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No Man's Sky - Atlas Rises |OT| Nada, Polo and you no longer fly solo

I don't know what you mean, what system? The one it dumps you in after the portal? I have no idea where that is now. It's not in my list of teleported stations anymore.

Can't you select a system under Discoveries and have it set a path there?

edit: Image for top of the page.

DHcQBMWXYAAwgau.jpg
 

Moreche

Member
I'm really hoping HG have a long roadmap for this game because I'm absolutely loving it.
The one change I'd really like to see is HG fixing the creature procedural generation. I hate to see them out of proportion, I'd much rather prefer them to be closer to real-life creatures.
 

edgefusion

Member
The ๖ۜBronx;246359292 said:
Can't you select a system under Discoveries and have it set a path there?

edit: Image for top of the page.

Ah, yeah I think I figured out which one it is. I don't have a teleport to it anymore so my only way there is manually, when I set a waypoint the galactic map trails off because it's so far away. I guess my Awakenings quest ends here. :/
 
I went to the (soon to be obsolete) Galactic Hub capital (Lennon) to buy the Economy scanner from the blueprint trader. I'm playing around with a lot of the surrounding systems to try and understand how the new economy works. While the mechanics are still a bit lost on me, the range of prices from system to system can vary to an absolute insane amount.

I have a feeling that if you have a specific farm setup and manage to find a system which buys your product at a great percentage, you can absolutely get millions,if not tens of millions per hour. But the fact that no one has (as of yet) written an economy guide means we will be testing the waters for a while.
I've been testing the waters and mostly just trading all week, and I actually just finished a write-up on it.... I actually wrote it as a post here yesterday morning but before posting, I decided I should commentate over a gameplay example of it just in case anyone didn't want to read (I'm not really a streamer/guide guy though so the audio is poor just my headset) or to basically show with gameplay, too hehe. But I wrote it out first so I can post both :O

Basically it explains the new Trade System, how Economy/Wealth affect price/quantity, and also shows me making about 2.5 million in an hour with average mid-game inventory space.

- https://www.youtube.com/watch?v=jnO8HVD6FnY

Farming is clearly better endgame but this new Trade System is a pretty good method as long as you got a half million to buy product with and at least a 20 slotter or so to store it in. Anyhow, full write-up below:

The basic idea is that each star system can sell new trade items at different prices and quantities, and that each time you sell an item, the price you receive decreases and does not easily return to normal. So you basically buy trade items cheap, and then regularly find new markets to sell those to at high prices.

The new Trade system mostly uses the 2 new characteristics added to Star Systems: Economy and Wealth Level. They both affect price and the latter also affects quantity.

Each star system can have 1 of 8 Economy Types. Each economy has Trade Items, which sell for a low price in that Economy a high price in a target market economy. These target markets split the 4 Economy Types into 2 cycles. One economic cycle is Mining, then Manufacturing, then High Tech, then Power Generation, the back to Mining. The other cycle is Trading, then Processing, then Research, and back to Trading. Each Economy Type has a few descriptions for it: for example, Mining, Ore Extraction, Minerals, and Prospecting are all the Mining Economy Type.
Each economy has a Wealth Level: poor, medium, and rich. Similar to Economies, each level has multiple descriptions for it: for example, Wealthy, Affluent, and Booming are all Rich Wealth Level.

There are a few factors that affect Trade prices and quantities.

Economy Type affects the price of Trade Items, which are new items which are purposefully for buying and selling and are primarily bought at space station trade terminals. Wealth Level also affects Trade Item prices. Each Wealth Level can have a High, Medium, or Low impact on price. High is roughly 15-20% percent, Medium is 10-15%, and Low is 5-10%. These are arranged unevenly: Rich Economies sell their in-supply Trade Items at a High discount but pay a Medium premium for their in-demand Trade Items. Its opposite is Medium Economies which conversely sell at Low discount but buy at a High premium – making them the best Medium Wealth the best target. Poor Economies sell and buy at Medium discounts and premiums.

