No Man's Sky Is BACK Baby. Ok ... I'm in! IGN Interview

Flintty

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Apr 24, 2014
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I was playing earlier today and I’m in love with the game again. Wow BFA made me forget it existed but I’ll be putting a lot of hours into it over the next few weeks. I’ve still barely touched the story - too many distractions!
This is my awesome S Class - I cant see myself ever replacing it!




 

vkbest

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Jan 23, 2017
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Or maybe it just isn't his kind of game, ever thought about that? It isn't my kind of game either, it is just too flat and boring. If I want to play a similar game but is more my jam then I can play Noctis, Starlink, X3: Terran Conflict, Elite Dangerous etc.
I don’t call crap to games I don’t like because is not my kind of game

A crap game is a bad game into his genre
 

DeepEnigma

Gold Member
Dec 3, 2013
24,358
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I was playing earlier today and I’m in love with the game again. Wow BFA made me forget it existed but I’ll be putting a lot of hours into it over the next few weeks. I’ve still barely touched the story - too many distractions!
This is my awesome S Class - I cant see myself ever replacing it!




I haven’t played it since around launch.

I’m going to be in for a treat with all the extra modes and graphical overhaul, aren’t I?
 

Panajev2001a

GAF's Pleasant Genius
Jun 7, 2004
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I haven’t played it since around launch.

I’m going to be in for a treat with all the extra modes and graphical overhaul, aren’t I?
Even “small” things such as the terrains variety and god rays, two amongst the tons of things they have added to the games, will make you go wow... and add VR to that... whoa...
 
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strange headache

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Legit excited for this. Can't wait to hook the Reverb up and just sit back in high res vr glory.
Whoa hey is that the real Karak from ACG?
If so, I just wanted to say that I like your beard and your reviews. Keep up the good work.
 
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Enjay

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You should try dreams then, lots of room to be creative :)

Also we get it, you don’t like the game, you like Minecraft..
Yeah all you have to do is buy a special peripheal that was originally for the ps3 and then half kill yourself figuring out the inane engine. Then you could make creative af pictures of other games on dreams like media molecule does.
 

ranmafan

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I remember way back even n 2016 in the buildup to launch how many of those looking forward to the game like me wanted VR added. Was a dream that seemed too far away. So good we are only days now from getting that feature so many of us wanted. Im so excited for this. Got my psvr ready and am looking forward to jumping back into the game come update time.
 
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Ovech-King

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Love the game but there's just some things I don't understand why they are suposed to be interesting like getting a bigger cargo or expanding your fleet . Even ship classes ... no concrete use for all that eventually . You buy these and then ... the end ? Alrighty then I guess.

Also, I can't believe they havent capitalized on having like rare items or crazier procedural elements the closer you get towards the center of the galaxy. So far they rely on system colors which can be anywhere close or a little farther to get less common stuff. Yet , at the end of main story they want you to warp 10 times at some point and even continue your trip toward the center.... but there is nothing different
(vs being anywhere else) during your 1000 jumps there ... so why bother? I hope Tuesday brings some nice touches to those
 
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mekes

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Jun 30, 2013
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Haven't played since release week. I've been very tempted to jump back in at times as I have heard about the game getting updates. I think I will do with this patch.

It definitely had things I enjoyed on release.
 

$MILE¥

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Dec 29, 2018
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I was playing earlier today and I’m in love with the game again. Wow BFA made me forget it existed but I’ll be putting a lot of hours into it over the next few weeks. I’ve still barely touched the story - too many distractions!
This is my awesome S Class - I cant see myself ever replacing it!




Mate that ship looks all kinds of awesome. I won't replace such a beautiful thing myself.
What you playing on? PS4, XBox or PC?
Awesome screenshots as well
 

Stiflers Mom

Formerly 'StifflersMum'
Apr 27, 2012
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This game is so weird, somehow.
It should be my absolute dream game, but everytime I start it after a new update I still feel it's boring as fuck.
 

Flintty

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Apr 24, 2014
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Mate that ship looks all kinds of awesome. I won't replace such a beautiful thing myself.
What you playing on? PS4, XBox or PC?
Awesome screenshots as well
Thanks mate! I’m on Xbox. I got lucky with that ship, I had a couple million saved up and then sat at a station waiting for a decent ship to come in and there she was, glorious! My 12yo son has been camping for ages but no luck!
 

Psychostar

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Apr 3, 2019
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Looks like a different game from when I last played.
Hopefully, character starter placement has been improved.

I created a character that the game put in deadly subzero temperatures and my broken ship was far away. I finally make way to my ship before I freeze to death, only to find that my ship is in the middle of a highly radioactive zone. Barely made it inside my ship and discovered I didn’t have enough material to fix the ship. My character got stuck in a loop where immediately upon exiting my vehicle, my character would die.

