It took longer than it really should have but by 2050, humanity has finally colonized Mars. The leader of the effort is an entrepreneur named Jeff Murray. Rather than live on the surface of the Mars, People have made their homes deep underground. The city and all its supporting facilities are buried deep down, safe from the inhospitable climate of the surface. Dr. West migrated to Mars recently at the personal invitation of Jeff Murray. Dr. West has been working on important research which he had hoped might lead to a cure for the Alzheimer's Disease. In Subterrain you fill the shoes of Dr. West, the apparent lone survivor of the underground city of Mars. Do what you must to fight, survive, escape, or otherwise amongst limited resources and relentless enemies. Your worst enemy will be your own carelessness...
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Dec 1 2014 Anchor | ||
While of course I have tons of ideas what could be added, I don't want to clog the space with it - you've probably thought it pretty well already. I will, however, post what I'd change with current game mechanics. 1. Crafting should speed up time, just like resting. There is nothing interesting in watching bar getting filled. |
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Dec 3 2014 Anchor | ||
Thanks for your feedback. Speeding up while crafting maybe a good idea. We will consider that. Cheers. |
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Dec 7 2014 Anchor | ||
3. Shock gun is worthless. It takes like 11 shoots to kill basic zombie. Without efficiency upgrade it's more than full battery. I can see few possible fixes: 4. Combat in the long run is quite boring ATM. Infected attack so slow that you can come to them, slash with knife and get back before they have chance to respond. Possible fix as above - make them jump-attack, which can't be avoided by just getting back (but you could maybe dodge to side). To counter balance difficulty, you could largely improve damage done when you backstab them - either after you sneak, stun or successful dodge. That jump could be also used against them, just like pushing mentioned above in 3.e 5. You don't need to ask player if he really wants to enter new area. If he clicked stairs icon, then yes he does. Or make it optional in game setting. 6. Knife throwing maybe? 7. Currently flashlight gives less light just before running out of battery, and during first 90% of time amount of light is the same. So you always replace batteries when they're completely empty - no player choice included. I'd change it to linear decrease in amount and range of light. Just so players can decide when it's too dark for them, and change it. It would also make short range combat, which require less light range, more economic, as you can change battery later. 8. Those little cut scenes showing door opening are a bit immersion breaking IMO - sight of modern gaming, leading player by hand everywhere. It would be much better to see/hear simple text "tube departure access granted" or "apartment sector door unlocked". Maybe I just don't like when game pauses? 9. When you die, there should be option "load game", so you don't have to go back to menu, then play, then select save, ect. 10. Whole needs are done really nicely, but some things could be improved: 11. You should be able to turn clothes and guns into crafting parts Good luck! Edited by: CalenLoki |
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Dec 8 2014 Anchor | ||
The way shock gun is supposed to help you is that , you stun a zombie and then use melee weapon to kill it while it is stunned. But I agree, at the moment, stun duration is too short, so we have increased it to 4 sec for version 0.6f Your idea of using environment to damage the zombies sounds good, we have put that down on our list. We had system where zombie gains sudden boost of speed when it attacks, but now it seems like it is not working after changing our navigation system to different one. It was pretty dumb to not notice that We will change so that the confirmation is not really needed for moving in between stairs. We thought it would be nice since the game will be auto saved so to let the player have choice if he wants to save or not. We are working on throw-able weapons! It's coming! Cut-scene... this one is pretty hard to nail down. Some people say, they want to know where it is happening so they don't have to wonder around too much to find the place, or others like yourself want more vague idea only. Which way to go? We are not 100% sure yet so we want to hear more about this from more players and decide. Somme of your survival needs idea is cool , so we will put them down in our list too. |
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Dec 8 2014 Anchor | ||
12. I forget to write that - current SG upgrades: efficiency and capacity are completely unbalanced. First gives you 2x more shoots per battery and 2x more shoots in mag (200/5=40). Second gives you only 2x bigger mag (400/10=40), costs the same, occupy the same slot. No sane person would use upgrade capacity in current shape. Suggestion: efficiency upgrade change how much you get from every battery (it fills whole 200 with just one battery) but shoots still costs 10 - so you have only 200 shoots. Capacity works as now. Additionally when energy drops below 100, damage and energy consumption should drop gradually too - so player have choice when to reload (economy - use as much battery as possible vs combat ability - change battery in the middle). Just like with flashlight, food, ect. I love giving players choice! 13. Btw. Confirmation for switches is quite pointless too. 14. First aid kit (or however it's named) say something like "heals all bleeding conditions" which at first I understood as "stops bleeding". I learned quickly that it's false, and you need bandages for that. But you might want to change description. 15. I though a bit about whole health/needs/infection system, and here's how I'd do that: That's all for now. Sorry for wall of text, but my medical education had to speak Cheers 16. Small bag is flat and laying on the floor. It shouldn't interfere with walking. So to move it you should drag it. Short this time |
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Dec 8 2014 Anchor | ||
I am going to print all your suggestions and then go through them with my colleague. Ok, We have implemented some of your suggestions with version 0.6h But the whole needs/survival stuff is going to take some time to implement. We were going to overhaul it anyway for the next version so it was perfect timing for your feedback to influence. We are also going to overhaul how the weapon system works in general. We are going to do more of creating weapons out of assembling parts.. like a super futuristic stuff. So the mod upgrade for our current weapon is not going to stay as it is. I have submitted a new version and just waiting for it to be authorized. |
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Dec 10 2014 Anchor | ||
Historical moment.... I couldn't find any bugs in new version! Best luck! |
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Dec 10 2014 Anchor | ||
It's nice to hear. Yes we agree that heat and cold system is not complete. We plan to introduce place to warm up, and bring down the degree of coldness for the levels that has it cause they are supposed to be for act 1. |
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