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gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
I've been playing through the early game repeatedly after running out of stuff to do on my first save and it seems like you can get a Sea Moth built and 90% of blueprints unlocked in about 2 hrs. once you learn the progression route. I got kind of frustrated figuring out what to build and where to look for things on my first play through so I made a guide on how to progress. You can easily diverge from this and still get things done, but it seems to be the smoothest route.

Escape Pod:
+Knife, O2 Tank, Fins, Radiation Suit, Welder (Titanium x2 , Quartz x2, Creepvine x4 , Creepvine Seeds x6, Salt x3, Crash Powder x1, Lead x2)
This is all you need to repair the Aurora. Going to the Aurora early is good because you can get 4 Power Cells and 4+ Batteries which will save time and resources once you start building your base and vehicles. You can't do anything at the Aurora until it blows up in the middle of the second day, so stick around the shallows and kelp forests until then and gather supplies and scan things for your first base. Crash Powder comes from little guys that chase you and blow up in the caves.

Starter Base:
+Scanner, Habitat Builder, X-Corridor, 2 Solar Panels, Fabricator, Hatch (Titanium x12, Silver x4, Copper x2, Quartz x8, Acid Mushroom x4, Table Coral Sample x4)
If they follow through with removing the Multipurpose Room from the default blueprint list, the X-Corridor seems like the most convenient starting base room. You want to have the ingredients for the hatch, fabricator, and one solar panel on you when you set out to build so your base is actually usable. The best location I've found in the shallows is the thermal geyser that's right next to a kelp forest. People were posting screenshots of it a few pages back. It has good starter resources and puts you in a really good spot for exploring outwards.

Building More Stuff:
+Lockers, Beacon, Seaglide, Still Suit, O2 Tank (Titanium x7, Silver x2, Copper x4, Quartz x6, Creepvine x4, Creepvine Seeds x3, Battery x1)
A pair of lockers and a beacon round out the basic necessities for your base. The Seaglide, Still Suit, and extra O2 tank are going to help when you head out onto the Grassy Plateaus to get your Sea Moth. You can also build a Medkit Fabricator, Rebreather, and Air Bladder at this point, but they are only mildly useful.

Exploring the Grassy Plateaus:
+ 3 Salted Peepers, 2 Extra Batteries, 2-3 Medkits, and whatever spare water you've got hanging around.
Take your Seaglide out into the deeper areas with red grass and start scanning fragments. You want to come back home with blueprints for the Sea Moth , Battery Charger, Modification Station, and Propulsion Cannon. Look for wrecks first and spread your search out from there. The biggest threat is going to be running out of oxygen, so make sure you're heading up with at least 30s remaining. There are also Sand Sharks, but they are easy to dodge and outrun with the Seaglide and you have enough medkits to deal with a few bites. Head home once you have all the fragments or you run low on food/water.

Building the Sea Moth:
+Mobile Vehicle Bay, Sea Moth, Modification Station, Battery Charging Station, Swim Charge Fins, High Capacity Tank (Titanium x26, Silver x6, Copper x2, Quartz x8, Table Coral Sample x4, Creepvine Seeds x6, Power Cell x2)
The Sea Moth is really good because it grants access to ~75% of the content currently in the game. Once you build it, take the Pressure Compensator you looted from the Aurora and place it in one of the upgrade slots on the Moth's left arm. The Battery Charger and the Charge Fins will let you get the most out of your Seaglide. The High Capacity Tank will give you more time to explore in the next couple of areas.

Exploring the Mushroom Forest, Koosh Zone, and Mountain Island:
+ 2-3 Salted Peepers, 2-3 Extra Batteries, 2-3 Medkits, and whatever spare water you've got hanging around.
If you're not already situated towards the middle/front part of the Aurora you'll want to head to that side of the shallows. Find the transition directly into a Grassy Plateau area that extends in the same direction as the nose of the ship. Head out in a more or less straight line from the edge of the shallows. Hug the bottom so you don't wander into a more dangerous area. Once you see big mushroom trees popping in, slow down and start looking for fragments. Cyclops Hull fragments are common on the border and further in you'll find fragments for the Moon Pool, Cyclops Bridge, Power Cell Charger and Power Transmitter. The only danger is from crashing into too many mushrooms.

