• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

No Man's Sky "Path Finder" Content Update announced

I'm not going to say it's not an interesting/fun idea and agree that it shows the potential of this engine, but also feel like it's a distraction from all the basic game issues that need addressing.

One thing about the bases, they feel a bit like Groundhog Day because it doesn't matter what time of day or night it is, when I walk out of my base the planets are in the same damn spot every time. They need to make planets actually orbit. I would like true orbital mechanics like we were promised, but at this point I don't care if it's a hacky skybox workaround or something, just make them move in the sky.

Oh yeah, I agree completely, the racing tracks (and most of the updates' content really) are a relatively quick fixup on top of very flimsy foundations, and it makes the whole thing feel even more painful when you get a glimpse of the potential.

The game pretty much doesn't have the basic pillars they advertised, not in any meaningful way. The basic functionality is there, sure, but the systems are either completely barebones (to the point of being non-functional, like trading), not very engaging (combat in general) and often completely isolated from one another (almost no emergent gameplay situations, since everything is being generated and instanced in very specific ways and in very specific, small chunks, you can't really get situations where one system clashes with another to get interesting or even common results). And on top of that, there's a lot of RNG and aimlessness introduced, in the sense that you don't really have the tools and the means to utilize your own senses and skills to aid in orientation, discovery, exploration etc.

You wanna scan all fauna on a planet? Roam aimlessly for hours to find that few last creatures if you're lucky.
Want to find a new, better, or more adequate ship/omni-tool/freighter? Be prepared to make a lot of hyperspace jumps and spend hours looking through the random 5-6 ships per system etc.
Wanna be a trader, or a pirate for that matter? Nope, no real economy, vendors sell a ridiculously small amount of units per item, not lucrative at all expect for certain exploits and massive, dull farming operations.

And then, the creatures, the NPC ships etc. don't really have any behavioral patterns (expect for the rare carnivore attacking another creature), they're all instanced in very near and condensed groups/clusters/situations, so you can't really have an NPC trader traveling around, being attacked by a pirate, or escorting anyone anywhere, or having delivery, assassination or discovery missions since the infrastructure just isn't there (and I imagine would be difficult to implement in the game as it is now).

So the game was shipped in a very alpha/early access state, sure, but they really need to fix the basic gameplay and systems foundations before adding any more new content like base building and vehicles.

I haven't had the opportunity to play the new Zelda (and I know this will probably become the new Dark Souls in terms of comparisons and copying) but from what I've seen, they've approached the open world problem in a way that is more respectful to the player, in terms of giving the basic tools to the player at the very beginning, and then throwing them into the world which is full of challenge, cross-interacting systems and emergent gameplay opportunities.

You wanna find something? Climb a tall hill/mountain/tower and use your eyes/camera to tag things, orient yourself using your senses and map, which then helps you to memorize and grow fonder of your surroundings.
Want to tackle a combat situation? Numerous ways to do it, try throwing stuff at stuff, using physics and logic to clash various separate systems together for interesting results.
Even without playing it, just by watching playthroughs and reading comments, I can feel that sense of wonder and experimentation oozing from that game, precisely because the game doesn't hold your hand that much and gives you the tools to do things on your own, it's challenging, and most importantly, it has a lot of systems put in place that can interact with each other.
Interestingly enough, BotW also has a finicky inventory and resource system that frequently forces you to fumble through it, be frustrated about a lack of space and often recharge/swap stuff to keep going (things breaking very often as opposed to needing to be refueled, the inventory screen being open at least half your gameplay time etc).

So you wanna find stuff in the galaxy? Firstly, make the importance of what a system/planet/ecosystem is more coherent and consistent. I'm feeling like finding large diplos, so I'll search for blue or green stars of a certain subclass to drastically increase the probability. I'll look at star system data purchased directly from the galactic map (without the need to jump there) and look at hints for increased probabilities of large creatures for every specific planet. Found some candidates? Jump there, find the planet.

Man, that's a big planet, it's like searching for a needle in a haystack. Arrive in close proximity and orbit/circle around the planet for a while with a special scanner on. The scanner pings louder in this corner of the planet, so turn on a more advanced spectral scanner and see different circular regions on the landmass below you, indicating different probabilities for finding the target. Land in an area you think might have the diplo (again, weighing in based on the data gathered and your own knowledge).

