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Don't worry, there's not going to be a "stomach bar". I may have to remove this approach if I can't make it work without another HUD element, but I'm hoping it will just be obvious and intuitive. "Oh, I just crammed 3 boomerangs and 2 waters in my mouth, of course I threw up".
I'll have the stomach deplete itself much more quickly so over time you'll just intuitively grasp how much you can eat without barfing. The penalties won't be horrible either so I'm hoping it own't be too painful to learn.
Geez, someone has his period i guess.
Point being there has to be a balance between realism and fun. Still Suit basically removes the need for water and the heat knife makes gathering food very easy. If you want to go for a deep-sea expedition where you expect to find no fish, cure 10 rations and get some bleached water. It will be enough to keep you alive for a long while.
No idea why it is finite for you as well. The algae alone are so numerous, that it should be enough for hundrets of hours.
If you wouldn't be able to fix yourself up to 100% instantly i.e., nobody would go exploring, since you will be bitten quite often. Or stung. Or poisoned. Or farted on.
Sorry to pop your bubble, but that's how gamedesign works. Sure, starvation could be maybe 20% or 30% slower, but with the heat knife it is really alright.
Stuff like "reward for variety" may cause another uproar, since players don't want to swim in massive circles to get rare species. Even if it just a bonus, people may take it as a requirement to keep yourself "properly" nourished.
Adding recipes on the other hand would be nice. Like mushroom salad or algae soup, you know, stuff that is not fish.
Again, Freedom mode is not a solution at all because in lieu of fixing the issues, you just get rid of the mechanic completely. Why play a "survival" game that doesn't have survival mechanics at all? This goes back to what I said earlier - no matter how many times you change the code, if it's more or less set in stone there will always be people who aren't satisfied with it. The best approach would be to add sliders. If it's not worth the time and effort to make sliders specifically for hunger and thirst, then incorporate them into a difficulty slider - something most games already have.
Giving the players the ability to custom-tailor their experience will do nothing but benefit your game. I understand if it's not a priority at this moment because the game is still in EA and there are other things you need to get done first, but it's something you should give serious consideration to.
Love the idea of the countdown stopping for some time when you'd fill up to 100%... Get a full stomach and feel satiated for longer. Makes sense :) After all, it's true that when we feel really full or ‘satiated’ after a meal, we are likely to go much longer before we feel hungry or may eat less at the next meal.
"Eating becomes a "skill" that you can get better at over time"
Love that idea aswell; Something you can work on to improve the food management.
Already really digging the stillsuit that gives you "free" water every now and then. Only needing to focus on food more. One of my favorite things in the game right now.
Not that sure of it becoming a skill for the player character though, to be honest.
It doesn't seem really logical "storywise" (unless you make some sort of "faster evolution on the planet" element in the story).
I think you could plan on introducing some upgrades for the fabricator that would enable you to manufacture better food from every creature. (Or the workbench, as it seems that's where the more advanced fabricating "is at.")
Maybe even making meals that stay in your system for longer, slowing or stopping down the countdown.
It would also be VERY welcome to be able to cook up some sort of a truely filling feast "item", from a set ingredients.
Like just for an example; 1x peeper, 1x hoverfish, 1x salt deposit, 2x airsack/water, 4x creepvine = a "soup" of everything you need for a good meal, to take on your adventures.
(This would also kinda work for the "more variety" idea, as you'd gather several ingredients to make this "superfood")
It would enable you to refill your bars "on the go" easily if on a longer trip away from your base, while taking less space in your inventory than a whole bunch of different food and water items would. Something that takes a while to set up and collect items for, but works wonders when venturing further away.
Though sure, the stillsuit and the heated knife make it easier to eat on the go, but I'd still prefer to be able to "forget about food" for the duration of the trip and just eat something easy once from my inventory, that I have cooked up specifically for that purpose when my nutrient levels get low.
Either way, great work with the game and always looking forward to more updates!
Love the game :)
it seems that you said that it is implemented. However, I don't see any difference. The problem is that we spend more time to find found than really play. I mean, if I search for titane (for example), I get out of my base for 5-6 mns and I'm "starving". I find some food, eat and drink, and I get out again for 5 mns and....ho I'm hungry again.
Whatever I eat, it's the same. I tried to eat a variety of fishes, try to wait before eat again, try to eat more than 100 etc... the hunger go down too quickly or too quick to have time to explore for some times without have to eat or something.
Also, the suit that recycles water is totally useless because each time we drink water produced by this suit, we loose some hunger point.
I played a lot of survival before this one, and it's the first time that I think that there is a "problem" with the hunger, thurst balance. When I saw your topic on Trello, I said "cool something interresting here" but for now, didn't see really any difference.
I suppose for ppl like Mr_Sugus hardmode is not nearly hard enough. So i suggest adding another mode: Hell-Mode
- Like in Hardmode you only have one life.
- Your fabricator in the lifepod is broken so you can't craft anything at all until you find a replacement within the Aurora.
- Carnivorous fish are doubled in numbers and follow any trace of weakness and blood in the water(even when offscreen or not even loaded into cache!).
- Reapers are doubled in swimming speed.
- You start the game heavily injured and with the perk 'hemophiliac'. Meaning you can never cure your bleeding and therefore the number of carnivorous fish on your heels increase indefinitely.
- Every second of survival gives points so those ppl can compare their "skills" via online highscore list.
[sarcasm off]
NO!
Seriously...
If I want to get my masochistic 5 minutes then I play "Don't Starve"... It's really hard to survive there and the loading button is your best friend. Food/shelter/warmth my a$$...
I don't want SN to be like this and I enjoy the leisure of the quiet waters as I know where the dangerous fish are and where I better not leave the cyclops.
And @devs:
Keep on track and do your thing! Everything you added to the game is great so far.
I for my part know that the game is still alpha. ;)
We're not asking for ultra realism, so this post is irrelevant. This is the same argument people always use when they're against nerfing hunger/thirst mechanics, and it's pretty dumb. All we're asking for is a little break when it comes to the constant chore of finding food, mushrooms, copper, quartz, etc. so we can not only keep ourselves from starving, but also fuel this sleek "futuristic" submarine that apparently runs off of an early 1920's dreadnought's engine (is crazy inefficient).
(not tested/verified lately, but a very few update ago)
Tend to desserve both: base building, component farming, and exploration.
Edit: (also notice that in // Subnautica have the oxygen refill mechanics wich is quite constraining in itself when out of vehicles, that's also why the combination of both mechanics oxygen + water&food might appear like that, most of the other survival game don't have thoose mutliple mechanics combination impacting that much on travelling capacities/abilites more or less "recursive" path unlike subnautica @ Flayra ; also may be a tweakable thirst/food drop rate ratio @ survival game start could be interesting either to player side currently test differents value and get feedback about it faster than actually, either for final build)
I'd suggest making a machine for the base that can produce water, but not something you can take with you. Then you still bottle water to bring on expeditions, but you can drink your fill at home.
That's a great idea, I also like the idea someone else had with making recipes, with some rarer ingredients needed to make food that cures hunger for a lot longer.
By reducing dive time for a full stomach and swim speed for an empty one you encourage a player to manage their calorific intake to optimise their performance, which is good karma for life training too! :)
But if you are going to make digestion a thing and the optimum a fine balance then I would agree that the timescale probably would be better lengthened, say doubled. As it is I could enjoy 50% longer.
Another thing you can do is provide opportunity food sources, so the Stalkers and sharks for example should provide multiple steaks if you are obliged to kill them, which should set you up for an hour or two, though if you have steaks they should decay and if food can decay you need a freezer.