So after a week of playing 1.3, I can confidently claim that this has been honed to perfection*. I play on survival, and initially found it easier than the last time I started it. That was probably due to the fact I knew what to expect. I then naturally expected it to carry on getting easier to the point it would be too easy, but it doesn't. Progression is rock solid. Collecting nanites now uses resources. You can now buy mostly anything you need from space stations, which can be expensive for quite a while. Scanning rocks to find secondary elements is a game changer, because you get trace amounts of something that could just save your life or help you build something if you put the work in.
You can now legitimately have little interaction with planets but still progress or just stay on a planet forever. It's a game "full of choices", and that's just me bumming around for a week.
*The moment to moment loop I mean, obviously, because I wouldn't say what I'm about to say if it was all perfect.
But I really want to talk about what's to come.
I'm pretty certain terrain is now locked in. I don't see how they can make it any better (at least this gen). So we are left with things on the planet. That doesn't just extent to animals but NPCs. It seems clear to me that they are basically the same thing. They're a model moving about the landscape. What's the difference between an animal or a Gek? Surely the Gek should be easier, even now? How hard can it be to animate that model on the flat surface of a space station or depot? My point is they've done the planets, now they can do everything that walks around on the planets. Including US. Again, instead of an orb and moving character model...and we know that is coming. What if they are all the same system? Are we seriously going to end up with 15 people from around the world and their models moving about on screen, but not the NPCs? I can't see the logic in that.
Think of the possibilities of that. Right now missions are go kill some animals or interact with a terminal/static NPC. What if the NPC was not static and you had to find them, that's an extra layer of detail to a mission. You can extent that all the way up to a turf war between rival factions.
Cities. People seem to think these are far fetched wishes. When you've got a game like this, which is pushing absurd levels of detail from maths, I hardly think the straight lines of a city are going to be that troubling. Just look at the space stations and freighters. Huge structures. So I see no reason why there can't be huge structures on the ground either. We already have crashed freighters. Failing that, we just need a much better variation of buildings, and interactions within them. It just needs to feel more organic in structure. They did it with the planets and they are by far the hardest to achieve aspect of the game.
Space. For a game set in space there isn't exactly much to do in space. Visit a space station. Visit a freighter. Have a space battle. Space stations are the center of the solar system and a hub, but they don't do much else. And what they do, they do in a strange way. So there's a large docking area for ships, ok. But then you have to run up some stairs (which you don't anyway), through a corridor and to a terminal. Why do we need to even leave our ship? Obviously, if we didn't, there would be no point to the rest of the station, so it's plainly there to justify getting out of your ship. But why not have missions within the station? What if you get out of your ship and speak to an NPC getting out of their ship, and they give you a misson. They could be a trader, farmer, smuggler. They might already be in the station having a drink. They might live there. You could live there. You could have a job there. You might build up a relationship where they become your wingman or even help you deliver goods. If you can have actual people in cooperation with you, then why not NPCs? Also, if we can have bases and freighters, then why not our own space stations? And that brings me onto planetary physics.
I saw some talk about how this couldn't work. Well, it can work if you have an absolute time for everyone. That's what Elite does. But the difference here is that No Man's Sky doesn't work in real time. What's a day? 15 minutes? 30 minutes? An hour? So why does the time it takes for planets to revolve around a sun have to be in real time? "How long would it take to look good?", that's the question. Let's say it takes 12 hours for a planet on the outer ring to do a full circle. That's a long time in game, but would still be effective enough. What if the closest planet took 3 hours? Still quite a long time, but relatively faster. It doesn't have to be the most scientific numbers. The fact that the 1.03 patch notes say, "play testing has made it obvious people are struggling to adjust to this during play so its effects have been reduced further
", suggests it was faster, which always seemed a strange way to put it. This is the only part of the game I feel was a true lie. Criticising devs for using sky boxes, while all the time using sky boxes is a very bad move. Ironically, people seem to like the static planets. But maybe they would like it more if they could travel faster than the pulse drive? Maybe planets could be as close as they are now at different times in their orbits, giving people a tactical choice of waiting for an easier journey.
Travelling between systems without warping. That was a particularly foolish thing to talk about. How was that ever going to be possible? I've always assumed the pulse drive traveled at near the speed of light. If that's the case it would take literal years to travel to another system. Just a light year would obviously take a year, let alone 100 light years. What if there was a special drive that allowed you to travel 730 times the speed of light? Now we have ourselves a Twitch spectacle, where some mad fool/brave idiot, tries to fly a light year over a 12 hour period...I'm stopping now before I go insane with speculation.
As I implied though, I don't think some of that is that speculative. Ever since Pathfinder I've noticed that the animals have gotten worse, not better. I never noticed them just appear in front of me before then. Now it happens every time. I always got the feeling they downgraded them because - like the planet regeneration of Foundation - they had better things planned. Because God knows they are not optimised now, and are often seen just all thrown at you in a small space. I'd rather have two animals on screen with better behaviour than 20 doing nothing. Imagine observing a deer just eating grass or drinking water. Then add a predator. It could be a big cat stalking it's prey or an underwater animal leaping out for the kill. Just to watch how each of those animals would deal with the situation is worth more than anything I've seen so far. This goes for the sentinels too. Clearly they are broken. Defeating any of the two walkers leaves red flashing lights in mid air around their bodies. And the fact that they are spawned is a big turn off. I get that they have to be, but spawning regular sentinels doesn't ruin the illusion, because you see them all the time anyway. So you can have loads of animals running around, but not the occasional walker sentinel?
Perhaps the biggest indication is that they had continued to improve the technique of creating animal sounds, and you don't do that for no reason.
Anyway, animals, NPCs and space...and throw in a building or two...and not forgetting button remapping.
I'm just not enthusiastic about this game