Sure, I've narrowed it down, but man, that's a big block of land I need to cover. Better try a few different things. Craft bait, set a trap and wait from afar, looking through your binoculars, listening to your scanner for hints of a large incoming creature. Nothing? Try placing a high frequency thumper to attract/aggravate creatures large and small and hope for results. Got chased down by a pack of testicle squids? Use your scanner to search for tracks. Followed the wrong tracks, leading you to a bulb-headed rhino-tiger nest? Steal those eggs! Also, jump in your exocraft, ride to three corners of the region, craft and place three scanner nodes to triangulate/narrow down the location of that elusive diplo. Finally found it! And then use various tools to either capture or kill the creature etc. And also make accessing these technologies be gated/encouraged by your career of choice, so your ship, exosuit and omnitool will have these wonderful gadgets and modes, but almost no firepower.

Of course, I've mentioned a lot of different systems and tools working together in there, and it's unrealistic to think NMS will ever get to that point, but it's a direction to think about and work towards, so that following a career choice is challenging and sometimes arduous, but it's not that randomized and incoherent. Finding that diplo would be difficult either way, but you'd have various tools and systems at your disposal to try, and eventually even get proficient at it.
 
I did the same before updating yesterday. I loaded my ship with 10~ warp cells and jumped from blue star to blue star, checking freighter prices in all of them. I then found one for 550k, 15 slots. Gek system, checked the price right after dropping from hyperspace, no battle happening or anything... I guess you just have to keep checking until you find it, good luck!

Interesting that it wasn't even in a battle; I should've checked more freighters. But I got exasperated and updated.

On the plus side, the new unlocked framerate mode on the base PS4 is a gamechanger. It does have severe dips at times, but mostly it's been hovering around 60.

AO still looks bad though. I'd love an option to just turn it off.

Oh yeah, I agree completely, the racing tracks (and most of the updates' content really) are a relatively quick fixup on top of very flimsy foundations, and it makes the whole thing feel even more painful when you get a glimpse of the potential.

The game pretty much doesn't have the basic pillars they advertised, not in any meaningful way. The basic functionality is there, sure, but the systems are either completely barebones (to the point of being non-functional, like trading), not very engaging (combat in general) and often completely isolated from one another (almost no emergent gameplay situations, since everything is being generated and instanced in very specific ways and in very specific, small chunks, you can't really get situations where one system clashes with another to get interesting or even common results). And on top of that, there's a lot of RNG and aimlessness introduced, in the sense that you don't really have the tools and the means to utilize your own senses and skills to aid in orientation, discovery, exploration etc.

Yeah, the four pillars (explore, fight, trade, survive) are basically made of cardboard right now. From a distance it seems like there's a structure there, but when you get up close you realize how flimsy they are. Explore and Survive have gotten some love with the updates, in part because there's a vocal contingent of people who want the game to be Minecraft in space, but also because I think Sean personally likes these sort of intense crafting games. But Fight and Trade, they're as paper thin as they were at launch.

The problem I always had with the four pillars is that they describe vague activities, but don't describe player roles. For instance, if the four pillars were Trader, Hunter, Explorer, Mercenary, everyone immediately gets a sense of what kind of roles you can take on. And it gives defined starting points from which Hello can build on game systems, and you can start to imagine how these roles intertwine and how the player can interact with the universe.

In any case, I agree about the lack of emergent gameplay due to isolated game mechanics. I think they can fix it, but it requires work into every pillar to make things like the NPCs and creatures more dynamic and responsive to what the player does. As I've said before, I really want the universe to feel like it's alive and continues to run in a meaningful way whether I'm around or not. And if I am around, my actions should change the course of events, whether those actions are economic, political, or combat oriented. Not the setpiece interaction points like saving freighters that we have now, which are self-contained props.

Your diplo example, while interesting, is hampered by what Sean was talking about at GDC -- they wouldn't be able to find out where a specific creature is on the planet because they'd have to generate the whole planet to find them. I imagine this makes many things they want to implement harder than it should be.
 
Woah, was not expecting them to let us unlock the framerate on standard PS4, feels MUCH better!