Once you've completed those blueprints head deeper on the same line you took through the Grassy Plateaus to hit the Koosh Zone. You'll know you're there when you see a new kind of plant. Search for the big wreck sitting on the edge of a cliff near a giant koosh. You can grab the Exterior Growbed blueprint from the back of the wreck, then zoom around the area and find fragments for the Sea Moth Modification Station and the Stasis Rifle. There is a new kind of shark here that makes the worst noises in the game and also some electric eels. Avoid crashing your Sea Moth into the eels and you'll be fine.

Once you've got the Koosh Zone fragments, head back to the Mushroom Forest and hit the surface. You should see some rocky outcroppings nearby. There's a shelf that runs to them from the nearby kelp forest and if you find that you'll be perfectly safe heading out there. Once you get close you'll start to find Cyclops Engine fragments. Stay on the side of the island with the beach for maximum safety, there's a reaper down below on the rockier side. The only other new fragments are for the Terraformer, but if you failed to collect fragments from the previous areas they can spawn here as well. You'll want to grab 3-4 pieces of magnetite and then fill your inventory up with lithium. You can also break the Basalt Chunks to get a couple of diamonds for the Hardened Knife and the Laser Cutter. The uraninite isn't particularly useful yet. Once you're satisfied with what you've got, head back along the safe shelf into the kelp forest and bee line for your base.

Build Everything:
You have a ton of stuff to build now. The Cyclops is a big deal, lithium makes it easy to expand your base and fill it with glass, blinging out the Sea Moth is really nice, and you can complete your collection of tools and equipment. But you might have some power problems. Docking your Sea Moth in the Moon Pool for the first time, right after you've just spent a lot of energy crafting parts, will most likely overwhelm your power grid. You can boost your power generation by taking a side trip to collect more fragments.

Exploring the Grand Reef:
1-2 bits of food, Pressure Compensated Sea Moth or the Cyclops
Head in the opposite direction of the Mushroom->Koosh->Mountain path, in-line with the back of the Aurora, to find the Grand Reef. Stay at the surface and eventually you'll see an island on the horizon. Head there first. You can run around the island to scan an Exterior Growbed, Interior Growbed, and the Observatory. You can also gather some fruit and knife some plants to get seeds for your base.

Once you're done, head back to the beach. Diving straight down will land you in the Sparse Reef, where you can find Filtration Machine fragments. The bottom of the island should still be in sight, head in that direction and descend into the Grand Reef. The only threat down here will be passing the crush depth of the Sea Moth, there aren't any dangerous creatures. There are some wrecks, but you're likely to find the fragments you need before you come across them. Thermal Plant fragments show up more in the upper sections (200-300m deep) and Nuclear Reactor fragments tend to be deeper (300-500m.) You're likely to find both if you hit the cliff edges where the depth changes. You'll want to grab two Aluminum Oxide Crystals while you're here for upgrading the Sea Moth. They look like white, blocky crystal growths and are plentiful on the cliff walls. If you want to get a Nuclear Reactor running you'll need 12 uraninite crystals to max it out. Gather the stuff you care about and head home. You're safe to return the surface and make a bee line back to the shallows.

Hitting the Early Access Wall:
At this point you're about maxed out on the content currently in the game. You can keep building, set up new bases, find Cyclops pressure compensator fragments and wander around the work-in-progress areas, explore wrecks for base decorations, or go mess with reapers. But the fun, positive momentum kind of dies out and you're stuck waiting for future updates.

Extra Comments:
Beacons are really useful. You don't need a map if you carry a couple with you on your exploration missions and mark out new biomes. I use a naming scheme with the depth of the beacon at the end so I can cruise along the surface in the Cyclops and know how far I need to dive once I hit the right spot.

