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Submarines - While I really loved the functionality of the Cyclops in SN, the ship is very ugly. It's gray, cold, and almost too "realistic" for its own good. I'd love to see more windows on the new submarine replacement so we can get some natural light and appreciate the world. My dream would be for the upper deck to have a giant glass dome to see the outer biomes. Maybe that level is a lounge or dining area, but it's a peaceful spot that just lets the players sit down and appreciate the beautiful world when the ship is parked.
Inventory Management - This is the biggest area for improvement, by far. I'd actually be fine if the game started out with a system similar to the lockers we have now, and maybe better inventory management can be part of the tech tree. This game needs better ways to move large amounts of resources, organize them better, store larger quantities, and cut down on the need to gather them when crafting. Again, each of those would be great tech additions.
Upgrades - I would totally be down for a system where scanning flora and fauna in the world allows you to enhance blueprints for the base items. Imagine scanning a creature like the Sea Treader, and its hard carapace would upgrade the wall reinforcement formula to make them stronger. Or some highly efficient, photosynthetic plant that would allow you to upgrade the solar panel generation rates. This would be one of the best and most interesting ways to encourage exploring the world and interacting with the various creatures.
Teleportation - I kind of hated the way this worked in Below Zero. In my opinion, the only type that I would really hope for would be teleportation between bases, where it's again integrated into the tech tree. I don't really want this game to go down the path of traditional fast travel systems, as that tends to break immersion. The current teleporters are about the limit of what I think actually works in a game like this.
Map - I am very much against a map screen or any HUD-based mini-map. I would personally prefer no map at all, but if the game does have one, I want it to be diegetic. In other words, we're not taken to a magical map screen like in most open-world games (*cough* Far Cry series *cough*). Whatever we see is the same map the player-character sees, exactly as they see it.
Cave diving - I think this concept could be expanded and make the pathfinder tool (or equivalent) mandatory. Creating some sort of dynamic where you don't have oxygen refresh from vehicles and need to travel through a maze of tight tunnels to get a reward (like alien tech, or some crazy difficult to find sea creature/mineral that could be researched for a tech gain). This could create many horror opportunities. You could create checkpoints with brain coral or the like.
I'd like the option to co-op with 2-3 friends. Maybe a larger map area, or other maps to go to with the submarine if there are technical limitations governing map area.
I'd mostly like them to take the lessons learned from BZ and not doing those instead of doubling down like a lot of people try to do. Let us be the character and let our actions tell the story. I think that was Subnautica's strength and why BZ's fell short. That story was laid out for us instead, but it was also poorly stitched together, not well executed and was a big turn off for many.
Sometimes less is more, so it would be good to go back to the basics there.
I tend to use beacons a lot, which means that I never can find the one I'm looking for because I have to scroll through a long list. Something like a tag system and a search function would be very welcome!
2 - Better food/drink implementation
I don't like the SN food/drink implementation where there are only three states: well-fed (recovering health over time), not well-fed (not recovering health but no other ill effects), and dying-within-seconds.
I'd like malnutrition to have in general more gradual effects. Possible effects of malnutrition could be
- reduced swimming speed or a limit on how long you can exert yourself
- reduced carrying capacity
- vision impairment, reduced hand-eye coordination, or the game responding slower to user input?
(These should be noticeable but not crippling. The purpose is to indicate that you're not taking care of yourself, just like "Please seek fluid intake" PDA messages.)
3 - Better base building.
I'm not too sure about this one because I don't know the premise of the game. Blueprints for a spa complex with bay windows are not really suited if we crash-landed on an empty planet and the goal is to save our skin until we can escape.
But there are other possible scenarios where we could find/salvage/reconstruct technology like in SN ("build what you find"), or even could have the skill set to modify base components like the multi-purpose room ourselves ("find the basic version, then customize the hell out of it").
4 - A diary.
Just a page on the PDA where we can jot down free-form notes within the game. Or at least the option to annotate screenshots.
No microtransactions of any kind.
Actually listen to your players this time during early access (if you choose to go that route).
No online connection required for play (unless you doing COOP of course)
No DRM.
No voiced protagonist.
No PvP.
Grief protection for bases and vehicles.
I really like the idea of scanning the local flora and fauna in order to upgrade, didn't think of that. Very thematic and adds another reason other than lore to scan everything you can. Can also reserve the particularly high tier upgrades from scanning leviathans. Also with the map I don't want a mini map. I'd prefer it much like Below Zero where it's in the PDA but it's also dynamic. Again, it just makes sense to me given a survival point and the technology available, we already have maps in Sub 1 and Below Zero that give real-time 3D scans of the environment as with the Seaglide map and the Scanner room.
Base building actually has it's own dedicated development team now so we should see some good improvements to it.
Deeper survival mechanics, and more complex recipe's might also happen since it's designed for co-op.
https://steamcommunity.com/sharedfiles/filedetails/?id=3014411924