OriginalThinking
Member
Has anyone seen or been to a binary star system? Or encountered a ringed planet?
That's what I plan to do, I can't wait to restart.
I've found bigger than 234 kg.
The fact that you can find an organic multi-tool makes the possibilites of what kind of planets and ships exist out even more existing. Giger flesh worlds? Organic ships?TP Review also got an organic multi-tool.
and murdered a huge dinosaur
Actually pre-22cans Molyneuxed, which is still better than getting Will Wrighted.
A few hyperbolic descriptions don't match the final game and maybe some pie-in-the-sky dev plans didn't pan out, but it's still a cool game.
That poor animal(that looks freaky as hell) must be freezing its ass off since the temp is -30C(-22F).
That's what I plan to do, I can't wait to restart.
I've found bigger than 234 kg.
Anyone know how to switch between the boltcaster and the mining tool? I'm stuck in the bolt caster....
Nice, i've found a paradise planet on my first jump out of the first system.
And secondly, when you scan or arrive at a planet, certain waypoint markers will show up, maybe a random goal will appear etc. and you can see the markers on the screen as well as the compass. But once you arrive at the marker, does it disappear, and if it does, is it permanent, or does the marker stay there so you can always find it?
Pics?
The multi-tool/ship exchange system is kind of a bummer. It's gonna be tough giving up some cool designs which you might never encounter again.
Here you go. Not a huge amount of animal life on it, weirdly.
Still avoiding spoilers for the most part, but I've been curious about a couple of gameplay/UI things.
I see that the galactic map has five circles at the bottom that seem to represent different modes of navigating/looking at the map. Does anybody know what they all represent, what's their function?
Usually once you reach a marker and examine the site the marker goes away.
For main mission markers they'll stay until you do what's required at the location.
Path to galactic core mode, free exploration mode, path to waypoint mode.
Thanks. How about those upload beacons, do their markers also disappear? I'm just thinking if there are some permanent markers on the UI that would be common for every planet, making an arranged meeting with other players easier (if it's indeed possible)..
Thanks, so that's 3 out of 5, right? And the other two? Also, is "path to waypoint" leading you to a goal-based location, or can you place waypoints yourself on the map?
Another thing I just remembered, has anyone on the streams used grenades to cause larger terrain deformation, dig deep, wide etc? And do the holes stay there when they come back (back while on planet from another location, back from another planet, back from another system)? Just curious if someone's already experimented with this.
OMG. So, how long you suppose we'll go before we see an ultra-rare organic ship?ORGANIC MULTI-TOOLS
It will be available on Monday for press for review once it exits submission, and on launch for public on PC and PS4. We expect future updates like these to continue to be free.
For 99.9% of people, all you have to do is install the update before you begin to play.
If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating (should be obvious why from notes below). We highly recommend deleting your save if you have played before updating your game (we won’t do this in future, but it’s a day zero update).
Servers will be wiped on Sunday and again Monday in the lead up to launch.
Beware these notes contain some spoilers. Here are some things our little team has been up to over the last four or five weeks:
The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ_/¯
Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
Writing – The Atlas path has been rewritten by James Swallow (writer on Dues Ex) and me. I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.
Yooooo that's a shit ton. Crow I'm serving crowPatch notes. Seems a fuck load is added.
http://www.no-mans-sky.com/2016/08/update-1-03/
Patch Notes:
That depends on your playstyle. For a trader (or a unique item hoarder), inventory space is the single most important "stat."Does it really matter that much for the ships? I feel like if you find a cool design with enough inventory space will a few more slots really be that helpful.
Next up were adding the ability to build bases and own giant space freighters
The chances of coming across another player is next to impossible and we don't know for sure if you can even if you happen to be in the same spot as another player.
And yes the upload beacon makers also disappear.
Yeah, you can have more than one waypoint active and you're the one who places them.
Sure, I've seen someone digging halfway through a hill, then upwards to reach an outpost on the top of the said hill. For the sake of it.
Temporal AA didn’t make it in time, but it’s so close
Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
Yooooo
Planet rotation play testing has made it obvious people are struggling to adjust to this during play so its effects have been reduced further
pooping valuable resources
Spoiler tag dude just in case people are sensitive!Those notes, daaaaamn...12th needs to come sooner.
also
"Next up were adding the ability to build bases and own giant space freighters. Temporal AA and my new cloud rendering tech should be coming soon too. It will really change the game again, and enhance it visually."
Bases and giant space freighters! OMG
Read the patch notesso far the inventory space is just beyond triggering.... im sooo fucking sick of games like this were you basically collect items the whole time your playing and you got a ridiculously small ass inventory space...
��
that and the 60degree FOV...
still getting it but this is really fucking annoying!
Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
Spoiler tag dude just in case people are sensitive
so far the inventory space is just beyond triggering.... im sooo fucking sick of games like this were you basically collect items the whole time your playing and you got a ridiculously small ass inventory space...
��
that and the 60degree FOV...
still getting it but this is really fucking annoying!
O shit bwhaha I get confused which nms thread I'm in now.it's a spoiler thread~
And I swear it was supposed to be 60 fps. I thought it was confirmed earlier?
Ehh..I don't mind fps. I played destiny for 600+hours and that's 30 fps..
Spoiler tag dude just in case people are sensitive
Day 1 sounds also 'incomplete' in that, they'll never be done. The next patch already sounds like it's going to be adding a shiiiiit ton.So early copies DID contain a truly incomplete version of the game? Holy shit.
Spoiler tag dude just in case people are sensitive
Read the patch notes
Learning to never doubt Sean Murray man!
Dude has fucking delivered.
Learning to never doubt Sean Murray man!
Dude has fucking delivered.