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
@Doephin fff, thanks.
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 Lack of map = alot of beacons I think. I had like a dozen, not counting the parked cameras I used for the same purpose.
Subnautia structure, spoilers
@Doephin heh, I completely ignored the cameras. I'm at like 13 or 14 beacons deployed. Have started recycling ones that are no longer needed instead of making new ones, so I've actually probably marked at least 20 locations.
Subnautia structure, spoilers
@starkatt @emanate Soreth had a laugh at one of the beacons in my first game: "You died here" (trying to explore a wreck at 500m too early, I got out but was too busy dodging a warper to get up in time)