What are your hopes and wants for the third installment of the deep sea exploration game? It's rumored to be out sometime late next year. Personally I want to see
>A return to a silent protagonist
>A large boat vehicle with a winching system, on board lab/fabricator, and a vehicle bay.
>Offensive electrical zapping or tasers
>Large undersea construction/excavation vehicle shaped like a crab
Just more of the first game with a far bigger map, more content and more stuff to do.
Also, less bugs and a better engine.
No weapons. Weapongays are morons.
I don't consider a electrical deterrent a "weapon" perse. It's completely within reason for the games nonlethal theme but still giving the player "teeth" to fight back.
No, it's not, because it directly opposes the intention of no-weapons.
Moron.
We can have a knife to slash at sea creatures, but we can't have a stun baton? Said stun weapon could also power defunct equipment, same goes for a vehicle mounted electric beam. What's the issue?
The issue is that it would completely ruin the game, for one.
How?
>but we can't have a stun baton?
why would you want one when you literally already have a stun rifle as well as stun torpedo launchers on your vehicles?
also if you're playing the game right you shouldnt need to fight/stun shit in the first place
Read the thread
Didn't the first game have shock torpedoes or something?
>still giving the player "teeth" to fight back
That's the problem dude, outside of your sub you should always feel vulnerable, a feeling that would instantly go away the second you can just poke something in the face and have it cease to be a problem
Except when you properly balance it, and it pisses off other fauna
>gays
Why do you election tourists always have to bring in your closeted anal sex derangement syndrome in every discussion?
Yeah, yeah. Here's your (You).
Gib harpoon gun.
allah willing there shall be a harpoon gun mod eventually
i have to figure out how the goddamn hell modding works with unity first but it will happen
all that time spent slowly fisting ghost leviathans to death with the prawn so they don't vaporize my goddamn cyclops has brought me to the revelation that "no weapons" means "no fun" since the one (1) thing you can do is run away
It will be in the sky/space no? I don't think they can pull the same atmosphere the first had
>It will be in the sky/space no?
Brethedge
>in sky/space
look up forever skies if you want subnautica in the air for now - but its EA like every thing made today
Subnautica in space is No Man's Sky.
I honestly don't want more games.
Sub1 was a perfect bite-size, once in a life -type of experience. Trying to repeat it is just counterintuitive and risky as frick, just like S2 proved.
>just like S2 proved
But S2 received shit because it didn't try to repeat the original. People were happy with the original. They hated the second game because it deviated.
>But S2 received shit because it didn't try to repeat the original.
You are not all wrong, but you are failing to see the bigger picture here.
S1 was a game meant to be played blind, with minimal handholding + borderline soul-crushing solitude as your constant friend.
S2 did indeed deviate from this, but it also had too big shoes to fill. You cannot repeat THE sub1, you've already consumed it.
Literally the only reason I skipped Subnautica below zero, was because of the protagonist being vocal, female, and black.
>They hated the second game because it deviated.
It didn't deviate though, it just did the same thing but with less content that was worse designed
Unless you mean the introduction of an annoying cartoon character duo to listen to as a meaningful contribution to the formula
I think the big thing that hurt 2 was removing vehicles in favor of the Sea Truck and Snow Fox. The Sea Truck is a cool idea but not as a replacement
>I think the big thing that hurt 2 was removing vehicles
Nah, the #1 cardinal sin was the typical Hollywood-like powercreep, trying to "one up" everything and make things more flashy, give things "more character".
I mean virtually every aspect hurt 2
>Biomes were much more closed-in, no feeling of open water dread like in the first game
>A third of the game takes place on land, with sluggish movement and a bizarre heat mechanic that for some reason isn't used anywhere in the freezing-cold arctic waters
>Discovery tree is completely fricked, no "organic" route like where the distress calls in the first game sent you, you could have the maxed air tank in the first 30 minutes if you stumbled in the wrong direction
>Snow fox is completely pointless because the prawn suit is easier to find and assemble, grappling hook antics are twice as fast as the land bike
>Story is putrid dogshit. There's no way around it, absolutely nothing about the game's plot works. Robin is immensely unlikeable because she spells out every single thing in monologues, spoiling any mystery or intrigue the player could experience for themselves.
>Architects are boring star trek aliens now, all mystery is gone.