Lantern Fruit are overrated. Reginalds and a Still Suit with occasional water crafting is still very easy and it feels more comfortable going to low food/water levels when you don't need to grab six 4-slot fruits to fill the meters back up. Toasting the Reginalds is also more engaging than pulling down dozens of tree turds.

The Propulsion and Repulsion rifles are key for exploring wrecks. You can pull/push away red light doors that are immune to the cutter as well as grey vent covers. They can also be used on hanging stingers when you run into them.

Blood Kelp areas have a ton of quartz. Once you've exhausted the quartz in the shallows and are looking to expand or make a second base, find blood kelp first and fill the cyclops with glass.

Crabsquids are dumb. They look like giant ticks crossed with Mars Attacks aliens, not like crabs or squids. They are the wussiest of fish enemies.

I tried really hard to gently caress with reapers by breeding a bunch of Ampeels and then swimming out and releasing them in a reaper's face. The reaper just ignored everything and swam away. I want pocket eels to be a real strategy.

gnoma fucked around with this message at 04:37 on Jul 12, 2016

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gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
For utility, I like building on the far western edge of the safe shallows. It's right next to kelp forest, grassy plateaus, mushroom forest, and the dunes. I think any place that's near the border of a few different biomes is good because you spend less time on resource gathering trips. And staying in/near the safe shallows at the start seems best because of high titanium costs and plentiful metal salvage.

For visuals, I like the deep grand reef. Long glass hallways, multiple two-story aquariums, blood vines in external planters and a bunch of tank-bred ampeels released outside. Full on alien weirdness.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Crash in the safe shallows
-> Grab stuff lying on the floor
-> Build some basic stuff
-> Go to Aurora or go to wrecks in deeper biomes
-> Get Seamoth (mini sub)
-> Use Seamoth to get multi-purpose room and explore wrecks in deeper biomes
-> Build base, build tech, build big submarine, build exo-suit
-> Go to really deep places

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

StarMinstrel posted:

So, just bought this game. Is it me or are things a bit buggy when you respawn in the lifepod? For example: I think my comm relay auto-repaired itself? Now I feel a bit cheated out of progression. Also since I'm now being bombarded by distress messages I feel a sense of urgency to go and explore there, but some of them seem quite far away. I heard that the farther away from the start point, the more dangerous the creatures. Should I just swim all the way? Should I wait before checking all the pods out before building a base? The survival 101 log seems to indicate so.

The comm thing is definitely a bug. I know it auto-repairs itself if you load a save with the other panel in the lifepod repaired.

It's kind of up to you whether you want to go track the signals down or not. They're not actually required for anything. They trigger when you enter new areas or make certain things in the tech tree. I think they're designed to send you to areas that may have useful stuff for where you currently are in the game's progression. If you run out of other things to do, you could try tracking down the most recent ones.

Also, you can build a base whenever you want. There's no specific point that you need to wait for. Overbuilding your first attempt at a base is an easy trap to fall into, though.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
You can go in through the upper entrance and completely clean out the ship without needing propulsion cannon ever.

There is a ramp down into the cargo bay and you can jump from the ramp to the top of the boxes. This gets you access to the engine room and some sea moth stuff. Coming back the other way there are smaller boxes you can use to climb over.

You use a laser cutter to get full access to the area with the PRAWN suit, which is what's behind the debris-blocked lower entrance that you would need the propulsion cannon for. And you would still need a laser cutter to get everything from that entrance anyways, so having the propulsion cannon is irrelevant beyond giving you a different route in and out.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The game doesn't try that hard to be a simulation. Predators are part of the challenge of going to deeper places. You learn how to deal with them and get some rewards and move on. There are some ridiculously high density Boneshark areas that are dumb as hell but predators in the rest of the world generally fit with the scope of the game.