That was the last time I played, but I experienced stuff like that numerous times before. That was just the straw that broke the camel’s back. :pie_confused:
That actually sounds incredibly fun and challenging. I didn't think this game offered any element of challenge. In my head I envisioned the game to just be a procedurally generated walking simulator of sorts.
 

Dontero

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Apr 19, 2018
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Even “small” things such as the terrains variety
It is painful to get to new system and see 4 planets and 0 gas giants, 0 asteroids or asteroid belts. Moreover sun is fake and systems themselves are fake with fake day and night cycle.

And that problem doesn't stop there. Once you get on planet you quickly realize that every planet has about same topography. If you have seen some planet and wandered about you will not find any planet different. You will not find planets that have almost flat surface nor you will find planets that have very sharp surface that barely allows for landing, no lava planets, no ocean planets, weather is aside from status effect almost completely the same so don't expect you find snowstorm planet or windy planet.

And that is main issue of mine with NMS. NMS main purpose should be exploration of alien world but once you see 4-5 planets all of them look very very very similar. That aspect of game didn't improve much since launch of game.

So what is left is gathering resources which means "standing around and pointing your mining laser" the game.

Almost every game element feels shallow like puddle of water. Exploration is based around you going randomly into one direction as you will for 100% meet newly spawned just for you base. Resource management is trivial because every planet has basic components so stuff like fuel is meaningless tedium rather than something you stock on in case of bad jump into system in which you can't gather any resources. Base building gives you nothing, farming gives you nothing, those cars and submarines are just slower version of your ship.

How cool it would be if you would actually need submarine to go into alien ocean that is not a water (which is what all oceans are in nms) because pressure would crush you otherwise ?

That being said they have good base game to work with and expand upon. I just hope they go into more deeper systems rather than being at surface level adding more and more puddles.
 

strange headache

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My friends and me are interested in picking this up, but information on the new multiplayer mode is scarce at best.
  • Does it support dedicated servers?
  • If not, can you at least make a private lobby?
  • Can you build a base together?
  • How does this new "social hub" work exactly?
Basically what we'd like to know is how persistent the multiplayer mode is before jumping in.
 

Kadayi

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Oct 10, 2012
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My friends and me are interested in picking this up, but information on the new multiplayer mode is scarce at best.
  • Does it support dedicated servers?
  • If not, can you at least make a private lobby?
  • Can you build a base together?
  • How does this new "social hub" work exactly?
Basically what we'd like to know is how persistent the multiplayer mode is before jumping in.
They universe is persistent if that's what you mean. It's a shared server (though I'm not sure if it is cross platform).

Tbh you need to dive into it yourself Strange and get a feel for it. It is a very different beast from most other titles out there because it is absolutely mind bendingly enormous.

I would wait for the update to land first though as that will apparently speed up early parts of the game which have traditionally been a bit of a struggle for new players.
 
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TimFL

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My friends and me are interested in picking this up, but information on the new multiplayer mode is scarce at best.
  • Does it support dedicated servers?
  • If not, can you at least make a private lobby?
  • Can you build a base together?
  • How does this new "social hub" work exactly?
Basically what we'd like to know is how persistent the multiplayer mode is before jumping in.
  • It‘s p2p networking afaik (but the whole universe is persistent and shared)
  • Last time I played (proper Mp in Next Update) they had privacy settings, Mp was limited to 4 fully fledged character modes though (rest was floating orbs, up to 16 players total)
  • One guy has to place a base computer (like a flag that specifies the center of your base and claims the territory), then your group members can build your base with you (but it belongs to you)
  • No one knows. The hub probably is an instance where you see more than X players at once. Wouldn‘t be surprised if the 32 player lobbies are limited to the Nexus hub.
 
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strange headache

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I would wait for the update to land first though as that will apparently speed up early parts of the game which have traditionally been a bit of a struggle for new players.
We are certainly waiting for the update, but it all depends on the multiplayer functionality. I played the game when it came out, but am not all that interested in playing it solo. Having a whole universe to explore without being able to share it with others felt kinda hollow.

  • It‘s p2p networking afaik (but the whole universe is persistent and shared)
  • Last time I played (proper Mp in Next Update) they had privacy settings, Mp was limited to 4 fully fledged character modes though (rest was floating orbs, up to 16 players total)
  • One guy has to place a base computer (like a flag that specifies the center of your base and claims the territory), then your group members can build your base with you (but it belongs to you)
  • No one knows. The hub probably is an instance where you see more than X players at once. Wouldn‘t be surprised if the 32 player lobbies are limited to the Nexus hub.
Thanks, you've given me more information than all the articles and interviews by the mainstream video-game outlets combined. If it is p2p and the base belongs to me, that means that others can't play while I'm offline, is that correct? It's a real shame, as I would have preferred the possibility to open up a private dedicated server.
 