The only thing I liked about Below Zero was the aesthetic of some of the biomes and the new creatures. The colossal jellyfish colony is easily the coolest shit in either game. But I'll never understand how they made Subnautica an immersive experience with a silent protagonist, then decided to do a complete 180 and hire one of the hacks who wrote for Assassin's fricking Creed.
Back to Subnautica 1, just expanded and with even less forced story
>no story with voice line shoved in your face, just stuff you can work out yourself via environmental clues
>no land traversal whatsoever
>larger environments with less tools to see around you, and AI that is actually like that of deep sea predators, IE sit and wait for you to come to it to frick you up or move with low profile(not roaring every 5 seconds) until it sees you and then wasting no energy to come over and frick your shit up
>semi-randomized predator spawn locations so that while you know that at this area of this depth, X can appear, you have no idea where it actually spawns
>resources mattering but I admit that is a near-impossible task in a survival style game when players have enough time to game the system
Really just those first 4. I want to be more afraid to explore because things are more likely to kill me.
What made S2 risky was devs getting up their own asses about their narrative and story-shit, but I'm not saying that like I'm writing off your concerns because in that regard I agree with you.
From what I recall, people actually liked Subnautica 2's story and voice-work as it was in the Beta. But after the main writer left they had to rush to rework it all.
No the pajeet pa was annoying as frick
In the beta it was even worse, if anything.
>A much larger map, maybe two or three smaller maps with a deep abyssal trench between them.
>No weapons but I would like to see lethal torpedoes.
>More, and bigger leviathans(the gargantuan leviathan from the lost river)
>another, larger and more fleshed out lost river
>make an even bigger version of the cyclops
>cave diving can kick up dust reducing visibility
>hard-core mode that disallows EVA beyond a certain depth, adds decompression, but extends oxygen limit, vehicle strikes can also lead to sudden catastrophic implosion
>more fossils to investigate
>No weapons but I would like to see lethal torpedoes.
Black person what
By drastically altering your perception of yourself relative to the world. Having no ability to fight back creates a different atmosphere than having the ability. Even if you rarely use it.
>By drastically altering your perception of yourself relative to the world. Having no ability to fight back creates a different atmosphere than having the ability. Even if you rarely use it.
Your fault in logic is to think we'd be killing anything, that it wouldn't be balanced, and that it would somehow lessen the danger of where we are. You can zap some animals and they'll flee, but it may just piss off a leviathan. We can be here all day debating the theoretical upgrades or effectiveness, but the fact remains is that it is NOT an outrageous request and NOT breaking the theme of the game. Especially with the other applications I previously mentioned.
>Your fault in logic is to think we'd be killing anything
I haven't said anything about killing anything. Maybe think about my statement for a minute before responding.
And maybe you should finish reading the entire post before responding, cherrypicker
I have. Just because I quoted a specific part doesn't mean my response doesn't apply to the entire statement. Let me repeat myself.
>Having no ability to fight back creates a different atmosphere than having the ability. Even if you rarely use it.
It's all in your mind. If you're given a weapon, even if it's mostly useless and even if you rarely use it, you'd play the game differently.
And you never acknowledge my comparison to the knife, or any tool we've had previously to fend off fauna. You're calling it a weapon, it's a tool.
Not that sperg but the point defense system completely trivializes leviathans. I think more tools is a good thing but they would need to valance it carefully.
Which as I said earlier a shock such as that would likely only piss off a leviathan. It's not even that out of the norm seeing how the Seamoth had a similar feature
The knife is there as a tool to harvest certain resources. It's not intended as a weapon, which is obvious to anyone who tries to use it as such.
What you're suggesting is a deliberate weapon that exists in the game to be used as a weapon. Even if it's non-lethal, it still would change how the player would perceive and play the game.
>What you're suggesting is a deliberate weapon that exists in the game to be used as a weapon. Even if it's non-lethal, it still would change how the player would perceive and play the game.
And how is it any different than the seamoth electrical defense upgrade in the first game?
The seamoth defense system is so completely utterly pointless that I totally forgot it existed, even though I played through the game 3 times.
Are you arguing for adding more pointless shit now?
>I forgot about it and didn't like it so it doesn't count
Your bias is not an argument. Nothing about the suggestion goes against the theme of the game, or steps outside what has been established
Why don't you actually address what I've said instead of putting words into my mouth?