Stalkers have more interactive behavior because they live in a biome you encounter before having access to vehicles. With a Sea Moth or even just a Seaglide they become pretty irrelevant as you zoom past to grab whatever you want out of the Kelp Forest. Having the peeper/scrap-metal/knife type of interactions with predators in deeper biomes would be a waste because you're in a vehicle most of the time and could easily ignore them. Instead you get a couple different vehicle options with a variety of upgrades that change how you approach and deal with those predators. This doesn't really deliver on the simulated alien world aspect but it makes sense as a choice for game progression.

Even then, the non-Stalker predators aren't as mindlessly aggressive as people are claiming. They pretty much all have individual traits or behaviors that set them apart. Bonesharks are aggressive vs. the lights and sounds of vehicles but are pretty slow to react when you're swimming on your own. Crabsquids react to light and you can lure them around with vehicle lights or drop a flare to give them a closer to proximity light source to respond to. Crabsnakes have a range of interactions with Jelly Shrooms. Sand Sharks and Lava Lizards have their tunneling stuff that makes it easy to keep your distance and I see them going after fish way more than the player. Ampeels aren't really aggressive unless you sit on top of them for awhile, but you have to careful of their electricity. Warpers have the teleport stuff and don't often attack directly even though they have a good reason for targeting the player. The Lost River eels are the plainest ones I can think of.

And every predator in the game, including leviathans, will go after prey fish over the player if the prey fish is closer and they haven't been provoked. Leviathans prey on shark-level fish and those aren't always around so sometimes the player or their vehicle is the only thing in the area that they can target. You can survive any leviathan attack if you're near full health and/or react to the scream. If you panic and don't react well you can die or lose a Sea Moth, which makes sense. Dealing any type of damage will cause predators to flee and give you space.

I think there are still problems with the game. The draw distance & pop in are huge negatives. Build costs and fragment locations are funky and the new data chip things are a weird add on to that. Cyclops gives low utility for all the trouble of building it, outfitting it, and keeping it safe. Water filtration costs too much power. But teeth creatures occasionally biting you for a non-threatening chunk of damage that you can quickly recover from doesn't seem horrible and also you can just outrun everything in the game with the grappling arm so who cares.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The saves from complete playthroughs I've done on recent updates are topping out around 115mb-130mb.

Also the tweaks and improvements they have been doing have made the game more fun than it's been at any other time in its development. Pop-in (which is a huge negative) and some new graphical glitches with the latest update are the only things holding the game back at this point.

One big caveat is that I never build or do anything with the Cyclops. It doesn't have a real purpose and is a big waste of time. The game plays way better if you just forget it exists.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Digirat posted:

the prawn is even slower and more awkward to use with the complicated sea terrain and I really don't want to take the thing 1400 meters to get to a distant area

Dyz posted:

Unless you want to spend an hour getting there with the Prawn alone.

Prawn with the grapple arm is the fastest travel option in the game. You send out the grapple to around max range in front of you, let it start pulling you, then hit space for jump jets and let go of the grapple. The jump jets retain the momentum of the grapple pulling you and add their own speed so you fly across the map.

Getting back up fully vertical walls with just grapple arm sucks, but upgraded jump jets change that. They also don't require kyanite anymore so you can make a trip to lost river with a 900m seamoth and reinforced dive suit and pick up the nickel and crystallized sulphur you need to fully ugprade the prawn before ever taking it into the deep cave biomes.