Wealth Level also affects Trade Item prices as well as Item quantities. Rich Economies have hundreds of Trade Items and thousands of resource materials. Medium Wealth Economies have about a half or a third of that, and Poor Economies have often only a small fraction of what Rich Economies have.
The final factor that affects Trading is that when you sell an item, the price goes down. This is by far the most important characteristic of actually doing trading in-the-game. Once you understand the basic Trading system, most of your focus is going to be trying to find new Economies because once you sell a large amount of items in a star system, merchants will no longer pay you a profitable price – it'll crash lower than the price you paid for it in the in-supply Economy.

For example, Fusion Cores in Power Generation Economies can be bought for about 9500 units, and then sold in Mining Economies for about 11,500 units. But every 1 item you sell, the price goes down a static amount. For Fusion Cores, each time you 1 Fusion Core, the price you receive goes down by 30 units. I tested multiple trade items in multiple economies, and it was always the same static decrease. This means that after you sell a full Hauler ship load of 100 or so Fusion Cores, the price will crash from 11,600 to 8,600 – which is less than you paid for it. This decrease happens after each sale, so always always sell in large bulk, and sell a different item from your Exosuit inventory than from your Ship inventory.

What this means is that basically you can only do 1 run to each target market. Buying Trade Items never changes. The price you pay always stays the same. But you will need a new location every single time. But selling always causes prices to drop by the same amount, and it does not easily return to normal – I've tried many different things the last few days such as buying up everything, crash prices of every single target market, selling in over 10 different star systems and seeing if that triggers the first to reset, or even just the passage of time. Nothing has caused the prices to return to normal yet, so that's why you need to constantly find new target markets to sell to. I guess the developers didn't want players to just teleport between the same 4 star systems, and be forced to regularly fly to new systems.

There are two main methods you can do. The first is that you buy in 1 star system, and then after selling in new star systems of the same Economy Type, constantly teleport back to it to stock up again. For example, buy in a Rich Mining System, sell in any Industrial system, teleport back to the Rich Mining System and repeat. The advantage of using this method is that it's most cost efficient. Only Rich Economies have the cheapest buying prices and also large enough quantities of items to full a Hauler ship. So it maximizes your buy-side. Also, since you're not buying at the target market and don't need them to sell high quantities, it may be possible to maximize your sell price more often by opting for Medium Wealth Economies. The disadvantage is that it's less time efficient, and you cannot buy after you sell – you have to teleport back to your source.

The other method is to buy and sell sequentially through the economic cycle. For example, buy in Mining, sell in Industrial and then buy there, then sell in High Tech and also buy them, and repeat through the economic cycle.
The advantage of using this method is that it's more time efficient. You're able to sell and buy at each space station. The disadvantage is that it's more difficult to make cost efficient. You may have trouble consistently selling in Rich Economies, so that means when you buy new Trade Items there, they will be slightly more expensive and the quantity will be far too little to fill your Hauler ship.

This disadvantage however can be mitigated by ship upgrades: a stronger Warp Drive and an Economy Scanner will make it easier to only choose Rich Economies, though this means you'll be selling lower prices than the other method. But I believe that Medium Price/High Quantity is more efficient than High Price/Medium Quantity because the difference in price is marginal compared to the significant quantity differences. It's worth noting these ship upgrades also make the first method better since you can always choose Medium Economies to sell at then, but it improves the second method more IMO.

In theory, the second method is the most efficient if you can constantly find/warp to Rich economies, but in practice for many players this may be difficult until you get the Economy Scanner and perhaps a Warp Drive upgrade. I recommend the first method once you find your first Rich economy, and use it as your source to sell to target markets. Then, once you get those upgrades, try the second method.