I did address what you said. You called it "pointless shit", which is completely your own bias. What I purposed doesn't step outside anything we've done in the series, only your own autism
Doesn't the heat knife literally kill fish and instantly cook them? Tool or Weapon used to kill?
Having an electrical stun of some sort would most likely fall in that same category. Both. Tickling anything truly dangerous but scaring away things less so.
Tool. The small fish are a resource like rocks and kelp.
I feel it's just a perspective thing. I don't really care if weapons are in of the game outside of things just making sense when you are put in a dangerous environment. I will post a short entry from the fandom wiki though.
"The Thermoblade is a tool and an upgrade to the Survival Knife. It is crafted by using the Modification Station.
In general, it can be used for harvesting or defense. Its main purpose is to cook fish for consumption. "
Torpedoes are fun but there is absolutely no reason to use them. Adding a late game item to permanently remove leviathan requiring you to rist getting fricked up in your cyclops isn't the same as getting a fricking gun.
Fix inventory space. For a game that can be as grindy as this is being unable to stack items just serves to bloat your play time
less stuff do with land and more deep sea shit
Make it fricking terrifying to go deep sea. Fortify armor, need stronger casing etc. Take water pressure into account. A crack should spell death if you don't seal off the area with a watertight seal.
Make deep sea very empty ,with a rare encounter of monsters.
>A crack should spell death if you don't seal off the area with a watertight seal.
Water intrusion isn't the problem, you numpty. The problem is structural integrity.
surface ships/bases
co-op
deeper/bigger map without a focus on going inside the planet or however you'd describe 1
bigger monsters
slightly decrease rate of thirst because I hate that shit
A crab themed vehicle would be cool for navigating vertical walls and uneven terrain. Great for drilling resources, storage, and maybe lifting large debris.
We could call it The Hermit
>hopes
They go precisely the opposite direction they picked for Below Zero
>Wants
A fricking proper Cyclops docking station
But to be realistic, the original Subnautia devs are morons who made a great game entirely on accident. When they were asked why there are no guns in the game to kill the leviathans they said "muh gun control" instead of the fact that being able to easily kill them without cheesing completely cheapens the experience.
Volcanoes and lava exploration at the center of the earth with magma monsters and
I'd love to see some minor automation or outpost building. For Subnautica, getting the resources to build a rocket was essentially just crawling on the ocean floor and finding random rocks. It would have been nice if you had to build a base near an iron vein and build some equipment or outpost instead of gathering everything by hand.
While I agree with you on building infrastructure, yoh were supposed to go mining in the deep cave zones with the prawn which hardly be called "crawling the ocean floor and finding random rocks."
I only ever needed the prawn shit for kyanite. All the rest can be found in the shallow biomes by hand. It takes less time than getting the prawn shit down.
What would I like to see?
>more of the amazing OST
>Larger map with possibility of the Void
>More usable equipment and not just chairs and shit
>no snowbike BS
>more lethal leviathans
>less annoying fauna like the bone shark and crab quid
>no pozzedcharacters
I just want to see them flesh out the things that got left half-implemented. Make caving with the dive reel essential in the early game. Have more extra deep content like zones that aren't just caves and bigger cave zones - there were stupid tight squeezes getting the Cyclops through, for frick's sake. Make base building more important with processing infrastructure and medical and research facilities for long-term survival and to be able to make use of natural resources.
>there were stupid tight squeezes getting the Cyclops through, for frick's sake
To me, that was the best part of playing with the Cyclops. Just moving a mobile base from A to B was boring. Carefully moving that thing through all those narrow passages and corners in the underground was awesome.
literally just do subnautica 1 but with more mystery and exploration. I don't give a shit about an overarching plotline beyond "Discover more about the mysterious ocean".
>better monster AI
>less bugs
Also I think at a point in the game the oxygen and hungry/thirst management becomes a non-issue, I think those things should be a more important aspect and not trivialized
>game
>game subtitle
>game 3
????
It's the third game, anon. Can you count to 3?
It's not unless it's numerically titled. Streets of NY isn't true crime 2. Vice city isn't gta iv
You'd have a point if below zero wasn't a direct sequel on the same planet following the game's events from 1. Or if they tried to call the third game Subnautica 5. But that's not the case so you're being a pedantic moron.