Cyclops can still be a safety net for food and storage, but planning out trips ahead of time negates the need for it. Using the thermoblade to insta-cook fish in the water along with a stillsuit will give plenty of food/h2o sustain even if you don't want to put in the minimal effort of making a few cured reginalds and water bottles beforehand. Player inventory + prawn storage has enough space to carry a simple base. I think the only clear benefit of the cyclops is a mobile fabricator, which comes in handy once during the story progression.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Keycard blueprint thing hasn't been an issue for at least 6 months. It artificially extends the game for a bit, but isn't backbreaking. You can fit a lot of poo poo in the Prawn and player inventory so you could just carry down a barebones base with you to fabricate the spare. There's a bunch of basic building materials in lost river big ore things to work with. Should be more efficient to take that route than building and upgrading a Cyclops. Never Cyclops.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Optimal base areas are on the edges of Safe Shallows. I think the west end is the best. It borders Mushrooms, Grassy Plateaus, Kelp Forest, and Dunes so you have access to a big spread of resources and it's in the middle of a north/south corridor of Grand Reef/Sea Treader's/Blood Kelp/Dunes/Underwater Islands which will give you every blueprint you need. North or south end of the Shallows by the lava geysers are decent too. Grappling across the middle of the map is a little tedious so I prefer being on the edge where it's deeper. East end is the Aurora and not much going on over there.

It can be more engaging to build in more unconventional spots. You can get to 300m in your Seamoth with the freebie depth upgrade from the Aurora and then down to 400m-450m comfortably with a Seaglide. Almost all the surface biomes are accessible at that depth.


Here's a base halfway down the wall in Underwater Islands. Building a power transmitter chain down to the thermal vents was kind of fun, learned a lot about bone shark aggro while doing it. One thermal plant was enough for the base itself, the extras are solely for water filtration with it's insane power draw. One of the downsides of building outside of the shallows is you lose access to the big tube corals so your water options are collecting a poo poo ton of coral samples to keep in storage or dealing with water filtration. I guess breeding bladderfish is an option too, but living off of fish juice is too unsophisticated imo.


This is a run where I did an x-corridor and moon pool next to the lifepod to tech up then built in the Lost River. The base is flooding because of the loss of double value wall reinforcements. Also kind of an awkward route to take because I picked up a decent amount of materials while running between wrecks and had to transport them again for the move.


Currently I'm going for a base at the bottom of the southern Blood Kelp area. This is just the initial placement. I think it will be a decent spot because lots of quartz and it's the best entry point to the Lost River for late game stuff.


This is the western Safe Shallows spot I like. That last guy is just over the hill in the dunes and is a good neighbor who likes to get his pic taken.

The only real places I would avoid building in are the Jelly Shroom Caves and Mushroom Forest. Jelly Shrooms are kind of cut off from most other stuff and both places lack resource variety. Crag Field would also be less than ideal I think, but I've built behind the Aurora on the little mesas in the Crash Zone and there's a decent amount of useful stuff back there. It's more on the eastern side of the map though so it's a hike to go places.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Ya, they're in the small debris fields or micro-wrecks or whatever in the Shallows and probably scattered around a few other places.

Most awkward things going into 1.0 are the new Prawn depth upgrades and silver scarcity remaining a problem even into late-game. Also some really old bugs like knifing a planter, fish swimming into base, and Prawn falling through the world that I guess are impossible to fix.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
No lifepods give you items anymore. They give fragments or databoxes or direct you to points of interest.

You can get items out of the new time capsules but I don't know if it's predictable what you get. I got a stillsuit from one pretty early which was nice because that blueprint is annoying to get now.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Vasler posted:

1) What route do you most commonly use to get to the Lost River; and

2) Where do you build your base in the Lost River?

1. I go by proximity mostly and then by whether I care about running into ghost leviathans.

Blood Kelp Trench in the southern part of the map is nice for completely avoiding leviathans but you might struggle to get a Cyclops through there, I don't know for sure since I don't build it.

Mountains entrance is the most navigable by far but you have to deal with a juvenile ghost leviathan every time you go through.

Northern Blood Kelp and Grand Reef are maybe in the middle in terms of accessibility (though someone posted recently about their Cyclops getting stuck coming out through the Northern Blood Kelp path) and there are some ghosts in the caves you're going through but it's not too hard to skirt around them.