Is the new sun rays effect broken for anybody else on standard ps4? It doesn't show up during gameplay, but it shows up in photomode. It was broken even before 1.23 for me but not sure exactly when it happened.

and yeah I'd like for them to let us turn off HBAO as well.
 

Minamu

Member
Woah, was not expecting them to let us unlock the framerate on standard PS4, feels MUCH better!

Is the new sun rays effect broken for anybody else on standard ps4? It doesn't show up during gameplay, but it shows up in photomode. It was broken even before 1.23 for me but not sure exactly when it happened.

and yeah I'd like for them to let us turn off HBAO as well.
It's not there on Pro either, it's a PC only thing for the moment, for some reason.
 

mokeyjoe

Member
Interesting that it wasn't even in a battle; I should've checked more freighters. But I got exasperated and updated.

On the plus side, the new unlocked framerate mode on the base PS4 is a gamechanger. It does have severe dips at times, but mostly it's been hovering around 60.

AO still looks bad though. I'd love an option to just turn it off.



Yeah, the four pillars (explore, fight, trade, survive) are basically made of cardboard right now. From a distance it seems like there's a structure there, but when you get up close you realize how flimsy they are. Explore and Survive have gotten some love with the updates, in part because there's a vocal contingent of people who want the game to be Minecraft in space, but also because I think Sean personally likes these sort of intense crafting games. But Fight and Trade, they're as paper thin as they were at launch.

The problem I always had with the four pillars is that they describe vague activities, but don't describe player roles. For instance, if the four pillars were Trader, Hunter, Explorer, Mercenary, everyone immediately gets a sense of what kind of roles you can take on. And it gives defined starting points from which Hello can build on game systems, and you can start to imagine how these roles intertwine and how the player can interact with the universe.

In any case, I agree about the lack of emergent gameplay due to isolated game mechanics. I think they can fix it, but it requires work into every pillar to make things like the NPCs and creatures more dynamic and responsive to what the player does. As I've said before, I really want the universe to feel like it's alive and continues to run in a meaningful way whether I'm around or not. And if I am around, my actions should change the course of events, whether those actions are economic, political, or combat oriented. Not the setpiece interaction points like saving freighters that we have now, which are self-contained props.

Your diplo example, while interesting, is hampered by what Sean was talking about at GDC -- they wouldn't be able to find out where a specific creature is on the planet because they'd have to generate the whole planet to find them. I imagine this makes many things they want to implement harder than it should be.


Yeah, something like that wouldn't work with the way that worlds are populated now. They'd have to be special case animals generated on top of the animals which are already there, as the game has no concept of the world until you're physically there and it can generate it around you. They'd have to use something like the grid system used for buildings to generate pre-built stuff on the planets.
 

GribbleGrunger

Dreams in Digital
I really wish Hello Games had stuck to their guns and carried on NOT providing detailed patch notes. I understood completely why they refused to give details in the past and it annoys me that the people who complained got their own way.

The galaxy/universe exists to explore and we explore to discover. 'Not knowing' what content has been added creates a buzz in the community that 'knowing' doesn't offer. Instead of searching and discovering, we now know exactly what's there and exactly where to go to find it.

This is the one big thing that's forever been ruined in NMS, unless Hello Games have to balls to ignore public pressure and return fully to their original vision. I DON'T want to know, Sean, I want to be surprised.
 

DrBo42

Member
I really wish Hello Games had stuck to their guns and carried on NOT providing detailed patch notes. I understood completely why they refused to give details in the past and it annoys me that the people who complained got their own way.

The galaxy/universe exists to explore and we explore to discover. 'Not knowing' what content has been added creates a buzz in the community that 'knowing' doesn't offer. Instead of searching and discovering, we now know exactly what's there and exactly where to go to find it.

This is the one big thing that's forever been ruined in NMS, unless Hello Games have to balls to ignore public pressure and return fully to their original vision. I DON'T want to know, Sean, I want to be surprised.

I agree with you to an extent. Elite Dangerous does this when adding any alien mysteries in a patch. They just note something has been added but don't detail what or where it is. While all mainline features and fixes are detailed. Is that more of what you're looking for? Or would you like everything to be hidden?
 

GribbleGrunger

Dreams in Digital
I agree with you to an extent. Elite Dangerous does this when adding any alien mysteries in a patch. They just note something has been added but don't detail what or where it is. While all mainline features and fixes are detailed. Is that more of what you're looking for? Or would you like everything to be hidden?