BTW: One last thing I didn't really cover was to make it easier, spend 30 minutes ahead of time sitting in a Rich star system freighter, and craft yourself 10-20 Warp Cells. Rich system star stations can have over 6000 plutonium and freighters can have hundreds of thamium9. It makes Warp Cell crafting for quickly flying between systems so much easier than before.
 

MattKeil

BIGTIME TV MOGUL #2
While I agree this would be cool, it would also cause all kinds of complications with MP. All this stuff would have to be synced for all players in the system. Currently there isn't even planet rotation, so saying where a player is is as simple as an XYZ coordinate.

Also, outside of extreme fringe cases, planets and moons don't rotate fast enough to see them do so with the naked eye at a glance. The constant requests for rotation as though it would add a visual bonus in space or the sky make no sense to me. Wanting accurate rotation simulated in some way while on the surface of a world, yeah, since the "sun revolves around the planet" just comes off as weird. But even if the planets were spinning, you wouldn't be able to see it unless you really stood there and stared for a long time. From an aesthetic point of view it would be much more useful to give the planets moving atmospheres visible from space.
 
What do you mean 'soon to be obsolete'? What's happening with the galactic hub?

It's gonna move to a different location. Since the galaxy reset screwed up the tags (and the established discoveries) they decided to relocate and start fresh.

Edit: Also, thank you Kyan for the write up! Will go through it when I get some more time.
 

BSpot

Member
A question and a comment.

Question: My base missions are calling for Nickel a lot now. Not findng it on my planet and it seems the Galactic Trading hub doesn't ever have it. Is mining my ONLY option for Nickel?

Comment:

Worlds feel better now... but I feel like doing more for caves is a good next step. Think about you. You land on a planet, it has harsh conditions or storms... caves provide a safe haven, good resources... there needs to be a risk. There occasionally needs to be some kind of creepy dangerous beastie in a cave. A chance of some kind of risk.
 
A question and a comment.

Question: My base missions are calling for Nickel a lot now. Not findng it on my planet and it seems the Galactic Trading hub doesn't ever have it. Is mining my ONLY option for Nickel?

Comment:

Worlds feel better now... but I feel like doing more for caves is a good next step. Think about you. You land on a planet, it has harsh conditions or storms... caves provide a safe haven, good resources... there needs to be a risk. There occasionally needs to be some kind of creepy dangerous beastie in a cave. A chance of some kind of risk.

1. You could also try large asteroids.
2. Caves can spawn creatures, which can be aggressive. Not saying they couldn't do more, just that I've had to kill things in caves when playing before.
 

PepperedHam

Member
Is the Atlas Path skipping over blueprints a known bug? For example the second blueprint I got on that path was for Noospheric Orb, but it requires an Englobed Shade and it never gave me the blueprint for that (which is I assume the second one in the process). If so... guess there goes my Atlas Path.
 

Stop It

Perfectly able to grasp the inherent value of the fishing game.
Arrived at my 2nd planet, get greeted by these creatures.

dhdmc7kwaae3oeys9z5z.jpg


Loving the game as it stands now.
 

CorianderV

Neo Member
A question and a comment.

Question: My base missions are calling for Nickel a lot now. Not findng it on my planet and it seems the Galactic Trading hub doesn't ever have it. Is mining my ONLY option for Nickel?

Check the large asteroids in your system--specifically the rounded ones that look like potatoes.
 

Tumle

Member
Life, uh, finds a way.

20863243_101547346006vxl07.jpg


Sooo many dinos on this planet, holy shit. Just walking down this valley there were dinos fucking everywhere. Never seen so many in one place before.
Didn't know they put that kind of animation in there..
I love that that the portals animation looks like they where ripped right out of Star Gate😊
 

todahawk

Member
The new item that sells for 1 million a piece is called Liquid Explosive. You need to hire a scientist and do the new base quests to learn the new recipes.

After that all u need is to plant 3 diferent typed of plants and wipe ur bottom to space units. The materials needed to craft Liquid explosive is Fungal Mold, Cactus Flesh, and Mordite. It requires alot of Fungal mold so ur farm need to be mainly a Funglad Mold farm.

