5/6/2023 0 Comments Subnautica below zero roadmap![]() ![]() This feels a little underwhelming asset change in comparison, but there are no access hatches on the underside to the seatruck on any of the modules. Which creates (artificially) player tension towards the grind and then the player feels empowerment and relief of having the tools to master their environment. The more tools they make, the more vehicles they have, the more constraining those singular charging stations become. One of the key points of making a base is literally to recharge the power cells and recharge the batteries, having storage, but not in below zero having a weather station?īy having batter and powercell chargers in the shelter, there is less need to make a base initially, it will keep the players in the vehicles longer before they MUST start base-building. So giving players a helping hand to get to Alans location is aligned with Alterra and developers purpose here, as that starts the resource collection and building game-loops afterwards the Alan bio-sample giving more resonance.Īs for game mechanics, having the shelter better equipped it keeps the player focused more around the shelter and not base-building. It makes sense in the mindset of Altera "keeping the people alive to avoid lawsuits" - which currently and conversely "abandons" Robin directly who has to fight to stay alive in an inhospitable environment - this approach makes sense after the Alan tainted biosample incident and they would cut off help, but it makes no sense for Altera in the first moments of the game, when they themselves are invested into getting to Alans location themselves. As I'm sure the sequel to Subnautica will boon more players. Gameplay wise it gives the new players a quick leg up into the tools and vehicles of the game and direct insertion into the game mechanics. Now this feels like a counter-intuitive approach to the base building of the game, but hear me out. And if sleep is so important to the game.a hammock perhaps?. ![]() The Shelter should be improved will come equipped with : ![]() Now, these suggestions come from pre-weather (affecting the power(?)) mechanics and cold/heat mechanics. That being said these suggestions require a rework of assets and will take time. Those can be quickly dealt with in hot-fixes with changes to the code. Then we have the other balance issues with Storage, power, speed, defences and when the upgrades (via the vehicle bay) are available. So having the prawn suit before the dock unlocks, forces players to move the prawn suit around and get annoyed and the joy and relief of getting to be able to move it around with the truck.joygasm. sleeper (I still don't see the value of sleep in Subnautica unless it "heals you" or if being awake too long affects you.Įmotional rewarding the player after strife gives the player a feeling of empowerment.pawn-suit to start resource farming and lugging stuff back to the shelter.storage (to truck everything back to the shelter, did you get the memo that more storage in the lockers is desired ).It will be easier to gauge the pacing and bottlenecks better of which modules blueprints and their unique recipes to be drip-fed to the player with regards to other game loops and mechanics.īut from the pure water mechanics and not the cold/surface gameplay here is the wish-list ![]()
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