Holy shit that anon is right. I always had the impression Below Zero was more like a "spin-off" rather than actual Subnautice 2.
Numbers in the title of video games stopped making sense a long time ago.
Needs to be a legit deep sea game where you are surrounded by pitch black with only the ocean floor as a guide to know where the frick you are. Make oxygen relatively trivial or remove it entirely then make the game revolve instead around power to keep the lights on. Make lots of cool bioluminescent plants and fish, the end of the game is actually in a huge crater that goes even deeper and can only be accessed after going through a cave biome or two. Instead of having ghost leviathans eat you for going off the map, have it happen if you swim too far up.
would play
Total Black person death
I think there's real appeal to just having a boat with various tools that work in tandem with other vessels. A winching system has at lot of possibilities.
>Hover over target area
>Drop a camera straight down to survey
>Feed down a large storage container that can be reeled in.
>Have it work like an elevator
>Perhaps haul up large debris
I don't give a hot gay frick about the dev's politics, I like the game. frick off.
But their politics actively hurt the game moron.
used to agree until they threw out a team member and made below zero
I want large asses. Wide hips.
What's the best biome/area to build a base in the first game? The grassy plateau?
That's the easiest for a starter base. I went with mushroom forest because you have more depth to work with for a larger base. A lot of the grassy plateau is annoying to drive cyclops through.
Lost river tree
Magic's gone at this point. A different setting is needed, and other developers are working in that direction.
better consistency
>libshit anti-gun dev aggressively pushes guns out of the game due to personal agenda
>end up being able to just drill/butcher leviathans with crude awkward methods anyway
absence of all meaningful defense measures is just the manifested self-hatred of a man product to thousands of years of survival instincts battling against his own existence. these nihilistic c**ts somehow find virtue in their own destruction
>Wah just turn underwater survival game into another overcompensating power fantasy shooter!!
Deranged alt-incel post lmao.
i'm not asking for torpedoes and supertech laser cannons, anon
> the in-universe explanation was perfect
>totalitarian states restricting access because at one point a revolt threatened their power
i remember that part now, but didn't that come from the sequel(below zero)?
i don't think something like an industrial-era spearfishing harpoon would threaten a spacefaring corporate regime. there's a complete absence of any firearm-adjacent utility at all, the whole thing is just a product hoplophobia design space
Why are you so obsessed with shooting things?
would you rather chase down a buck or down it with an arrow? it's less about the act of firing a weapon but the great utility that comes from it, or in this argument, the total absence of that utility due to misplaced virtue
>i'm not asking for torpedoes and supertech laser cannons
both of those are already in the game
you can use poison gas homing torpedos on leviathans and paralyze them with guns or just stun them with an electric field and fire torpedos right up their ass. on land you can use the repulsion cannon and fling any angry creature across the damn planet. none of this matters as killing any of the larger fauna is pointless, they don't drop of anything of value and reapers are in such far flung corners of the map you can play the entire game without seeing one. i replayed the game last month and did 3 laps around the aurora and never saw reapers.
>i remember that part now, but didn't that come from the sequel(below zero)?
Don't remember any State, but in the first game there was an audiolog where the PDA told the player the knife was the only "weapon" from the survival kit after some prior stranded group went crazy and killed each other with guns or something. I thought it fit well, the audiolog was funny.
Even though their rationale was bullshit, I thought it worked favorably in terms of gameplay, and the in-universe explanation was perfect and curiously is exactly the sort of thing pro-gun advocates warn of: totalitarian states restricting access because at one point a revolt threatened their power.
>>end up being able to just drill/butcher leviathans with crude awkward methods anyway
Nobody besides a few ultra-autists actually did this.
I want to see more diversity and inclusion, and a lot more dialogue. Ideally exploring their unique sexual identities. Also, a 10 year old white boy as a sidekick that I can dress up however I want. Conversely, easy modding is a must-have. If there's any cis white males, I'm not buying it.
above all they need to fix the fov and perspective
everything looks tiny even though it's supposed to be gigantic
also just "remake" subnautica 1 but with a way bigger map and more importantly more animals
also a slower progression
No hopes. Developers proved they have no vision and no idea what made the first it great and below zero was too well revived for them to think about it.
