Grabbing arm is a bit janky and I'd like if it stored the resources from big nodes straight into the saddles, but other than that I haven't experienced a single bug with it in the times I've piloted it. Regarding the exosuit, on my part I can say it's pretty damn solid. They feel like an upgrade now, and although I can see how you'd be upset at them not being there in the first place (I was pretty confused the first 5 minutes before realizing that actually corridors have a lot of possibilities to them) maybe you should play and looking at objectively how much that limits you before kneejerking that way, especially when you're calling opposing views of people who've actually played the newer updates "silly". Still, you don't really *need* mp rooms, you have energy generation, food and fabricators without them. There's signals to the jellyshroom caves too, but I've personally haven't gotten close to them without a pressure compensator in the 'moth. I'd appreciate if they were easier to find, but they aren't that hard to find either. I've been playing without knowing the map and I haven't had trouble finding the caves because as I said, you can find signals to the islands on the cargo containers near the aurora. Having progression to the game is silly too. Yes, having different opinions to you is silly. In fact it took me a few days of hard playing when I started just to find the floater island because stays 'invisible' on the surface right until you get next to it. New players do not know to go straight for the Jelly caves or the floater island right off the bat. The people saying it's a good thing is silly. You can always see the Aurora but mountains and floater island stay invisible until you get close, weird right? We get tubes and other blueprints meant to connect to MP-rooms but not the actual simple dome-shaped room? Seriously? That's backwards, if anything the connecting tubes, shelving, alien containment and other stuff are what need to be discovered not the MP-room. Two, going to see if the 'outcry' or lack therof brings on any quick changes or not on this MP-Room business. I still remember the Cyclops flipping itself if you dock it in experimental. While my initial reaction wasn't optimal I'm still going to wait an update or two, first of all so any bugs with the PRAWN can be worked out because I predict some minor issues will be found. You can't just toss up an AC unit to hold fish, or build appliances as quickly as before now you'll have to scavenge around the biomes more before you can build stuff to make surviving easier. Yeah, it kind of sucks they'd wait til now to change it, but I think overall it's a better change since it adds more to the 'survival' bit. But you haven't "jumped the storyline" as much as you do when you go to the island first.From what I can tell, it's been planned to be this way for a while now. Of course, at this point the island gives you "only" the alien tablet, the growbeds, plant samples, and the Bulkhead blueprint. At the lifepod you find a PDA with the rendesvous coordinates, which will lead you to the nearby island. Around pod 19 you will find Rubys and Gel Sacks, allowing you to construct Aerogel and thus the Thermal Power Plant and the Water Filtration Machine. You will be pointed toward the floating island shortly afterwards, via the Lifepod 19 event (Second Officer Keene). That seabase has Multipurpose Rooms, Observatory, Water Filtration Machine, Double Bed, Wall Planter, Spotlight, a databox, several PDAs (5 IIRC), and scattered around it several scanable items, usually including the Thermal Power Plant. That one will give you the location of the Proposed Degasi Seabase (250m), in a different section of the Grassy Plateaus. If you explore that a bit (and who wouldn't, there's Shale Outcrops, Lithium, and Magnetite to be had), you will find a platform with a couple of cargo boxes and an Abandoned PDA. When you are getting close to pod 17 (Grassy Plateau, the one with the red grass), your PDA tells you about a "nearby cave system" - that's the Jellyshroom Caves, the one with the big pink mushrooms (and the Crabsnakes.). you usually get Lifepod 3 (damaged seaglide), then Lifepod 17 (Ozzy). If you're like me, AND want the more "juicy" location. I dislike "jumping" the storyline for an early trip to the floating island.
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