Any fixes are fine but everything else should be there to be discovered. Can you imagine if we had no idea what was in the Foundation update or the latest update? You're just going about your normal business, wondering what the latest patch has offered and 'BAM', there's a shop in the Space station ... A frigin' shop! And it uses new currency!? And not only that but you now buy upgrades, some of which we've never seen before. You promptly rush to the nearest forum and tell people what you've found, and while you're there someone mentions 'vehicles' ... 'Vehicles?!

I'm really disappointed that the NMS community never understood why Hello Games wouldn't give patch notes. How much fun would it be if they announced in the latest patch they'd added 'space whales'? Not as much fun as someone suddenly posting a pic on Gaf showing one, that's for sure.

I know exactly why they hid this information before, mentioned it several times, but here we are, with discovery removed. What a damned pity.
 
Yeah, the four pillars (explore, fight, trade, survive) are basically made of cardboard right now. From a distance it seems like there's a structure there, but when you get up close you realize how flimsy they are. Explore and Survive have gotten some love with the updates, in part because there's a vocal contingent of people who want the game to be Minecraft in space, but also because I think Sean personally likes these sort of intense crafting games. But Fight and Trade, they're as paper thin as they were at launch.

The problem I always had with the four pillars is that they describe vague activities, but don't describe player roles. For instance, if the four pillars were Trader, Hunter, Explorer, Mercenary, everyone immediately gets a sense of what kind of roles you can take on. And it gives defined starting points from which Hello can build on game systems, and you can start to imagine how these roles intertwine and how the player can interact with the universe.

In any case, I agree about the lack of emergent gameplay due to isolated game mechanics. I think they can fix it, but it requires work into every pillar to make things like the NPCs and creatures more dynamic and responsive to what the player does. As I've said before, I really want the universe to feel like it's alive and continues to run in a meaningful way whether I'm around or not. And if I am around, my actions should change the course of events, whether those actions are economic, political, or combat oriented. Not the setpiece interaction points like saving freighters that we have now, which are self-contained props.

Your diplo example, while interesting, is hampered by what Sean was talking about at GDC -- they wouldn't be able to find out where a specific creature is on the planet because they'd have to generate the whole planet to find them. I imagine this makes many things they want to implement harder than it should be.

At this point, yeah, it would benefit the game a lot if they'd focus on more specific gameplay routes like the ones you mentioned, the universe indeed needs some structure.

I watched his GDC talk and I agree, having the diplo generated at a very specific location would make things extremely difficult for them and increase the CPU load even more. They might not need to generate the whole planet though, they could do similar tricks to the ones they do now - quests and beacons, once you activate them, generate a new building that didn't exist before, so the first time you use one of the scanners in orbit, you'd really create these new regions, and then the whole process would cascade to generate a more specific and narrower region (just as more detail gets generated the closer you are to the surface). That would however certainly make things more complicated, especially if the game needs to generate certain conditions even when you request information on a system from the galactic map. The cascading complexity of information and generation could potentially be pulled off, but it would certainly add new levels of performance load and potential problems.
 

DrBo42

Member
Any fixes are fine but everything else should be there to be discovered. Can you imagine if we had no idea what was in the Foundation update or the latest update? You're just going about your normal business, wondering what the latest patch has offered and 'BAM', there's a shop in the Space station ... A frigin' shop! And it uses new currency!? And not only that but you now buy upgrades, some of which we've never seen before. You promptly rush to the nearest forum and tell people what you've found, and while you're there someone mentions 'vehicles' ... 'Vehicles?!

I'm really disappointed that the NMS community never understood why Hello Games wouldn't give patch notes. How much fun would it be if they announced in the latest patch they'd added 'space whales'? Not as much fun as someone suddenly posting a pic on Gaf showing one, that's for sure.

I know exactly why they hid this information before, mentioned it several times, but here we are, with discovery removed. What a damned pity.

Eh. Considering how many most likely had the game uninstalled after retail release you need to announce big features in these patches to get people to play again. Either it's coming from Hello Games or it's coming from the community. In either case you're going to be "spoiled".
 

Unicorn

Member
Found a fucker who sells geknip. Space weed farm off to a good start now.