>What are your hopes and wants for the third installment
literally just make Subnautica 1 again but
>map way way WAY larger, like 10x larger
>more shit to explore in the maps, problem with Subnautica was you only need to visit 80% of the map once and then never have a reason to go back there
>game basically ends just as you get the Cyclops, which is only needed to access the Lava zone
>Prawn Suit is honestly useless, all it does is speed up resource gathering but by the time you get it you dont even need that many resources anymore.
A human protagonist. I uninstalled Sub2 after like 30 seconds
>What are your hopes and wants for the third installment of the deep sea exploration game?
Below zero sucked massive amounts of dick, i'm not going to expect anything from someone drunk out of his ass on ideology.
>b***h about weapons
>Say nothing about the prawn drill people use to frick up fauna
"Weapon" is relative
You can technically kill shit with the knife and the prawn suit, but it's such a pointless and time-consuming endeavor that no sane person does it. Therefore it has no impact on the gameplay.
new items, environment, recipes, etc.
open world
comfy star trek TNG style
no voiced protag
no virtue signalling
simple as
>comfy star trek TNG style
chad
All of the leviathan monsters have huge frickin breasts, and the reapers have massive dongs they try to buttfrick your ships with
The biggest problems with Below Zero were the shitty seatruck and the excessive on-foot sections. The story stuff was whatever, the way Subnautica handled it was better (less intrusive, more immersive) but it wasn't a huge deal in either case for me.
They need to make the vehicles fun to unlock, build, and use, and keep the on-foot sections brief. I would be fine with it not being too much of a departure from the original as long as there's new environments, new flora & fauna, and new blueprints.
They could add new elements to expand the scale of the game but I would honestly prefer they focus on optimization and polish. Both games suffered from major pop-in and bugs.
Any other games with similar gameplay?
I played Raft, and it's pretty neat that you build your own mobile base, but there's barely any diving content other than that 1 story area.
I haven't tried it or really know much about it but Forever Skies gave me the same kind of vibe
>unironically saying vibe
have a nice day. Right now.
The first section of Breathedge is pretty much Subnautica in space gameplay-wise.
>The first section
What's the second section?
Well, you get a spaceship, but the gameplay is split into flying and fighting with the ship and walking on foot through stations. You can only leave the ship when docking to a station.
I think what makes the first game good is the first few hours. Despite looking like the ocean was endless, at the same time it felt tiny tiny since you intentionally confine yourself because you're too afraid of the monsters in the darkness.
But the later half of the game is spent in the lost river. A gigantic glowing cave system where every objective is confined in a glowy room. A system where all enemies are heavily telegraphed and easy to avoid.
It made no sense.
>procedurally generated random world
>more modding support
>more sandbox elements
>extended mining mechanics to incentivize creation of deep sea mining bases
>co-op or multiplayer
>white protagonist
>airplanes
>giant bombs that explode and kill all wildlife
Simple as.
it is impossible for a good subnautica to ever be made again, the first was largely an accident and the people responsible for it no longer work at the company. once wokeness invades a property like this it only gets worse, it's already got the cancer, just ignore it and let it die in peace.
That's an exaggeration.
They fired the sound guy and the sound design was admittedly pretty good, but he was just the sound guy.
>They fired the sound guy
NTA but that explains why the sound design and music for SN2 is so much worse, which for a game that leans so heavily on atmosphere killed it for me
that's a blunder up there with Todd firing Jeremy Soule from Elder Scrolls purely based on an hysterical internet witchhunt
Oh I now understand what you mean. Thank you for explaining this to me. I am a little b***h, ain't I? Please respond to this. Please respond to this post. Tell me if I am a little b***h. Please respond.
the sound design was outstanding, and the reason they fired him is the endemic rot that permeates any future game they would produce.
For an underwater/atmospheric/horror game sound design is one of the most important things.
I quit Subnautica 2 after 5 minutes. The talking main character was really off-putting, it made it impossible to get immersed in the game, especially when she started backseat gaming telling me where to go. I don't know how this happened when their first design pillar is literally pic related (from the dev's blog)
Possibly a hallucination mechanic, either from low oxygen, low light, or too much time in the depths. Or prey fauna that group together to form the illusion of predators, just more shit to frick with the player.