Kittehkraken

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Jan 14, 2017
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Thanks mate! I’m on Xbox. I got lucky with that ship, I had a couple million saved up and then sat at a station waiting for a decent ship to come in and there she was, glorious! My 12yo son has been camping for ages but no luck!
Legit one of my favorite things to do is searching for stations and waiting around for what ships are up for sale.
 

Ovech-King

Member
Feb 27, 2017
142
77
240
It is painful to get to new system and see 4 planets and 0 gas giants, 0 asteroids or asteroid belts. Moreover sun is fake and systems themselves are fake with fake day and night cycle.

And that problem doesn't stop there. Once you get on planet you quickly realize that every planet has about same topography. If you have seen some planet and wandered about you will not find any planet different. You will not find planets that have almost flat surface nor you will find planets that have very sharp surface that barely allows for landing, no lava planets, no ocean planets, weather is aside from status effect almost completely the same so don't expect you find snowstorm planet or windy planet.

And that is main issue of mine with NMS. NMS main purpose should be exploration of alien world but once you see 4-5 planets all of them look very very very similar. That aspect of game didn't improve much since launch of game.

So what is left is gathering resources which means "standing around and pointing your mining laser" the game.

Almost every game element feels shallow like puddle of water. Exploration is based around you going randomly into one direction as you will for 100% meet newly spawned just for you base. Resource management is trivial because every planet has basic components so stuff like fuel is meaningless tedium rather than something you stock on in case of bad jump into system in which you can't gather any resources. Base building gives you nothing, farming gives you nothing, those cars and submarines are just slower version of your ship.

How cool it would be if you would actually need submarine to go into alien ocean that is not a water (which is what all oceans are in nms) because pressure would crush you otherwise ?

That being said they have good base game to work with and expand upon. I just hope they go into more deeper systems rather than being at surface level adding more and more puddles.
I agree and I really hope that their 2.0 thing Sean is referring to touch on this and many other details that should have been revised way earlier on otherwise I might as well start subnautica at this point
 
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Wonko_C

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We are certainly waiting for the update, but it all depends on the multiplayer functionality. I played the game when it came out, but am not all that interested in playing it solo. Having a whole universe to explore without being able to share it with others felt kinda hollow.



Thanks, you've given me more information than all the articles and interviews by the mainstream video-game outlets combined. If it is p2p and the base belongs to me, that means that others can't play while I'm offline, is that correct? It's a real shame, as I would have preferred the possibility to open up a private dedicated server.
AFAIK You can upload your base and its going to be there for everyone to see even if you're not playing at that moment. I've seen reddit posts of people sharing their bases and giving coordinates to their planets so everyone can visit. You can also make it so that can nobody change or destroy it.
 
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Flintty

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Legit one of my favorite things to do is searching for stations and waiting around for what ships are up for sale.
Yeah it’s like an even nerdier version of train spotting! Some very cool designs out there, I’m yet to come across the squid ship though.
 

Dontero

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I agree and I really hope that their 2.0 thing Sean is referring to touch on this and many other details that should have been revised way earlier on otherwise I might as well start subnautica at this point
I don't think they can change game fundamentally once they shipped it. Sure add on top of it but not change game completely how i described it. I really like some of their systems like stuff gathering, it makes sense but it is poorly used. For example instead of having oxygen plants everywhere just use fucking flora or fauna which seems to be at least different on different plants. Part of exploration should be figuring out which fauna and flora gives you resources in case of emergency, instead carbon is everywhere, oxygen and sodium always are in those same plants on every planet and so on. It would be great if their system allowed for different recipes for same things. So if you don't have dihydrogen on planet you can use instead chromium and gold to make some stuff that is needed for something else and they clearly do have such thing for powering up shields and life systems as you can fill them with different things.

That is the kind of shallow gameplay i am talking about. Game could be much more interesting but instead everything feels like Skyrim but unlike Skyrim its ocean is just a like. So instead of 1m deep ocean you get 1m deep lake.
 

TimFL

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Nov 3, 2013
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...



Thanks, you've given me more information than all the articles and interviews by the mainstream video-game outlets combined. If it is p2p and the base belongs to me, that means that others can't play while I'm offline, is that correct? It's a real shame, as I would have preferred the possibility to open up a private dedicated server.
Bases are uploaded to the games content servers (if enabled by you) and should show up to everyone that goes to the planet it‘s on (including strangers). Your friends will potentially see the base but they can‘t edit without being invited to your group. If they don‘t see it, they probably lost connection to the content server (was a big issue during update periods due to increased traffic, especially when Next came out).

I said potentially because we never really tested the base owner leaving the group while the rest continues to play.
 
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PATCH NOTES!