SPACE NAYSH Y'ALL

e1ab19a2b421e86d620bbd1f7ac72117.jpg



Also got a few mods. That just save me time, such as upping quantities for trade.
 

mokeyjoe

Member
Any fixes are fine but everything else should be there to be discovered. Can you imagine if we had no idea what was in the Foundation update or the latest update? You're just going about your normal business, wondering what the latest patch has offered and 'BAM', there's a shop in the Space station ... A frigin' shop! And it uses new currency!? And not only that but you now buy upgrades, some of which we've never seen before. You promptly rush to the nearest forum and tell people what you've found, and while you're there someone mentions 'vehicles' ... 'Vehicles?!

I'm really disappointed that the NMS community never understood why Hello Games wouldn't give patch notes. How much fun would it be if they announced in the latest patch they'd added 'space whales'? Not as much fun as someone suddenly posting a pic on Gaf showing one, that's for sure.

I know exactly why they hid this information before, mentioned it several times, but here we are, with discovery removed. What a damned pity.

Firstly, you can just not look at them. Which you may consider 'not the point', but if you pay any attention to the NMS community anyway you'd have this stuff spoiled in short order, so one way or another you'd need to ignore something.

Secondly I think there's a difference between adding gameplay features and announcing them, and adding exploration based stuff and keeping it a mystery. They haven't really added much in the way of things to discover yet, so that's a different situation which hasn't really arisen yet.

Thirdly, the patch notes are sometimes fairly vague, you still need to explore what 'ship classes' actually means for instance, so there's an element of discovery still there.

I have a feeling that if they add stuff to find like 'space whales', it wouldn't be explicitly announced in the patch notes in that manner.
 
I did the same before updating yesterday. I loaded my ship with 10~ warp cells and jumped from blue star to blue star, checking freighter prices in all of them. I then found one for 550k, 15 slots. Gek system, checked the price right after dropping from hyperspace, no battle happening or anything... I guess you just have to keep checking until you find it, good luck!

I also decided to hold off on the update to see if I could find one of these cheap freighters. I did 10 warp jumps with no luck when I decided use a black hole and finally found a freighter under attack defeated the pirates and paid only 0 for the freighter.

Thanks for the tips. I already have a 13 slot freighter that I bought when the foundation update went live but I'm trying to find something a little larger. I've had no luck at all so far. The worst part is that more often than not when I do get a distress signal and I go and help fight off the pirates, when the event ends the landing lanes stay orange and I can't dock anyway. It's really frustrating the hell out of me and I'm this close to just forgetting about it and updating my game. On the plus side I did collect over 1000 nanites from attacking said freighters after they wouldn't let me dock.
 
Wow. I come here and whinge about not finding a cheap freighter. Not even 10 minutes later I warp into a new system where a battle is taking place. I fight off the two pirate ships and save the day, land on the freighter and what do you know? 2.25 million units for a 28 slot freighter, which is a massive upgrade from the 13 slot freighter I mentioned in my previous post. Thank you very much!
 

NotSelf

Member
Wow. I come here and whinge about not finding a cheap freighter. Not even 10 minutes later I warp into a new system where a battle is taking place. I fight off the two pirate ships and save the day, land on the freighter and what do you know? 2.25 million units for a 28 slot freighter, which is a massive upgrade from the 13 slot freighter I mentioned in my previous post. Thank you very much!

I'm still trying to continue upgrading on 1.22 even though I did manage to acquire one after a space battle a 26 slot for 0 I can't seem to find a freighter with a higher slot.

Dose anyone know if freighter upgrading is dependent on your current slots or is it random?
 
I don't know how people can say trading isn't a viable option of making money? Apart from it really being the only way of making money, it's almost too easy. Last night I made over 7 million from 180,000 in a couple of hours. And that would have been SO much more if I had more space in my inventory and didn't have to run back and forth around the space station. I had room for 25 dynamic resonators and was making 22,000 on each one. There is no limit to it. I was expecting the game to suddenly change the price, but it doesn't, and it should. All you need to do is check what the trade terminal is buying at a high price and buy that product for lower. And all that is without even leaving the space station.
 