2. Around the big ghost tree is a solid place to build. There aren't any hostile creatures and it looks nice. If you take the Prawn down into the brine you'll find a bunch of useful resource deposits. Lost River in general is good for resources so you're fine anywhere that isn't directly under a ghost leviathan.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Maybe you started in creative mode. Story is disabled there I think.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Go in from the breach on the upper middle left of that pic and look for a vent.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Section Z posted:

On that note, I've seen player claims elsewhere that lifepod 6 for example no longer having a signal when you get it's radio message is on purpose, not a bug.

Some of the messages come in corrupted or something now and give you a data entry with a picture that hints at the location instead of a signal.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
There are two lava areas. One is mostly hardened lava and is two corridors leading into a big cave and in the middle of the cave is a big lava hill with spire things on it and there are two alien doorways that lead inside. That's where you get the blue key. The second lava area is below the first and is mostly a big molten lava lake and you use the blue key (you actually need 2) there.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

endlessmonotony posted:

The biggest faults of Subnautica are that it's nigh impossible to know if you've missed something plot-critical, that there's very little replayability and that the goddamn Terraformer is still in the game.

I think the game has decent replayability. I've done about a dozen full playthroughs (8-10+ hrs. each) since they added the disease cure. It's fun to try different routes and build spots and to increase your efficiency over time. I'm a sucker for underwater science-y stuff though, so the core gameplay is enough of a hook for me to not get bored.

Terraformer is only accessible through the console and any changes you make aren't saved so they revert once the chunk/batch gets reloaded. Not sure what's wrong with that.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
A tank full of reginalds gives you all the food and base power you need. It's easy to salt a couple reginalds for long trips and not have to worry about running back somewhere for food while clearing out wrecks. They can also give water via water filtration if you set it and forget it while out exploring. Sitting in base and grabbing the water too frequently will bottom out a single bio-reactor though, even with 1000s of energy of reginalds in the juicer.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

TheGreasyStrangler posted:

I’m at like 10 hours in and still waiting for the Lifepod 2 signal so I can figure out where to build my base in the goon recommended fashion.

There's nothing special about building near lifepod 2. It's near lost river and has lots of quartz but won't save you much time or hassle vs. most other places.

The actual spot the lifepod 2 guy talked about was a ridge between a mushroom forest and the underwater islands. You end up trading access to giant coral tubes and good wreck density for proximity to a lost river entrance (1 of 4) and deep shrooms + blood oil which are easily farmed in a planter. It's not a bad place at all, but like anywhere else you're making trade offs.

Waiting for the signal to go there delays a lot of useful tech that requires a base to build. You're good just picking a biome you like that isn't right next to the Aurora and building there.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The payoff to killing large creatures and not getting anything comes when you release the emperor babies and unlock the true ending of the game by grappling and drilling them one by one into sad dirt.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Section Z posted:

You can beat the game without ever seeing a single Degasi base.

You need ion power cells for the Neptune so if you don't get lucky w/ time capsules you have to at least visit the grand reef one.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Section Z posted:

I honestly can't think of what any of the Degasi bases have to do with ion power.

I thought the tablet is how you download the schematics.

edit: I went to check and the terminal is just randomly orange. I've been wasting my time getting the tablet for it I guess.

gnoma fucked around with this message at 04:21 on Feb 28, 2018

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Verviticus posted:

god the prawn suit feels like poo poo

It owns and far outclasses every other way to get around in the game, actually.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The end game is pretty tacked on and has you going up and down more than is really necessary. You should be able to get around fast though with grapple arm and, after your first trip down, jump jet upgrades. Getting back to surface in the prawn is kind of rear end and using cyclops to elevator you up is the only use it has other than mandatory crafting thing for the story. Cyclops can/should be avoided other than that.

End game can go really smoothly if you use the depth limits of sea moth then prawn as a guide on how to progress:

Get max depth sea moth -> go down as far as you can to get nickel and crystal sulfur -> build prawn depth I and jump jets -> go down as far as you can and get blue story thing plus some kyanite -> teleport out to build 2nd blue story thing and if you want prawn depth II -> go back and find the deepest area.

