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The Subnautica 2 CCU right now...

Who know what the criteria is, but getting a $250M bonus based on a game that retails for $30 sounds impossible unless it sells at least 10M copies
It was part of the acquisition deal. With how hard Krafton tried to sabotage their ability to meet it I would assume it is very possible, and probably does not require the game to make that much revenue in that period.
 
The natural order:

SP finds and hones a genre.

MP moves in and takes over when the genre is adequately unearthed. Subnautica 2 placed a lot of resources into MP design, but it will not usurp Rust, DayZ, or Ark Survival Evolved which all cater to PvP design more.

I told my Mom that Guerillas MP game should be a PvP survival game back in 2018. Anyone can ask her. Instead, we got Hunters Gathering for some reason.

AAA avoids this lucrative genre like the plague...
You went from ''extraction and survival are the same OmegaGenre'' to ''single player invents and PvP eventually rules everything'' without addressing why Marathon is suddenly an omega genre while actual survival games don't need PvP to be massive. Nice pivot.

It's your usual trolling. You throw shit at the wall and pivot when people are starting to actually respond to you. With this you completely ignored my point about extraction vs classic survival. Instead of defending why Marathon/Tarkov-style extraction belongs in the same "basket" as Valheim/Subnautica, you pivot to a vague "natural order" theory.

Stay on the core point or take the L. Maybe I'm gonna have another "fair enough"? :messenger_tears_of_joy:
 
Survival games are extraction shooters if you really think about it right Men_in_Boxes Men_in_Boxes
They definitely share a lot of important similarities.

You went from ''extraction and survival are the same OmegaGenre'' to ''single player invents and PvP eventually rules everything'' without addressing why Marathon is suddenly an omega genre while actual survival games don't need PvP to be massive. Nice pivot.
Two different topics.
 
Two different topics.
Classic. Gets called out for pivoting → immediately claims ''two different topics''.

You brought up the ''natural order'' to try and save your original take. If they're separate topics then drop the survival talk and just say why extraction PvP (Marathon) is an Omega genre on its own.
We'll wait.
 
Classic. Gets called out for pivoting → immediately claims ''two different topics''.

You brought up the ''natural order'' to try and save your original take. If they're separate topics then drop the survival talk and just say why extraction PvP (Marathon) is an Omega genre on its own.
We'll wait.
Fair enough
 
Fair enough
King Yes GIF


Next time just go with "fair enough" as your first post, will save time on your bullshit to everyone.
 
Played a quick game, it sure seems pretty damn good. Gave the claustrophobic feeling right off the bat. Ran with zero issues and seems nicely optimised (On PC)

Good signs indeed :messenger_beermugs:

Looking forward to getting stuck in later.
 
This is a bit off-topic, but if you already own Subnautica 1 and Below Zero, then Subnautica 2 is $26.99.

Rounding up to 450,000 copies sold at a minimum of $26.99 that's 12.1 million dollars. Valve takes 30% (I think?) so it just made over 3 million in a matter of minutes for just being a store front? That's insane.
 
This is a bit off-topic, but if you already own Subnautica 1 and Below Zero, then Subnautica 2 is $26.99.

Rounding up to 450,000 copies sold at a minimum of $26.99 that's 12.1 million dollars. Valve takes 30% (I think?) so it just made over 3 million in a matter of minutes for just being a store front? That's insane.

It's comfortable to say this has sold over a million right now.
 
Who know what the criteria is, but getting a $250M bonus based on a game that retails for $30 sounds impossible unless it sells at least 10M copies
Afaik they get $3.12 per 1$ in revenue. So selling a million copies at 30 should net them 90million $ already of that 250million bonus.

edit: played for an hour on steam deck. Looks fine, performance is okay, game itself is very fun. The ocean is much more alive than in part 1. Looking forward to diving in ( :messenger_beaming: ) more
 
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Don't understand the need to compare CCUs of different games. Marathon is an entirely different genre and attracts a very different set of gamers. Mixtape is the same.

Actively laughing and ridiculing low CCU counts of games to another community favourite indies is just out of spite and pointless.

It's just that many have started to cherish that some games are failing and this is not a healthy habit in this hobby. Many players will give in to this bandwagon and skip a very good game (that unfortunately wasn't a commercial success) that they might have enjoyed, even loved - and I say this because I was told Veilguard was terrible but I enjoyed it, SW Outlaws, TLoU2, Borderlands 4, Starfield, AC Shadows, Destiny 2 and many more that I not only enjoyed but have truly started loving them.

Such a shame.
 
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The bonus part of the acquisition is payable based on Unknown Worlds generating a certain amount of revenue by a set date. They only needed to release Sub2 before that date in the sense that they could not possibly generate the required amount of revenue without releasing it. It doesn't matter how it's generated (EA or full release), only that it is.

Krafton sought to delay the release until beyond the deadline to avoid having to pay the bonus, but a judge ruled that's no bueno, extended the deadline for generating the revenue and gave control of the release to Unknown Worlds.

