2016 @ 2:01pm 
The "fog" and light "issues" are actually realistic features that we struggle with in real life. Plus, those areas are still under development I believe, so I'm sure they're working on improving it.
OX4 Jul 15, 2016 @ 2:28pm 
I thought it was just me. I finally built my cyclops, got all excited to start exploring the scarier parts of the ocean, and realized very quickly that I can't see ♥♥♥♥♥♥♥♥♥. And why doesn't the sonar alarm go off while I'm watching the video feed? And why is the video feed more clear than the glass bubble i'm looking out of?
Chikken Jul 16, 2016 @ 1:58am 
Originally posted by OX4:
I thought it was just me. I finally built my cyclops, got all excited to start exploring the scarier parts of the ocean, and realized very quickly that I can't see ♥♥♥♥♥♥♥♥♥. And why doesn't the sonar alarm go off while I'm watching the video feed? And why is the video feed more clear than the glass bubble i'm looking out of?
My guess is that looking out of the bubble, there's still air and crap you have to look through. The cameras might have some kind of filter on them.

But for real? I agree, it's hard as balls getting the Cyclops down there, a Sonar function would be amazing.
ImHelping Jul 16, 2016 @ 2:24am 
Yeah it's not just restricted to the "deep" either. It's just straight up the draw distance issues in this game as well.

You'd figure the Jellyshroom caves would be a constantly well lit experience, but it feels silly watching entire swaths of light up giant mushrooms pop out of existence into total darkness, or blinks into existence all at once when you cross those invisible draw distance thresholds.

It's always a thing, but it's particularly notable down there due to it being chock full of giant organic lamps. You can always see where you are going obviously, since what isn't "too far" is still rendered and providing plenty of light.
Last edited by ImHelping; Jul 16, 2016 @ 2:26am
Chikken Jul 16, 2016 @ 2:27am 
Originally posted by I'm Helping!:
Yeah it's not just restricted to the "deep" either. It's just straight up the draw distance issues in this game as well.

You'd figure the Jellyshroom caves would be a constantly well lit experience, but it feels silly watching entire swaths of light up giant mushrooms pop out of existence into total darkness, or blinks into existence all at once when you cross those invisible draw distance thresholds.

It's always a thing, but it's particularly notable down there.
That actually happened my first time discovering the Shroom Caves. I saw the crab snakes, and then after a few minutes pop oh what in the almightylord are those. Scared the crap out of me lol.
Brittlebullet Jul 18, 2016 @ 11:17am 
Tried to do some serious deep sea exploring last night and spent most of it trying to see where I was going and figure out where I was. Blackness everywhere even during daytime, which is nice for realism but sucks for gameplay.
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Date Posted: Jul 14, 2016 @ 6:52pm
Posts: 9