Not my image, but hers a screen of the item:

B47B7A7DF9DBE8F42FF073E34F9C5C6CEBB1DA4A

Awesome, thanks for the reply and info!
 

Dan

No longer boycotting the Wolfenstein franchise
Fuck. I progressed the armorer missions enough that now I'm attacked by sentinels every time I go to space and I don't have good enough weapons/shields to beat them. Such a pain in the ass.
 

AsakuraZ

Member
Being back in this game again now that things are running smoothly is enjoyable but also very daunting considering I haven't really played since December. I was enjoying the new storyline up until the point you need to craft something that requires base building.

I dont mind the detour since base building is really helpful, but man it takes awhile to get things going.
 

Blackthorn

"hello?" "this is vagina"
Any tips for space combat? I'm doing the weapon specialist mission where I need to fight sentinals in space and I get destroyed before I can even take one out.

It's also confusing as hell having so many weapons to switch through, and trying to fire with x while boost with circle. This is my first time fighting in the game so far and I feel like I've been thrown in the deep end.
 
massive trading info

I don't have time to go through all this right now, but awesome work!

Also, outside of extreme fringe cases, planets and moons don't rotate fast enough to see them do so with the naked eye at a glance. The constant requests for rotation as though it would add a visual bonus in space or the sky make no sense to me. Wanting accurate rotation simulated in some way while on the surface of a world, yeah, since the "sun revolves around the planet" just comes off as weird. But even if the planets were spinning, you wouldn't be able to see it unless you really stood there and stared for a long time. From an aesthetic point of view it would be much more useful to give the planets moving atmospheres visible from space.

Most of the exoplanets astronomers have found so far have orbital periods measured in days or weeks. So visibly-moving planets is definitely not unrealistic. And as I said I'm not wanting pure realism anyway, just something that is both evocative and feels like the star system is a clockwork of heavenly bodies.
 
Any tips for space combat? I'm doing the weapon specialist mission where I need to fight sentinals in space and I get destroyed before I can even take one out.

It's also confusing as hell having so many weapons to switch through, and trying to fire with x while boost with circle. This is my first time fighting in the game so far and I feel like I've been thrown in the deep end.

What ship you using?

I ended up swapping over to a fighter to take care of that mission.
 
Any tips for space combat? I'm doing the weapon specialist mission where I need to fight sentinals in space and I get destroyed before I can even take one out.

It's also confusing as hell having so many weapons to switch through, and trying to fire with x while boost with circle. This is my first time fighting in the game so far and I feel like I've been thrown in the deep end.

git gud.

Nah, just kidding, it is tough. I usually make sure I have an abundance of resources to repair things with and try to tank their shots (and shoot) while stationary until they fly past and then catch them on the over-shoot. Perhaps not the most elegant method but hey.
 

Mindlog

Member
Happy to see how well the game is received now. I don't have to 'low key' enjoy the game anymore.
For anyone interested in starting a farm.

(From someone on reddit)
https://docs.google.com/spreadsheets/d/1aUngh-xLU2hjjzFW72On-LILmshFMLvKLBUZiGh1EHw/htmlview#

I'm trying out a living glass farm with 5 biodomes with 1 door of Gamma, 2 domes of coprite and 2 with frost to start out.
Wow, if those numbers are accurate my freighter and base combined are a gold mine. Was just transitioning to an explosives economy on my freighter before the patch and combined with my base Living Glass would be easy.
Class A fighter with a 5320 damage potential (no idea how good that is).
I'll need to check my ship. Class C shuttle iirc with all those new weapons too, but I was mainly using my standard cannon upgraded to the max. I parked my freighter to help, but it did nothing. Lazy good for nothing... Before the fight I built like 20 Shielding Plated just in case. Needed like 1. Standard fighting in NMS is to let them fly by you then turn around and take them head on. That's the easiest way to aim. I killed the first one that way, but then the other two just got stuck in an endless loop of trying to circle me while I was underneath my freighter. Picked them off pretty easily.