VIRTUAL REALITY

  • No Man’s Sky is now fully playable in virtual reality.
  • Many interactions have been given special VR-only options, including: grabbing plants and other collectables with your hands; physically opening the cockpits of ships and exocraft; piloting starships directly with a VR stick/throttle; and punching objects to cause damage.
  • Introduced special VR menus: including controlling Multi-Tool options via a menu embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.
GRAPHICS AND PERFORMANCE
  • OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement.
  • Significant optimisations to asteroid generation.
  • Significant optimisations to planet generation.
  • Improved loading times.
  • Significant optimisations to 2D rendering.
  • Reduced memory usage across the game generally.
  • Significant optimisations to cloud and terrain shaders.
  • Significant optimisations to the animation LODing system.
  • Added level-of-detail mesh optimisations to the majority of in-game assets.
  • Significant optimisations for large bases.
  • Revised HDR support, updated output curve in line with advances in HDR calibration.
  • Adaptive and Triple-Buffered V-Sync are now selectable from Graphics Options.
  • Players with more than one GPU can now select which is used from Video Options.
  • Many graphics settings no longer require a restart to apply.
  • The ‘LOADING SHADERS’ load step has been removed, improving the loading experience.
CONTROLS AND OPTIONS
  • Added support for full rebinding of PC controls via Steam and OpenVR.
  • Reworked all settings and options pages, making graphics settings more clear for PC players.
  • Added options to disable vignette and scanline effects.
  • Added the option to remove button holds and make all non-destructive clicks instant.
THE SPACE ANOMALY
  • Added the ability to summon the Space Anomaly to your location from anywhere in the galaxy.
  • Significantly expanded and reworked the interior of the Space Anomaly.
  • The Space Anomaly now serves as a hub, bringing together all the Travellers who are onboard regardless of their physical location in the universe.
  • Removed orbs from the game and replaced them with fully simulated other players, met ambiently as you explore.
  • The network player cap has been raised to between 8 and 32 depending on platform and current location.
  • Added a new teleporter to the Space Anomaly. This teleporter allows players to visit the base of any other player currently on the Anomaly with them, as well as highlighting featured bases from the community.
  • Moved multiplayer mission selection to the Nexus, a new hub area in the Space Anomaly.
  • Added an interface for quickly finding other players to join on multiplayer missions.
  • Added many new types of multiplayer mission.
  • Automatic chat messages are broadcast when performing game actions, including making discoveries, attacking pirates, installing tech, performing gestures, and fighting biological horrors.
  • Multiplayer missions now warp players directly to the mission location as they leave the Space Anomaly.
  • Added the ability to display a custom player banner, adjustable at the Appearance Modifier.
  • Player graves in multiplayer games will get reset to the current player’s system when returning to single player.
  • A new save icon is used in multiplayer to highlight that while progress is saved, the player’s current position is not.
  • Reworked the story missions to integrate Nada and Polo’s journey better with the story of Artemis.
  • Added new story content for Nada and Polo.
  • Reworked the tutorial and much of the early game mission flow.
  • Added new and unique visuals for new NPCs aboard the Space Anomaly.
  • Added an NPC to the Space Anomaly who will exchange a different product for nanites each day.
  • Added an NPC to the Space Anomaly who will exchange milestone progress for nanites.
  • Added an NPC to the Space Anomaly who will exchange different categories of discovery data for nanites each day.
USER INTERFACE
  • Added a tech-tree style display for all the technologies, products and other recipes available in the game.
  • Added technology and base part research stations to the Space Anomaly, allowing players to browse the full tech tree, plan their upgrades, and purchase new technologies with nanites.
  • Tweaked the visuals of HUD and compass markers for improved clarity and consistency.
  • Some HUD icons now shrink to reduce visual noise.
  • Adjusted the behaviour of compass markers while in the ship to better reflect the reality of navigating 3D space.
  • Improved the UI for comparing and purchasing ships, Multi-Tools and freighters.
  • Added a warning when trying to swap starships if you still have cargo aboard your old ship.
  • Improved the inventory page, including making inventory sub-categories more clear.
  • Changed text scrolling to a full wraparound rather than a bounce.
  • Reduced the amount of bloom in cases that caused photosensitivity issues.
  • Refiner output readings now correctly update when more resources are added to an input slot.
  • Improved the visual style and clarity of the Buy/Sell filters on trade screens.
  • Improved the icons used to display the class of ships, Multi-Tools, and other purchasable items.
  • Updated the ‘Summon Vehicles’ icon on Quick Menu.
  • The icons for summoning other ships in your collection now accurately reflect the appearance of those ships.
  • Updated the visuals for the in-cockpit ship screens.
  • Significant improvements to the chat box, including the ability to choose whether messages are sent to your group or the entire system.
  • Moved substances, products and technologies to their own ‘Catalogue’, separate from the Guide.
  • Added Guide entries for several new features.
  • Increased the size of icons in the Catalogue.
  • Improved the appearance of the dialog / NPC speech UI.
  • Mission notifications / objectives are no longer hidden by the build menu, inventory or refiner screens.
  • Added a new style of mission notification that gives more context to complex mission steps.
  • The Galaxy Map has been totally overhauled for clarity and visual style.
NPCS AND INTERACTIONS
  • NPCs can now walk around their environments and interact with environmental elements.
  • Player locomotion is more responsive when running.
  • Players can now sit on chairs.
  • Improved the camera handling when sitting in a confined area.
  • NPCs will respond to gestures performed by the player.
  • NPCs now occasionally browse holographic creatures, ships and more on their handheld devices.
  • Added all new NPC interactions at planetary salvage sites.
  • Added all new NPC interactions at crashed ships.