Unicorn

Member
I don't know how people can say trading isn't a viable option of making money? Apart from it really being the only way of making money, it's almost too easy. Last night I made over 7 million from 180,000 in a couple of hours. And that would have been SO much more if I had more space in my inventory and didn't have to run back and forth around the space station. I had room for 25 dynamic resonators and was making 22,000 on each one. There is no limit to it. I was expecting the game to suddenly change the price, but it doesn't, and it should. All you need to do is check what the trade terminal is buying at a high price and buy that product for lower. And all that is without even leaving the space station.

Ugh. Yeah, it's busted as fuck. This ain't no space trader mang

All weekend I have been doing this - thanks for the tip, if it was you a few days ago. I feel like a damn lot lizard hooker, grabbing resonators from one dude and walking 2 feet to resell to the next ship. I even installed a mod that upped quantities just to cut out the wait time for ships so I'm not just getting 4 at a time. Because fuck this game if it doesn't respect my time and insists on "trading" this abysmal that a 30+ year old game got right.
I'm almost to 100mil and once I get a new freighter I'll probably just sell space weed because the minmax trading of being a drive-in bell-hop is laughably inexcusable.

It's just one example of how this game is systematically devoid. Every space station in 4 jumps I've done had the dynamic resonator trade "mechanic" and I hope they don't fix it, but look hard at what it represents about their current inventory management and economy.
 

mokeyjoe

Member
It's really weird that traders have such different prices in the same system. Like you said, Elite figured this out over 30 years ago - why not just copy that?

All the components are there, they just don't mesh together in a coherent way. Of all the things that are hard to change in this game, this is not one of them.
 

GoaThief

Member
Still havent found a cheap freighter myself yet, 45 million is the least expensive I've come across after a battle.

The most I've ever had in game was a quarter of that at best. Sigh.
 

Tigress

Member
Still havent found a cheap freighter myself yet, 45 million is the least expensive I've come across after a battle.

The most I've ever had in game was a quarter of that at best. Sigh.

I suppose you have it worse than me. I only ever find 15 million dollar ones (at least before I finally bought one... through the glitch that made them cheap. Bonus is now I'm finding more expensive ones but because they allow trade in they're cheaper ;) ).
 
It's really weird that traders have such different prices in the same system. Like you said, Elite figured this out over 30 years ago - why not just copy that?

All the components are there, they just don't mesh together in a coherent way. Of all the things that are hard to change in this game, this is not one of them.

Yeah, creating a trading system isn't a huge endeavor; creating a dynamic economic system requires a lot of balancing, but the basic mechanics aren't hard. I was expecting something like that old BBS game Trade Wars. Trade Wars was my "Elite" growing up, and it basically is what NMS's trading should be, where trading between star systems is a normal affair and prices dynamically fluctuate. I went back and watched the Trade trailer, and it's got a nice line in it "every trade is a story", but most of my trading stories in NMS are tedium, not efficient and fun trading.

Trade Wars 2002 even had price haggling. Now that's a "trading story".
PUWEbCC.png


I forgot just how complex Trade Wars was, actually. Hello should definitely look to it for inspiration (apparently it's the basis for Star Citizen's economy).

Trade Wars only had I think three trading items: Fuel Ore, Organics, and Equipment. And yet because the trading system was robust and dynamic, the trading was fun. Hello just needs to improve the basic gameplay systems.
 

Unicorn

Member
https://nomansskymods.com/mods/darc-tech-this-changes-the-game/

This could be interesting. First "overhaul" mod I've seen. Has good list of compatibility too. Removes geknip and requires german or brithish language files, so I guess I'm out.

In other news, here's the past 3 days of my life:

830E42FB8A7A35BF48DD8DC05155EDD7FC0D85D9

Top floor of my Vape Nation. Freighter keeps bugging out and I lose that flooring every so often. Bottom floor has maybe 3 times the Naysh goin'.

34A1C3065C38AC707DD979ED68E93CE97FBBA61F

This winter planet was the first time I'd actually vouch for there being woodland or even light forest. Trees were taller than just large bushes and the occasional tree was maybe twice or thrice the size of the pineapple looking trees. very dense in some areas too.

0F2E03E6AD21CBEA4A7E6F3BF458F663CADF5269

BCE71B0AC56DBA89C260379445CC58ADB3417ED5


Coupe new ships I bought. First is my rasta Space Naysh hauler for off loading nip nip buds. I just found a star system where they are selling at a premium, so holla. Second ship had a cool color combo and a WTF wing plan. Figured I may as well keep it in my collection.