Head on passes.
Have lots of Shielding Plates because you can recharge your shield and they can't.
 

Blackthorn

"hello?" "this is vagina"
The ๖ۜBronx;246367996 said:
git gud.

Nah, just kidding, it is tough. I usually make sure I have an abundance of resources to repair things with and try to tank their shots (and shoot) while stationary until they fly past and then catch them on the over-shoot. Perhaps not the most elegant method but hey.

I was using class A fighter as well. I honestly didn't try to dodge too much as it made it harder to aim. I just tried to hit them from as far away as I could.

That's probably not super helpful...
Yeah I just realised I could recharge my shields, just gonna try and tank it I suppose!
 
Yeah I just realised I could recharge my shields, just gonna try and tank it I suppose!

And if you press down on the d-pad you can access a quick charging menu. Much faster than going into the inventory screen, though I wish the shields just auto-recharged.

If it's any consolation, I've been playing for 250+ hours and got wiped out on that Sentinel mission the first time. Now I'm trying to upgrade my C-class fighter, as I really don't want to have to sell the ole gal yet.
 

Arttemis

Member
So I was in a loop of running out of life support and/or energy in my first few attempts at the game, starting in hardcore.

I fully fueled up my ship, warp jumped off the planet (holy shit that was an amazing feeling), then decided I wanted to go back to check out the points of interest on the planet that I missed...

Turns out I have to refuel the ship EVERY SINGLE TIME I TAKE OFF. After all that progress, I'm back in the broken cycle of running out of resources.

What am I missing? How am I supposed to hoard enough resources to be able to survive and keep my ship operational??
 

Blackthorn

"hello?" "this is vagina"
And if you press down on the d-pad you can access a quick charging menu. Much faster than going into the inventory screen, though I wish the shields just auto-recharged.

If it's any consolation, I've been playing for 250+ hours and got wiped out on that Sentinel mission the first time. Now I'm trying to upgrade my C-class fighter, as I really don't want to have to sell the ole gal yet.
It's basically blocked my progress at this point because I can't go into space without being attacked. Getting more frustrated each time :(
 
So I was in a loop of running out of life support and/or energy in my first few attempts at the game, starting in hardcore.

I fully fueled up my ship, warp jumped off the planet (holy shit that was an amazing feeling), then decided I wanted to go back to check out the points of interest on the planet that I missed...

Turns out I have to refuel the ship EVERY SINGLE TIME I TAKE OFF. After all that progress, I'm back in the broken cycle of running out of resources.

What am I missing? How am I supposed to hoard enough resources to be able to survive and keep my ship operational??

You're missing the part where hardcore is effectively a punishing difficulty as opposed to just a 'hard' one. It's designed around the experience of survival and having to very seriously consider your decisions with regard to exploration and movement.

It's very much the antithesis of the normal game, and there for people that want more of a 'The Martian' experience after awhile. It's much more akin to roleplaying as someone going through the experience. I personally love it for that reason, though I only play it on permadeath because otherwise I don't see the point in the mode. At the moment I'm just playing on normal though, enjoying all the new content.
 

catilio

Member
So I was in a loop of running out of life support and/or energy in my first few attempts at the game, starting in hardcore.

I fully fueled up my ship, warp jumped off the planet (holy shit that was an amazing feeling), then decided I wanted to go back to check out the points of interest on the planet that I missed...

Turns out I have to refuel the ship EVERY SINGLE TIME I TAKE OFF. After all that progress, I'm back in the broken cycle of running out of resources.

What am I missing? How am I supposed to hoard enough resources to be able to survive and keep my ship operational??


You can trade plutonium in space stations and with other travelers. And if you're passing close to a building, usually there's a pod there used to land and take off without using extra plutonium.
 