  • Significantly reworked all factory and monolith interactions.
  • Changed the reward sequence for factory interactions to allow players to choose which product recipe they would like to learn.
  • Reworked a large number of existing NPC interactions.
  • Added a range of biome specific interactions for NPCs at planetary buildings.
  • NPC pilots now leave their ships when landing at Space Stations and Trade Outposts.
  • NPCs can now choose a chair to sit on, sit down for a while, then continue with their day.
  • Geks occasionally swing their legs while sitting.
  • Expanded the range of NPC moods and animations.
  • Increased the richness of text interactions with additional audio, colours and NPC animations.
  • Added different text printout speeds for each alien race, giving them their own style of ‘speech’.
  • Added a chance for guest NPCs to visit Space Stations, eg the occasional Korvax may be found in the Space Station of a Vy’keen system.
  • The Trade Outpost is treated as a building (for the purposes of providing hazard protection), but plays correct outdoor audio ambience.
  • Added AutoTranslator technologies to the Exosuit that allow random words to be translated without being permanently unlocked.
  • Fixed an issue where }} alien speech brackets would appear on a new line by themselves.
  • Alien words are grouped together to prevent learning words very similar to ones already known (e.g. interloper/interlopers).
  • Alien word learning has been overhauled. Players may direct the flow of language acquisition when interacting with NPCs.
  • Players can practice using the words they know when speaking to alien lifeforms and observe the results.
BUILDING
  • Reworked the Base Building Menu: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to be in more than one group.
  • Day/night cycles are now deterministic and synced between players.
  • Significant improvements have been made to the base part snapping system, allowing for faster and more convenient building.
  • Added a new photo-mode style building camera to allow easier placement of complex structures.
  • Added the ability to scale some base parts.
  • Added the ability to rotate some base parts around more than one axis.
  • Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a different way to generate power for your base.
  • Added wiring, allowing you to connect base parts that need power to your generators.
  • Removed the manual fueling of many base technologies and replaced it with power grid requirements.
  • Added power requirements to existing parts such as lights.
  • Added a range of logic gates and switches, allowing for creative control of powered parts.
  • Added new large-scale mineral and gas extractor base parts.
  • Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of collection.
  • Added a new Survey Device upgrade for the Analysis Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.
  • Overhauled the gravity simulation, improving the experience on dead planets.
  • Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.
  • Improved the management of base options when interacting with the base computer, including improving the ability to take screenshots of the base.
  • Added the ability to jetpack while the Build Menu is open.
  • Improved the visual effects of the Terrain Manipulator.
  • Unified the functionality of the Message Module and the Communications Station and added a new unique art asset.
  • Added several new roof pieces, allowing players to build complete sloping roofs.
  • Added new exocraft-sized doors that can be powered to open and close automatically as you approach.
  • Added new interactable props, including customisable light boxes and audio frequency generators.
  • Added a powered Sphere Generator that allows players to generate large movable spheres.
  • Improved the visual effects when constructing base parts & technology.
BUG FIXES
  • Increased the tolerance of trader ships participating in a freighter battle so that they do not report friendly fire as a crime unless the shot is fatal.
  • Fixed an issue where Sentinel drones would become stuck when scanning a player who was entering and exiting their ship.
  • Fixed an issue where the third person player model would never look directly at the camera.
  • Fixed an issue where ship rain audio was being played when it was not raining.
  • Added creature sounds to the weird biome creatures.
  • Fixed a Multi-Tool animation glitch when firing the Mining Beam from sheathed in first person.
  • Change Asian numerical separators to be correct format.
  • Fixed an issue where the starship can appear floating above the terrain if the player is spawned at a long distance from the ship.
  • Fixed a number of item duplication exploits.
  • Fix for the starship HUD reading ‘Moon of Unknown Planet’ when the planet is known.
  • The Mining Beam is now the correct colour when upgraded with a procedural upgrade module.
  • Fixed an issue where the wrong impact particles were sometimes used when shooting Sentinel Quadrupeds.
  • Miscellaneous text fixes.
DISCOVERY AND EXPLORATION
  • Overhauled the Analysis Visor. Scanning of flora, fauna and minerals no longer begins automatically, but begins when the player holds a button while looking at the relevant object.
  • In VR, the Analysis Visor becomes Analysis Mode. Objects are scanned by aiming at them with the Multi-Tool.
  • Custom Markers placed from the Analysis Visor now drop a physical object at the marker location.
  • Significantly overhauled the Discovery Page to show a graphical representation of the system, as well as close up 3D representations of all discoveries and long text entries for fauna.
  • Made butterflies and other flying creatures much easier to scan with the Analysis Visor.
  • Added a new set of rare vibrant colour palettes for lush planets.
  • Creature markers in the Analysis Visor now display how far away the creature is.
  • Fixed an issue where creatures would never poop once they had been scared by a predator.
  • Predator creatures no longer target and attack players when they are in an interaction.
  • Creatures will no longer attack players who are in their ships.
  • Improved the clarity and display of warning icons on predatory or angry creatures.
  • Fix for biological horrors not playing their death effects for network players.
  • Fix for incorrect fauna level being displayed in the Analysis Visor.
  • Added creature marker to display their current mental state.
  • Added new wild plants to all biomes.
  • Added the ability to cook plant and animal products in a Nutrient Processor to produce a wide variety of food. Experient with combinations to create unique and complex foodstuffs.
  • Eating food provides a boost to your life support.