I'm at over 100million and Now I'm on the lookout for a sick freighter and then I think I'm good until the next update or I find a sweet new homeplanet.


A lot more images here: http://steamcommunity.com/id/adivineunicorn/screenshots/?appid=275850
 

Mindlog

Member
I'm ~50m and accidentally own 5 ships. Thought the max was 4 and saw a 5th with a cockpit I liked so wanted to try it out.

That Gek Bud must have taken foreeeeeeeeeeeeeeeeeever to find lol. I have Albumen Pearls on my planet and Insulating Gel + Lubricant on my freighter with 5 NipNip plants between them.
 

Unicorn

Member
Are NipNips the new best money maker?
Not really. Took me a while to get the geknip, plus it need 10rigogen. Alby pearls are still worth more but nipnip grows slightly faster. Finding a premium buyer is also super rare. It's just novelty of space weed and no need to craft a product to sell.
 

Minamu

Member
Not really. Took me a while to get the geknip, plus it need 10rigogen. Alby pearls are still worth more but nipnip grows slightly faster. Finding a premium buyer is also super rare. It's just novelty of space weed and no need to craft a product to sell.
I see. How much do they go for, with and without a premium buyer? My 100+ Mordite plants are a bit annoying :lol
 

Unicorn

Member
I see. How much do they go for, with and without a premium buyer? My 100+ Mordite plants are a bit annoying :lol
17.7k base


Need more Rigogen to finish the basement. When I loaded up my game again the nipnip bud was no longer a commodity of high value in the system, so maybe certain goods vary based on game load? Either way I'm sort of frustrated by that and maybe I'll just keep trying to reboot to get that special again because they were paying a really high percent, but just now the highest I could find on an on-planet trade station was +5%.
 

Minamu

Member
17.7k base



Need more Rigogen to finish the basement. When I loaded up my game again the nipnip bud was no longer a commodity of high value in the system, so maybe certain goods vary based on game load? Either way I'm sort of frustrated by that and maybe I'll just keep trying to reboot to get that special again because they were paying a really high percent, but just now the highest I could find on an on-planet trade station was +5%.
That's not so bad, now that Lubricant is nerfed. Your base is so much cooler than mine haha. Is that planet side or on the freighter?
 

Unicorn

Member
That's not so bad, now that Lubricant is nerfed. Your base is so much cooler than mine haha. Is that planet side or on the freighter?
Freighter. Home base was a lot messier. This also lets me squat outside a space station to easily sell or sell on my own deck - stock and prices vary by location.
 

Minamu

Member
Freighter. Home base was a lot messier. This also lets me squat outside a space station to easily sell or sell on my own deck - stock and prices vary by location.
I need to get in on this freighter base thing soon. Time to stock up on several thousands of iron then!
 

Unicorn

Member
Ahhhhh, man. Does this mean they're adding their own Mako? I wish they'd take a good look at the mods available for this game that vastly improve the gameplay. One in particular solves the on-planet traversal issues by increasing the boost speed of your ship, allowing you to slow all the way down to a hover, allowing you to look down while hovering, and perhaps most importantly letting you fly as low to the ground as you like. Playing the game with that mod feels like this:

Star-Wars-Force-Awakens-X-Wing-Trailer.gif


A land vehicle is not what console players need. Low flying, with faster top speeds and the ability to hover and free-look, solved all these navigation issues.
Man, that image is still the dream to me. That image and this game announcement are locked in my mind. Maybe one day they'll get the LOD fixed, and have more effects and touches to really make planets more emotive. Of the new cloud tech is robust and not just shining up sky boxes, cool volumetric clouds and fog would be amazing for image quality and even help hide pop in.

I hope tech expands as well. I'd fill 4 slots on my nomad vehicle to have it able to transform into a submarine/torpedo underwater vessel. Have the hover pads rotate back and forward to make a sleeker missile shape and dive through the water like a dolphin. Implementing waves to ramp off as hover mode would be a blast as well.

New mining beam tech to launch multiple beams to mine more resources at once or many points of the same resource. I have other ideas, but more systems would need to be fleshed out first, such as combat and interactions between the alien races.
 