You do the whole thing in 2 shots and never have to make an ascent in the prawn which means you are always going fast. The game lacks direction for any of this though and leads you into just stumbling around and doing extra backtracking cause otherwise you spend like 5 minutes in each of the super fancy deep areas. It would have made sense to have like advanced wreck diving or creature interactions or something to build on the gameplay from the rest of the game but instead there is just walking around big empty rooms after you put in a keycard.

Captain Invictus posted:

Do large resource deposits respawn, or like, occasionally spawn during playtime? I feel like I've gathered every large quartz deposit in the game with how rarely I see them anymore.

They're not supposed to but I think there is a bug that can cause areas/chunks to repop as fresh versions if you stay out of them long enough.

gnoma fucked around with this message at 05:32 on Apr 1, 2018

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Stillsuit is in a tiny wreck on the dunes/sea treader's border right between two reaper patrols. I don't think it spawns in the smaller Bulb Zone wreck without a specific path of unlocking databoxes. It's the most obscure wreck and the most guarded for some reason.

Surprise Giraffe posted:

Yoau dont actually have to cook fish to eat em so you can stay out forever really

Thermoblade also lets you cook fish in the water by knifing them.

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gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
I passed on Below Zero for a long time due to the lackluster reception it got and it supposedly having a bigger story focus, but picked it up on summer sale and enjoyed it thoroughly. The fun per minute felt on par with the base game and it only lacked for total length.

The twisty bridges and lily pad biomes were incredible and straight outclassed everything but the lost river from the base game. Both had tons of stuff going on from the surface to the depths. The first time I dropped down into the squidshark part of the twisty bridges and was ducking and weaving between the roots to avoid getting caught was tense and cool.

The shadow leviathans in the final zones having actual pathing was like a 900% improvement over the sea dragons clipping through the ground and pelting you with snot rockets in the base game lava zones. Watching the first one thread its way around the crystal formations and disappear down into a cave opening then come back out via a different path was great. It inspired me to play a sneaky cat and mouse game even though I was invincible in the prawn suit. It didn't work out because they have a huge aggro range, but still delivered some level of tension.

My number one dislike was the new predators trapping you in bite animations. In the base game you could slide by the sharks and reaper attacks to avoid the dead center big bites, but it felt like squid sharks and and leviathans and the ground trap things would lock you into animations if their distance was less than X even if you were outside their mouth angle. It was particularly annoying with the squidsharks because after escaping the bite you also couldn't knife them to chase them away because they had no tail hitbox.

Sea Truck was vastly inferior to the Sea Moth but still felt fine because it pushed me to do more sea gliding and that fit the pace/size of the game pretty well.

I stuck to the go deeper/farther paradigm and didn't try to follow the story at all and it worked out smoothly gameplay-wise but I had no idea why the Alterra people weren't around and why nothing was ever resolved about the insufferable boss or beleaguered sea trucker Fred. The green pings were actually nice because any time I didn't know where to find a material I could go to them and it would open up some new tech. Marguerit getting introduced like a borderlands character didn't give me a good first impression, but the overall execution of her continued story was well done.

Alan was dumb as hell. Sad british companion who doesn't understand emotions or sarcasm did nothing for me and he didn't feel alien at all. Then the ending/epilogue where you build his divine techno centaur body and fly away to neverland in a concrete box with rusty playground equipment handles was a complete farce. I might still rate it above the base game's epilogue because I didn't have to actually doing anything compared to the tedious chore of the Neptune resource gathering spree, but it was easily the low point of the game.



Built my base in the most uncreative place possible, next to a quest marker in the lily pad biome. Didn't feel like there were many good alternatives although I liked the atmosphere of eye jelly area and the ventgarden area seemed okay for a thermal base.

Ended up with just under 15 hours playtime, which is slightly more than I'd spend on a replay of the main game. Could have been a bit more if I built anything but the most basic base, but I felt satisfied with just teching up and reaching the ending.

gnoma fucked around with this message at 00:44 on Jul 3, 2023

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