Subnautia structure, spoilers 

So a thing I think is interesting is how clearly Subnautica has a early/mid/late/endgame structure, considering it's an open world game and you don't have to do the plot "in order". Discovering new tech opens up areas of the game that were strictly inaccessible before.

Subnautia structure, spoilers 

Early game is everything before you get the Seamoth. At the very first you're figuring out basic survival, then once that's down and you get an air tank or two you can start actually exploring. You're still tethered to the surface though, and anything below 250ish meters is basically inaccessible for all but the shortest of visits.

Subnautia structure, spoilers 

@starkatt (pst that last one was unspoiler'd)

Subnautia structure, spoilers 

@starkatt Actual response: you got it fairly well, visiting and clearing the Auroa is fairly significant too.

I'm curious how many players actually use the air pipes. They're useful but only in very small niches (you can't get somewhere with the Seamoth or don't have it yet) and they're resource intensive.

Subnautia structure, spoilers 

@Doephin What I'd really like metrics on is average number of beacons deployed by each player. I feel like I'm using a shitload but have no idea if it's actually typical or not.

Subnautia structure, spoilers 

@starkatt @Doephin So I used like... four, maybe five beacons total and swapped them between locations as things became irrelevant. I tended to remember where areas were based off of the pod location broadcasts, though, so I used them a lot.

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Subnautia structure, spoilers 

@Soreth @starkatt @Doephin Ooh yeah, I used the escape pods pretty often as reference, which was probably intentional in their placement. It was nice to have that incentive to go deeper, too, with the Degassi waypoints.

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