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No Man's Sky Spoiler Thread

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.
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?
 
That's what I plan to do, I can't wait to restart.



I've found bigger than 234 kg.

I've been to a few planets with huge flying creatures that at first I mistook for large cargo ships. I haven't been able to get close enough to scan them, but they've got to be pretty heavy given their size. Dunno if it's a bug and they should be water based. I
 
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?

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?
 

Betty

Banned
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?

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.
 

King_Moc

Banned

Here you go. Not a huge amount of animal life on it, weirdly.

nomanssky_201608071603eszy.png

nomanssky_20160807161evs3u.png

nomanssky_20160807161tcswk.png

nomanssky_20160807161tqspm.png
 
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.

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.
 
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?

Path to galactic core mode, free exploration mode, path to waypoint mode.
 
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.

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).

Path to galactic core mode, free exploration mode, path to waypoint mode.

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.
 

Betty

Banned
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)..

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.
 
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.

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.
 

Rsinart

Member
13937973_10208481017477855_5979866782495288291_o.jpg

13962924_10208481017437854_2381899263572041978_o.jpg


Current Planet I am on. Lots of grass, tress, dinosaurs, nice temp during the day and plenty of resources. Gonna chill here most of today I think.
 
Patch notes. Seems a fuck load is added.

http://www.no-mans-sky.com/2016/08/update-1-03/

Patch Notes:

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.
 

BigBeauford

Member
It has likely been discussed, but with people finding all these life rich planets frequently, is it possible people are playing essentially a demo version with sliders turned up high to find these types of planets to showcase them in previews? I just assume this first patch will make these discoveries more rare like intended
 

Flipyap

Member
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.
That depends on your playstyle. For a trader (or a unique item hoarder), inventory space is the single most important "stat."
 
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.

I'm well aware of the chances and the game design, I'm just curious about certain details on theoretically meeting another player in a coordinated effort, specifically about orientation in the game, what is and is not possible etc. It's been speculated a lot over the years, and I'm not really expecting to meet anyone in the game, but I'm just looking into putting certain theories to rest. It look like the game makes a bit of an effort making orientation really difficult (or let's say, less important) for players, from the galactic map down to standing on the surface of a planet.

It's kind of a bummer that these markers disappear after being found, maybe some players would like to revisit certain locations and moments. I mean that's like an extremely small percentage of players, I'm thinking that I'll probably never even do that, the game pushes you to go forward constantly so I understand the design choice.

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.

Cool, thanks! The waypoint system is a nice thing to have. Also cool that some more drastic terran deformation is possible in there (not that I doubted really), but I'm guessing nobody from the streamers is gonna really test out if it stays permanent the entire time, going back to a planet after exploring other systems for an hour etc, so that's alright.

That's enough from me with the dumb questions, thanks all. :)
 

blastprocessor

The Amiga Brotherhood
Temporal AA didn’t make it in time, but it’s so close

Interesting as this was one of my complaints i.e., bad AA. Good they are working on it.

Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)

Good as the procedural generation pop-in is horrendous.
 
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…

And we where talking about not noticing this enough...

pooping valuable resources

I want this game so bad.

And you can scan from your ship. And they removed the Atlas stone + Warp cells exploit. And and and...
Very nice update.
 
Three paths huh?

Is that related to the 3 floating bodies we've seen?

I wonder what they affect. They said that it'll affect what you see in the game...hm...

Man these patch notes are excited
 

Khilandros

Member
Those notes, daaaaamn...12th needs to come sooner.

also

"Next up we’re 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!
 
Those notes, daaaaamn...12th needs to come sooner.

also

"Next up we’re 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
!
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!
Read the patch notes
 

neoism

Member
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!

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.

holy sheeeeeiiitttttt


KREYGASM



talk about a patch lol
 

Kinitari

Black Canada Mafia
Yo these patch notes are crazy. A lot of things highlighted in them, many things I was really hoping for.

They talk about ships having unique attributes - does that sound like base stats/classes to anyone else?
 
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!

Read the day 1 patch notes above. Inventory is being increased a lot
 

Flipyap

Member
"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."

I hope someone will archive the original story from the unpatched version. That should be an interesting read.
This launch is a bit of a disaster and the game clearly shouldn't have had a physical release on day one, but at least we'll get a rare insight into its development out of it.

Still, this is going to suck for anyone who starts the retail copy without access to the internet.
 

spannicus

Member
Canceled ps4 version now hoping the PC version is solid.
Waiting on the patch that allows other players to use their multi tool to harvest your organs.
 

neoism

Member
Learning to never doubt Sean Murray man!

Dude has fucking delivered.

yea i posted that before reading those notes...

thats an insane patch its more like they was just finishing the game lol id be pissed even if i got it early...
i doubt the FOV would ever get an option to increase on console but its nice they doing those type of changes...
and more to come...

my hype was going down a lot but that patch brahs....


Kreygasm
 
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