tips on effectively exploring?
razzed
Canberra Join Date: 2016-07-08 Member: 219839Members
Hey everyone,
It was while I was out in my seamoth zooming about when I came across the realization that I didn't really know where I was, or, really, where anything I had previously found. This line of thought was supported by my sheer inability to find the modification station blueprint pieces ( found 1 of 3). I keep ending up and the same few places, and I'm positive I've missed a few major wrecks out there in which to plunder.
I've started throwing out beacons at wrecks/biomes/ things of interest, but it only seems to help a little.
So, I question to the crowd, how do you guys conduct your searching/exploring? Is there some method to your madness or do you just load up on food and fuel and wander the great unknown?
It was while I was out in my seamoth zooming about when I came across the realization that I didn't really know where I was, or, really, where anything I had previously found. This line of thought was supported by my sheer inability to find the modification station blueprint pieces ( found 1 of 3). I keep ending up and the same few places, and I'm positive I've missed a few major wrecks out there in which to plunder.
I've started throwing out beacons at wrecks/biomes/ things of interest, but it only seems to help a little.
So, I question to the crowd, how do you guys conduct your searching/exploring? Is there some method to your madness or do you just load up on food and fuel and wander the great unknown?
Comments
A rough guideline to use is that there's at least one wreck per surface biome (type, anyway. Ie, there are multiple Kelp Forests and not every one of those contains a wreck). So if you know a biome (type) where you haven't found a wreck yet, it might be worth exploring more.
Fragments can be found outside wrecks too, but there's no tip for finding them. They are biome-tied, so if you come across one you cna look for more, but getting that first one is a matter of luck and attention. Oh, and lifepod signals are triggered by building stuff. Odd and inconvenient, but that's how it is right now. Lifepod signals can be a pretty big help in getting near wrecks, so try to build everything at least once to receive the signals.
Two bugs to look out for -- and the latter afffects the mod station -- are loading troubles with the wrecks and several blueprints' progress not being saved. Sometimes, it takes a long while for a (big) wreck to load and it's easy to pass it by before it loads. There's nothing better to say there then to take it slow, look around, and pay attention to any oddities in the landscape, like small craters. On the upside, right before a wreck loads (and other things, but you only notice with wrecks) it gives off a purple dust light effect. You can see this from pretty far away, so head there if you're lucky enough to be facing the right direction.
The blueprint progress bug is a nasty one and in particular the mod station and PRAWN are affected by this. I advise not to scan a single mod station fragment until you know how to get three in one run. If this bug makes you open to spoilers:
Then just google a map and Boom! You're exploring like a boss
a map search on google...
https://www.google.co.uk/search?q=subnautica+map&tbm=isch&imgil=lvl-NTkF3EUMjM%3A%3BbT4aKWXdTvldMM%3Bhttp%253A%252F%252Fsubnautica.wikia.com%252Fwiki%252FMapping_Subnautica&source=iu&pf=m&fir=lvl-NTkF3EUMjM%3A%2CbT4aKWXdTvldMM%2C_&usg=__G5kWH9cIdO_V3y4Fs9aOvnW5SB0=&biw=1360&bih=652&ved=0ahUKEwjJs-bkuf7UAhXQIlAKHYh5BSkQyjcILw&ei=jU9jWYm5AdDFwAKI85XIAg#imgrc=lvl-NTkF3EUMjM:&spf=1499680616317
Hope this helps you and you can fully enjoy the awesome world of Subnautica
http://wyrimaps.net/wow
https://overviewer.org/warcraft/
https://map.projectzomboid.com/
I find it extremely helpful to place Beacons on the four points of the compass (N, S, E, W) so I can find stuff easier. It's also helpful being able to turn on/off beacons. I try to place a beacon at the transition from one zone to another zone. For example, when I first find the Deep Grand Reef, I put one there.
Later in the game, I place beacons at sea level for important places--like the entrance to the Deep Grand Reef and then place another beacon at the depths entrance. Beacons, beacons and more beacons.
Oh, and if you want to cheat, there are a TON of maps downloadable. But I highly recommend avoiding those as they ruin the game. Still, it's an option if you want to take it.
I have indeed always left home with a few beacons under my belt! I might need to get more creative with naming things though, as I'm finding there are often more than one area type about, so I'm running into duplicates.
After another couple of hours of looking about, I think it's time to resort to the spoiler locations for the mod table upgrade. Piloting the cyclops through caves is a bit too challenging I feel, and one regular tank of air just isn't enough to step out and have a good look!
I was planning on avoiding the online maps for the most part. I was half thinking about drawing one up myself and filling in the blanks as I go.
The compass beacons is an idea I was kind of toying with myself! I was thinking placing three as a triangle, all equal distances from each other as a way of pinpointing where I was. Some form of in-game notepad would come in handy.
There is a nearly spoiler-free map available on the wikia, clicky. The only thing it has are the Aurora and 2 islands, which I'm sure you can find on your own anyway. If you want precision for your map, pressing F1 will list current coordinates.
Don't DIE While Doing It.
Though "Keeping your face within 50-100 feet of the ground" is pretty important. Given the state of the game, even if you have an equipped signal you can end up simply not having stuff you are trying to find render until you are about to crash your seamoth into the lifepod.
It's hardly always that bad. But trying to explore without keeping in mind this is an Early Access game with a low overall draw distance. Is how you will end up driving past Degasi deep grand reef base five times on a replay.
It's how those giant islands are essentially invisible until you are right on top of them, so you use the obviously visible floating in the sky degasi base MP room to guide you to floater island, that renders five times farther distance than the island itself.
Etc. Exploration is important. But if you find yourself still lost or unable to find important locations despite how often you are told "Just use landmarks!", remember that those landmarks may not be rendering for you from the distance you are looking, let alone your destinatio- *Entire disease research facility pops into existence driving halfway through the canyon leading to it* Boy good thing I already knew that was there. If I had simply "Used my observational skills", it would seem that canyon leads to an empty room.
I am super hyped for when they finally get to the "Pre-Launch optimization". I'm also going to be super jealous of all the post launch purchasers who will be able to see massive islands and alien facilities before being a propulsion gun's throw away as their first impression of the game.
Apparently in Experimental the compass and thermometer have both been removed from the game. In existing games, you'll still have the chips for each for now. In new games, you'll only have a compass when in the Seamoth and PRAWN and when driving the Cyclops.
And you now have to find fragments to craft beacons.
I think these changes are just WRONG.
Fortunately, this is what Early Access is about - and giving feedback on changes!
Reaper Peeper, stop spamming the forum.
Heck yes
You just helped me find the first alien base that you're gonna find
WHAT!!! Is that even possible!