It felt usually large, even with the hover-bike, where every time to try to get through the largest parts of the map, this needle nosed son-of-a-reaper bumps you off until your bike is either destroyed or you get so tired of trying that you walk several miles on foot where its not scary nor tense, just annoying that you can't avoid most of its attacks, you just have to walk forward continuously for little to no reward on plot or materials. It felt like an enormous chore trying to find my way up and around each slope and hill only to find out it didn't hold any value. Above ground should have a little bit less scaling and vertical plots of land. I know this is getting a rework, but I just want to toss a couple suggestions into the pot. That sets fear, adrenaline and even curiosity for newer players.Īnother thing that could be addressed is the above ground set. Nothing would chill me more than hearing Robin say, "What was that noise?" and then encountering a bright red monster the size of multiple Reapers. More interactions, narratives and comments could boost the players attitude of what they should be feeling. I feel like when you encounter a beautiful sight or a nautical shipwreck, she could react with, "Oh my Gosh," or "How did this happen", or "This planet holds so much beneath the waves". Normally, she is jumping up and down with Al-An trying to decide which plant species is the cutest and what his favorite color is beyond the spectrum, but in the jaws of a being that is dozens of times larger than her? Not a peep, nor a gasp, nor a single word. When I first encountered a leviathan that wished to bite my head off, Robin was unusually quiet. If this game follows a more heavy narrative beyond data pads, somewhere that could be followed up with her reactions, there could be more life to the narrative. You had to tell the atmosphere from your own eyes since Ryley didn't actually provide any insight. The first Subnautica was based around a completely silent protagonist. I love Below Zero, but I feel like there a bit of critiques I could make when it comes to the game, if you'd mind hearing me out. I would be happy to see your comments to this list since I even tryed to find an explaination for my own problems (that wasn't easy) and ofcourse would like to explain other peoples problems as much as I can so that's that (okay maybe you take your deadlines a tiny bit to seriously?) but I still would love to sea (haha) like one more biom and a few more animals for like the gleasial (shut up gramar) basim (I don't Carar about the Icedragon just give me a little bit more content)
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well, debunk failed whoops second it is the arctic after all. okay this one is also easy to debunk first I know how much work goes into games but you did it before. To much cut content: this one is totaly mine, this game feels like DLC (okay it was first planed as post 1.0 updates or DLC before it became a second game) unlike the first game, that had much more content even with more cut content. Robin has to much personality: that thing was there before the changes and will never go away (there will always be one rotten fish in the ocean) the problem is that this game is more storybased than the last so a sillent MC won't work this timeģ. insert old intro dissapointment comments hereĢ. But on the other hand, it's way more chinamatic (okay just ignore my gramar, please) and we get to see the planet from space again the alternative would be let the game start in a tiny base robin build after landing and that would be. Just another crash: jeah okay I have some problems with that, too. so here is the list (correct me if I miss something):ġ. You are certainly doing your best with the story and people have their own minds. By doing the "hold action button" and waiting to trigger the new action, it wouldn't break any existing mechanics in the game thus keeping consistency and it could also potentially be used for other "make" functions if applicable to the item.Īnyway, thanks for taking the time to share with us! I've been enjoying the daily updates in the online changelogs Can you offer an option to "cook all" or "make all"? One way it could be done without changing the game mechanics is by having the user hold down the action key/button to make/cook and after a specified time a conditional window could appear asking the user to either. But then we have to sit there and click/wait, click/wait. When making water bottles from bladder fish or cooking/curing fish, often we spend a lot of time hunting them down to make as many as possible so that we can then properly plan for a mission/adventure.
![activate subnautica experimental epic games activate subnautica experimental epic games](https://i.ytimg.com/vi/gQoKeqW9JnQ/maxresdefault.jpg)
![activate subnautica experimental epic games activate subnautica experimental epic games](https://gamertweak.com/wp-content/uploads/2021/05/Subnautica-Below-Zero-Console-Commands-And-Cheats-1280x720.jpg)
I have a small feature request (if you wouldn't mind considering it). It's great that you feel comfortable sharing with the community (it puts trust into many of those who might be worried about the new girl in town). Thanks for the small peek into your writing process, Jill.