  • Added bait products, created in the Nutrient Processor, that allow creatures to be harvested for food products. Scan creatures to learn their bait preferences.
  • Killing creatures also allows the harvesting of several new food products.
  • Added an NPC to the Space Anomaly who will judge the player’s cooking ability.
  • Renamed Coprite to Faecium.
  • Added compass and HUD icons to Faecium deposits.
  • Improved the visuals of Faceium deposits.
  • Added a base part that will attract creatures to your base and automatically feed them.
  • Added a base part that will automatically extract milk and other relevant resources from nearby creatures that are ready to be harvested.
  • Throwing bait can attract a large number of creatures to one location.
  • Throwing specialist carnivore bait can distract and placate angry or predatory creatures.
  • Creatures that have been tamed by supplying their desired bait can be ridden. Creatures will still attempt to go about their own business, but their routines can be shaped by their rider.
  • Upper body gestures may be used when seated or riding a creature.
  • The Nutrient Processor and the Portable Refiner now display a marker when they are not placed within a base.
VISUAL POLISH
  • Nada and Polo now use a larger range of animations.
  • Improved the visuals for the Space Station entrance beam.
  • Entirely reworked and expanded the cockpits of all ships.
  • Increased the amount by which you can look around the starship cockpit.
  • Added fully modelled cockpits / interiors for all the Exocraft and the Nautilon Submarine.
  • Starship exteriors can now be seen while inside the starship.
  • Improved the particle effects for the Scatter Blaster and the Blaze Javelin.
  • Increased the scale of starships. Landing pads and docking areas across the galaxy have been expanded to cope with the new larger ships. As a result, landing pads in existing bases have been refunded.
  • Improved the visual detail on fighters, haulers and shuttles.
  • Added ramps to the front of the Space Station balcony platforms.
  • Fixed a number of issues where trees and rocks could not be run over by Exocraft.
  • Trade Outposts now have ladders to climb up to the platform.
QUALITY OF LIFE
  • The Exosuit torch can now be turned on whatever the time of day.
  • While the Pulse Engine is engaged, the central ship screen now displays a clearer message about fuel use.
  • Technology can now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.
  • Technology can now be moved after installation.
  • Significantly overhauled the system for pinning instructions for building technologies, products and base parts.
  • Added the ability to pin a substance and receive directions for where to find it.
  • Removed the Advanced Mining Laser requirement from large trees on lush planets.
  • Added an Antimatter Reactor base part that generates antimatter over time.
  • Added specific efficient Starshield Batteries for use in starship combat.
  • Added ‘Warp Hypercores’, a large hyperdrive fuel unit with five times the capacity of a regular Warp Cell.
  • Increased the base mining speed of the Mining Beam.
  • Fixed a bug that caused resource notifications to stack up while playing without the HUD.
  • Reduced the length of time resource notifications are displayed when you have multiple resources stacked up.
  • Added alerts when new items are encountered or recorded to the Catalogue.
  • Added the Optical Drill, a Mining Beam upgrade that increases the resources gained from mining.
  • Added the Launch System Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.
  • Added an extra slot to the starting Multi-Tool.
  • When installing an upgrade module, the correct inventory is automatically selected.
  • Adjusted the probabilities of low, medium and high security planets in Normal Mode.
  • Adjusted the timers of Sentinel patrols on lower security planets.
  • In normal mode, allowed some planets to never spawn Sentinel drones.
  • Added a chance to collect geodes when mining rocks or asteroids. Geodes can be analysed to extract large quantities of substances.
  • Increased the base speed of all Refiner units.
  • In normal mode, increased the slot storage limit for substances from 250 to 10,000.
  • Increased the wealth levels at which higher tiers of pirates will attack.
  • Increased the base energy levels of the Mining Beam and the Terrain Manipulator, allowing for less frequent recharging.
  • Replaced the ‘Find specific building’ component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Space Station Cartographers.
  • Navigation Data can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.
  • Using the Terrain Manipulator to mine basic ground will award silicate powder, which can be used to refine glass.
  • Added a note on the interaction label of NPCs that have already been visited.
  • When craftable products are the current mission objective, they are automatically pushed to the top of the product list.
  • Adjusted the frequency of rare asteroids.
  • When buying a freighter, it now comes with some basic cargo already in the inventory.
  • Increased the minimum speed while in space combat, creating better combat handling in most conditions.
  • Increased the maximum speed while flying in space.
  • Added a degree of roll when banking in planetary flight.
  • The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.
  • Added a cockpit throttle indicator to show current thrust settings.
  • The ‘Shields Down’ message is no longer displayed when claiming an abandoned ship.
  • The ‘How to land the ship’ notification no longer displays immediately after planetary takeoff.
  • When charging the Pulse Engine, the current autopilot target marker is now highlighted.
  • Missions now add hints to highlight the relevant items in the build and crafting menus.
  • Inventory popups are now closed automatically if you click outside of them.
  • Tweaked the weighting of mission selection in the mission board to give a better range of available missions.
  • Increased the likelihood of procedural upgrade modules being relevant to the player’s current tech setup.
  • Added several new environmental protection Exosuit upgrades.
  • Ammunition is automatically promoted to the top of the crafting list if players try to reload but have no available ammo.
  • Increased the default stack size for Ammunition.
  • The Mining Beam now has a much higher base heat capacity.
  • Reworked the Mining Beam overheat mechanic: the beam now cools down correctly rather than instantly resetting; the Mining Beam does more damage as it approaches max heat; the Mining Beam changes colour as it approaches max heat.
  • Innes has walked over 1400 miles. His journey continues.
 