I'm on a fucking mission to beat this in permadeath mode. I'm 15 hours in and my only issue is how can I upgrade my warp reactors? Going 100 light years per warp is not getting it done. I'm jumping through black holes in the meantime but still feel like I haven't made a dent toward the center.
 

GribbleGrunger

Dreams in Digital
I doubt we'll ever get the invisible barrier completely removed. Too many casual players who'd crash their ship into mountains. At least we can fly through holes in asteroids.

I don't think it's just because of 'casuals', I think it's more to do with the general flow and feel of space to planet transition. More general control over our ships is something I have no doubt they'll add though, especially in space battles.
 
Anyone else changing their PS4 wallpaper on a daily basis? Photo mode really made the game in to Wallpaper Generator 2017 for me lol



Hm, so what's the best way to get a warp reactor Tau these days? Nada and Polo?

I'm on a fucking mission to beat this in permadeath mode. I'm 15 hours in and my only issue is how can I upgrade my warp reactors? Going 100 light years per warp is not getting it done. I'm jumping through black holes in the meantime but still feel like I haven't made a dent toward the center.

Anyone? Like to know as well.
 
I doubt we'll ever get the invisible barrier completely removed. Too many casual players who'd crash their ship into mountains. At least we can fly through holes in asteroids.
There is no reason for it not to be there. If people don't like it, then they'd have the option to turn it off.
 

SomTervo

Member
I haven't had the opportunity to play the new Zelda (and I know this will probably become the new Dark Souls in terms of comparisons and copying) but from what I've seen, they've approached the open world problem in a way that is more respectful to the player, in terms of giving the basic tools to the player at the very beginning, and then throwing them into the world which is full of challenge, cross-interacting systems and emergent gameplay opportunities.

You wanna find something? Climb a tall hill/mountain/tower and use your eyes/camera to tag things, orient yourself using your senses and map, which then helps you to memorize and grow fonder of your surroundings.
Want to tackle a combat situation? Numerous ways to do it, try throwing stuff at stuff, using physics and logic to clash various separate systems together for interesting results.
Even without playing it, just by watching playthroughs and reading comments, I can feel that sense of wonder and experimentation oozing from that game, precisely because the game doesn't hold your hand that much and gives you the tools to do things on your own, it's challenging, and most importantly, it has a lot of systems put in place that can interact with each other.

Something noteworthy about Zelda is how every hundred yards of the gameworld rewards the player. It's hard to pick this up from watching videos until you play it yourself and explore in a freeform fashion. There is no empty nook or cranny in the game. The several different kinds of equipment and associated upgrades – all of which are equally important – are unlocked or found in very different ways and are peppered (w/ tight level design) across every square meter of the game.

With No Man's Sky, the only way they'd be able to match this would be to enhance and improve the 'puzzles' found in Observation Posts and design specific combat encounters (or other situations), then create thousands of these, and pepper them across the player's path consistently ('cheating' the procedural engine).

Of course, improving the core mechanics would help, but I think it's the game's design that hobbles it more.
 
Something noteworthy about Zelda is how every hundred yards of the gameworld rewards the player. It's hard to pick this up from watching videos until you play it yourself and explore in a freeform fashion. There is no empty nook or cranny in the game. The several different kinds of equipment and associated upgrades – all of which are equally important – are unlocked or found in very different ways and are peppered (w/ tight level design) across every square meter of the game.

With No Man's Sky, the only way they'd be able to match this would be to enhance and improve the 'puzzles' found in Observation Posts and design specific combat encounters (or other situations), then create thousands of these, and pepper them across the player's path consistently ('cheating' the procedural engine).

Of course, improving the core mechanics would help, but I think it's the game's design that hobbles it more.

Right, but obviously they don't have the staff to create thousands of unique challenges. I have a feeling if they did try, whatever they came up with would feel repetitive as they tried to pad the content as much as possible.

Better to try to improve the core systems so that interesting situations arise out of the systems interacting.
 

sloppyjoe_gamer

Gold Member
With 1.23 out, can anyone say (who plays on a PS4 Pro) that the game no longer sends the Pros fans into meltdown mode whenever you go into the menus or navigate the game in general?

I'm wondering if the new fps unlock switch, or lock at 30 fps switch helps or makes it worse?
 
Top Bottom