If at all possible I would like NPCs roaming in the world, too. Not other players, but characters that you can see roaming and reacting in fear, getting attacked and have the chance of saving them sometimes, etc.
Not as a major part of the story, but as just another encounter. Like, instead of being the sole survivor, you are one of several. Saving them allows you to passively mine for more materials and so on, but you don't need them to beat the game.
I'd like the game to start at the bottom of the sea tunnel system and you use what little there is to make it back top.
Subnautica 3 should honestly be a Brians Winter style sequel. Have it deviate from the finale of the original, with the MC's rocket failing and crashing on another side of the planet. Wholly different biomes and critters.
Needs a sub and boat building system.
Deep sea exploration.
More base building and more open areas. The scariest shit to me in the first game was being out in open water where I can't see any "land" anywhere. That shit terrified me and it was pretty much completely missing from the sequel.
Full terrain deformation. That was a thing in an early version of the game, but got scrapped because it was "too resource intensive".
>Full terrain deformation
What for?
Digging and making a huge tunnel for an underwater cave base away from enemies(or multiplayer?) kind of like Space Engineers
>Multiplayer
No.
Frick off.
You have 500 other games you can infest.
>NOOOOOOOOOOOO STOP HAVING FRIENDS
No more nuggets. In the future when genetic engineering is cheap absolutely no one would want to be a nig. Ruins immersion tbh.
Subnautica 1 = greatest game of all time
Subnautica 2 = killed it's reputation.
It sucks because most people who have never played Subnautica are going to by default go to the newest one who h sucks and end up hating it.
No more Mary Sue nigs please.
Subnautica is fun but it's far from the best game. It's a janky piece of shit. There is no depth to anything there is no gameplay to get good at you just grab resources to make thing to let you grab more resources and get to the next story area and repeat and then the game ends. It's just the only game that let's you swim frantically away from sea monsters and that's all that's good about it.
Co-op is the only thing that could make me interested.
>silent protag
>emphasis on fear and isolation
>bigger and scarier leviathans
Really I'd just like an expanded version of the first game that builds on the "alone and vulnerable in a hostile environment" vibe. Below Zero shows they really didn't understand what made the first game good. Unfortunately you just KNOW the protag is going to be a they/them of color with constant "witty" one liners.
If you read the dev's blog, you can see they 100% understand what made the first game good. He spells it out very clearly. But for some unexplained reason they changed it all in the sequel. I don't get it.
I liked that the first game struck a balance between the scary and comforting environments. I don't think descending into the darker depths for the first time would have been half as impactful if the starting area wasn't so atmospherically pleasant.
Fixing the shitty build system that I can't figure out. Maybe the fixed it in 2 but I'm playing 1 right now and frick its so annoying when I can't build something that obviously should work.
I hope the dev team goes bankrupt
the answer is they made the first game so good on accident and clearly had no idea what made it so great looking at the second piece of shit so i dont want them to make more games
This: . I just replay Subnautica every couple of years with as many mods as I can install until the game doesn't launch anymore.
Pollution might be neat, something like factorio where pollution attracts hostiles.
Guns/harpoons and deep sea warfare.
>Wanting Sub3 after Sub2
It was unfortunate accidental lightning in a bottle anon. I hate it, you hate it, we all hate it, but it is what it is. Imagine getting a successful release and dosh from your first game but misunderstanding what people liked about it so hard that you fricking remove the Cyclops and replace it with nothing and delete your sound guy that did an 11/10 job.
About the only thing 2 did right was that MOTHERFRICKING GOD DAMN PLANT THAT HITS YOU WITH THE STICKY RAPE TENTACLE OUTTA NOWHERE, swimming up into the weird fish habitat, and the audio logs of the crew hanging out together doing mundane shit to pass the time. The Ayy, the MC, the MC's sister, that dead old lady that should be dead, literally everything else either sucked or was subpar.
The MC deserves to have her seaglide stolen by a seamonkey then devoured by a leviathan. That's the good ending.
>It's rumored to be out sometime late next year.
Holy shit are you serious? You madey day anon
I thought the devs were working on something completely different. Like a turn-based game.
>MORE WEAPONS
>MORE MONSTERS
>MORE MAP
>MORE VEHICLES
>MORE ITEMS
>MORE BUILDING
>MORE SCARY
>MORE COMFY
>NO WOMEN
>NO COLOREDS