Last edited:

Wonko_C

Member
Jul 5, 2010
4,472
519
890
Cancun, Mexico.
I'm not really an gamer who looks for "immersion", yet I love VR for its new gameplay possibilities, but after starting a new game in NMS its like I saw the face of god.

Upon loading the game I spawned right in front of a big tentacle-like tree, It actually weirded me out a bit.

What gets me is how the motion controls make it seem like the game was made for VR from the start, and how it's all intuitive.

I love:

- grabbing the multitool from my shoulder.
- putting my hand next to my head and pushing a button to activate scan vision just like in sci fi movies/games.
- having the menus projected as holograms in my wrist.
- opening the cockpit of my ship by grabbing it and pulling up.
- shooting the tool with total freedom and precision an analog stick can't ever match.

The scale of Everything is overwhelming. Just looking at the sky and seeing twin planets up there, it's all beautiful. And I'm on a lame-looking planet, LOL. Can't imagine how cool it will be on better looking planets.
 
Last edited:

Romulus

Member
Mar 21, 2019
960
924
305
I'm not really an gamer who looks for "immersion", yet I love VR for its new gameplay possibilities, but after starting a new game in NMS its like I saw the face of god.

Upon loading the game I spawned right in front of a big tentacle-like tree, It actually weirded me out a bit.

What gets me is how the motion controls make it seem like the game was made for VR from the start, and how it's all intuitive.

I love:

- grabbing the multitool from my shoulder.
- putting my hand next to my head and pushing a button to activate scan vision just like in sci fi movies/games.
- having the menus projected as holograms in my wrist.
- opening the cockpit of my ship by grabbing it and pulling up.
- shooting the tool with total freedom and precision an analog stick can't ever match.

The scale of Everything is overwhelming. Just looking at the sky and seeing twin planets up there, it's all beautiful. And I'm on a lame-looking planet, LOL. Can't imagine how cool it will be on better looking planets.
Your scifi movie comment is perfect really. For most everything in the game.

I just finished playing on an ocean world. Oh my.

It was downright fucking terrifying and NMS is completely tame playing it without VR. The scale of the ocean is enormous and this wasn't anything fancy. But my goodness is the sense of presence AMAZING.
I ran into a pair of shark like creatures that were HUGE in VR. I killed one of them and barely escaped from the other. My heart was pounding seeing their mouths open chomping at my face. It felt like it was trying to swallow my head.
I'm also pretty experienced in VR and that got to me. Anyway like all VR games, videos do this no justice, but every NMS sky fan should try this.
 

mckmas8808

Member
May 24, 2005
41,965
4,675
1,630
I'm not really an gamer who looks for "immersion", yet I love VR for its new gameplay possibilities, but after starting a new game in NMS its like I saw the face of god.