Any tips for space combat? I'm doing the weapon specialist mission where I need to fight sentinals in space and I get destroyed before I can even take one out.

It's also confusing as hell having so many weapons to switch through, and trying to fire with x while boost with circle. This is my first time fighting in the game so far and I feel like I've been thrown in the deep end.

That mission is a pain, I had problems with my 48 slots C class Explorer, but the main thing for that mission was to stack up with Zinc and Titanium, go into an asteroid field and take my time, running away and occasionally stopping, turning around and focusing on damaging one enemy, run away a bit, damage them some more etc. They killed me on my first encounter with that mission.

I've been testing the waters and mostly just trading all week, and I actually just finished a write-up on it.... I actually wrote it as a post here yesterday morning but before posting, I decided I should commentate over a gameplay example of it just in case anyone didn't want to read (I'm not really a streamer/guide guy though so the audio is poor just my headset) or to basically show with gameplay, too hehe. But I wrote it out first so I can post both :O

Fantastic writeup, I still haven't tinkered with trading but this will be immensely helpful, thanks!

Most of the exoplanets astronomers have found so far have orbital periods measured in days or weeks. So visibly-moving planets is definitely not unrealistic. And as I said I'm not wanting pure realism anyway, just something that is both evocative and feels like the star system is a clockwork of heavenly bodies.

I would even settle for static planets arranged around a sun. It's the physicality of the arrangement of planets that would really sell the whole open space feel. In practical terms, this would mainly mean that we would either always end up near a station after a hyperjump (and concurrently near one of the planets, as it is now, and like the original Elite) or near the sun (like Elite: Dangerous) but that would mean the extra trip to a station which could get tedious. The other thing would be that space would be much less populated by planetary bodies, so just a sun and several tiny spheres (which requires a whole new targeting system, which frankly this game really needs), and the "planets on the horizon" effect would be a bit more limited to planets frequently having moons, which also isn't that bad and arriving at every new planet might feel a bit more epic.

One thing about the whole rotating business, apart from calculating coordinates and syncing it all for future multiplayer features, it would probably affect the day/night cycles. I mean all planets could rotate at the same speed (or the speed related to their size/position) so all days and nights are the same, or have planets with eternal days etc. Which, again, would be pretty nice, having scorched planets in permanent daylight and stuff like that.

EDIT:
You can move stuff to the cargo slots using the move/stack function, at least on PS4. Pick the item, then click on the cargo slot section, and deposit there. Still not ideal, but yeah.

The game really needs an auto-stack function. Like if I'm using cargo slots for some of the basic minerals you constantly use, if a stack there is unfilled, picking up more of that mineral should automatically deposit that mineral into that slot until it's filled.

Oh wow, didn't realize you could swap the basic/cargo sections with an already selected item, that makes it a bit more reasonable.
 

Minamu

Member
My gf hasn't played since February, and she pressed "free explore" at the first atlas prompt. Is she SOL now if she ever wants to do the story (not that it'll happen I think)?
 

daxy

Member
My gf hasn't played since February, and she pressed "free explore" at the first atlas prompt. Is she SOL now if she ever wants to do the story (not that it'll happen I think)?

Should be able to return to it if you find another Atlas interface.
 
So I was in a loop of running out of life support and/or energy in my first few attempts at the game, starting in hardcore.

I fully fueled up my ship, warp jumped off the planet (holy shit that was an amazing feeling), then decided I wanted to go back to check out the points of interest on the planet that I missed...

Turns out I have to refuel the ship EVERY SINGLE TIME I TAKE OFF. After all that progress, I'm back in the broken cycle of running out of resources.

What am I missing? How am I supposed to hoard enough resources to be able to survive and keep my ship operational??
Find trading posts and buildings with landing pads or one of those pillars for calling your ship. You can take off for free from them. Taking off from space stations is also free.

Always have plutonium. Buy it from everyone you meet.
 
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