The revenue being generated by sales still all belongs to Krafton (as they own Unknown Worlds), it only matters in so far as it will determine whether they have to pay (up to) an additional $250m to the previous owners of Unknown Worlds.

Afaik they get $3.12 per 1$ in revenue. So selling a million copies at 30 should net them 90million $ already of that 250million bonus.
That ratio is right but it only kicks in after the first $70m. If they hit ~$150m revenue they will have capped out the $250m bonus and then it stops applying.

So for each dollar in revenue between 70m and 150m (up to the deadline), Krafton is gaining $1 in revenue and losing $3.12 in bonus payout.
 
What is the hook with this game compared to other survival games?
You spend most of it underwater?

Idk much about survival games in general but I didn't even really think of Sub1 in those terms while playing it. You crash land on an ocean planet and your goal is to get off of it; surviving along the way is just a means to that end (and is pretty trivial). If 'survive indefinitely' was the goal instead, I wouldn't have touched it.
 
I'm not surprised its selling so well. Seems like they nailed it as a very similar game to the first Subnautica but improved in nearly every way. And with multiplayer.

I really wanted to wait until 1.0 to buy this but my willpower is cracking, I can feel it.....😬
 
I'm not surprised its selling so well. Seems like they nailed it as a very similar game to the first Subnautica but improved in nearly every way. And with multiplayer.

I really wanted to wait until 1.0 to buy this but my willpower is cracking, I can feel it.....😬

I've done pretty good with waiting for full releases lately but not with this one lmao. Instant buy and play. I bought Grounded 2 on the first day of early access but have never launched it. Same with a couple other early access games.
 
The bonus part of the acquisition is payable based on Unknown Worlds generating a certain amount of revenue by a set date. They only needed to release Sub2 before that date in the sense that they could not possibly generate the required amount of revenue without releasing it. It doesn't matter how it's generated (EA or full release), only that it is.

Krafton sought to delay the release until beyond the deadline to avoid having to pay the bonus, but a judge ruled that's no bueno, extended the deadline for generating the revenue and gave control of the release to Unknown Worlds.

The revenue being generated by sales still all belongs to Krafton (as they own Unknown Worlds), it only matters in so far as it will determine whether they have to pay (up to) an additional $250m to the previous owners of Unknown Worlds.


That ratio is right but it only kicks in after the first $70m. If they hit ~$150m revenue they will have capped out the $250m bonus and then it stops applying.

So for each dollar in revenue between 70m and 150m (up to the deadline), Krafton is gaining $1 in revenue and losing $3.12 in bonus payout.
Thank you for the clarification.
 
Offtopic esh I'm sorry but how is Below Zero? I've finished the original a while ago and in my opinion it was too big. I've read that Below Zero is more contained. It's discounted now on Steam and I'm thinking of grabbing it.
 
I love how it was an absolute known quantity that attractive people sell things for all of human civilization...

until like 2015 when we forgot it or got retarded or some shit.

And now it's...


Lil Yachty Drake GIF

And somehow this was only really an epidemic in games. Sydney Sweeney is not constantly getting work because she's a great actress. Nobody is knocking on Bella Ramsey's door besides Neil Druckmann.
 
What is the hook with this game compared to other survival games?

You spend most of it underwater?

Idk much about survival games in general but I didn't even really think of Sub1 in those terms while playing it. You crash land on an ocean planet and your goal is to get off of it; surviving along the way is just a means to that end (and is pretty trivial). If 'survive indefinitely' was the goal instead, I wouldn't have touched it.
As a big fan I'll add that Subnautica is very Metroidvania-esque in progression and has clear goals, level design and all. It's not one of those "big sandbox make your own fun" games which is why I liked it so much. It just does not hold your hand at all and you have to figure out your goals by actually reading logs etc. you find.

It's masterfully constructed for a game that feels massive and overwhelming at first.
 
As a big fan I'll add that Subnautica is very Metroidvania-esque in progression and has clear goals, level design and all. It's not one of those "big sandbox make your own fun" games which is why I liked it so much. It just does not hold your hand at all and you have to figure out your goals by actually reading logs etc. you find.

It's masterfully constructed for a game that feels massive and overwhelming at first.
That sounds good, I was wondering what kind of progression it had. Valheim has clear progression through the various biomes and the entire thing is procedurally generated so a large part of the fun is simple exploration. But Enshrouded is a static map but significantly upgraded combat and traversal.
 
I love how it was an absolute known fact that attractive people sell things for all of human civilization and history...
Women don't like attractive women, we probably have the highest rates of mental illness today in history and women probably have the largest purchasing power in human history.

If you watch movies or TV from the 1950s - 1960s, they were made for father's and boys. Now they're made for chubby chicks on SSRIs.
 
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I'm curious what the story is going to be as people seem to forget below zero exists this is technically subnautica 3.

Going to spoiler this as people might not have played sub zeo

At the end of sub zero you finish building a body for the mind of one of the progenitors that originally built all the tech you find on the worlds of the original subnautica and the world you end up on in sub zero right at the end you get a ship to fly to the aliens home planet with them to see if there's anyone left that's where the game ends
 
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