Upon loading the game I spawned right in front of a big tentacle-like tree, It actually weirded me out a bit.

What gets me is how the motion controls make it seem like the game was made for VR from the start, and how it's all intuitive.

I love:

- grabbing the multitool from my shoulder.
- putting my hand next to my head and pushing a button to activate scan vision just like in sci fi movies/games.
- having the menus projected as holograms in my wrist.
- opening the cockpit of my ship by grabbing it and pulling up.
- shooting the tool with total freedom and precision an analog stick can't ever match.

The scale of Everything is overwhelming. Just looking at the sky and seeing twin planets up there, it's all beautiful. And I'm on a lame-looking planet, LOL. Can't imagine how cool it will be on better looking planets.
This post may be one of the greatest "pro" VR posts I've ever read! It's literally what VR is all about.
 

DeepEnigma

Gold Member
Dec 3, 2013
24,358
25,045
1,075
I'm not really an gamer who looks for "immersion", yet I love VR for its new gameplay possibilities, but after starting a new game in NMS its like I saw the face of god.

Upon loading the game I spawned right in front of a big tentacle-like tree, It actually weirded me out a bit.

What gets me is how the motion controls make it seem like the game was made for VR from the start, and how it's all intuitive.

I love:

- grabbing the multitool from my shoulder.
- putting my hand next to my head and pushing a button to activate scan vision just like in sci fi movies/games.
- having the menus projected as holograms in my wrist.
- opening the cockpit of my ship by grabbing it and pulling up.
- shooting the tool with total freedom and precision an analog stick can't ever match.

The scale of Everything is overwhelming. Just looking at the sky and seeing twin planets up there, it's all beautiful. And I'm on a lame-looking planet, LOL. Can't imagine how cool it will be on better looking planets.
Your scifi movie comment is perfect really. For most everything in the game.

I just finished playing on an ocean world. Oh my.

It was downright fucking terrifying and NMS is completely tame playing it without VR. The scale of the ocean is enormous and this wasn't anything fancy. But my goodness is the sense of presence AMAZING.
I ran into a pair of shark like creatures that were HUGE in VR. I killed one of them and barely escaped from the other. My heart was pounding seeing their mouths open chomping at my face. It felt like it was trying to swallow my head.
I'm also pretty experienced in VR and that got to me. Anyway like all VR games, videos do this no justice, but every NMS sky fan should try this.
I am getting PSVR now!
 

voidenberg

Member
Jan 15, 2018
996
966
360
It is painful to get to new system and see 4 planets and 0 gas giants, 0 asteroids or asteroid belts. Moreover sun is fake and systems themselves are fake with fake day and night cycle.

And that problem doesn't stop there. Once you get on planet you quickly realize that every planet has about same topography. If you have seen some planet and wandered about you will not find any planet different. You will not find planets that have almost flat surface nor you will find planets that have very sharp surface that barely allows for landing, no lava planets, no ocean planets, weather is aside from status effect almost completely the same so don't expect you find snowstorm planet or windy planet.

And that is main issue of mine with NMS. NMS main purpose should be exploration of alien world but once you see 4-5 planets all of them look very very very similar. That aspect of game didn't improve much since launch of game.

So what is left is gathering resources which means "standing around and pointing your mining laser" the game.

Almost every game element feels shallow like puddle of water. Exploration is based around you going randomly into one direction as you will for 100% meet newly spawned just for you base. Resource management is trivial because every planet has basic components so stuff like fuel is meaningless tedium rather than something you stock on in case of bad jump into system in which you can't gather any resources. Base building gives you nothing, farming gives you nothing, those cars and submarines are just slower version of your ship.

How cool it would be if you would actually need submarine to go into alien ocean that is not a water (which is what all oceans are in nms) because pressure would crush you otherwise ?

That being said they have good base game to work with and expand upon. I just hope they go into more deeper systems rather than being at surface level adding more and more puddles.
So much this. I love exploring but exploration is pointless if every planet looks the same with a different coat of paint.
Radiation, extreme temperatures, any weather hazards work exactly the same. Animals spawn around you. The whole planet feels like the same patch of land copy/pasted everywhere.

I'll give it another go regardless.
 

Romulus

Member
Mar 21, 2019
960
924
305
Piece of advice on PSVR just starting out.

Have you Moves and DS4 powered up at the same time . When you're on foot, the Moves are fine, but in space it feels more simcade and just feels awesome, but different. It takes some practice.
Just in case I need it, have the DS4 beside me ready to go for dogfights until I get the hang of it more. You can use both at the same time without going into settings, just pick up and play.
 

Wonko_C

Member
Jul 5, 2010
4,472
519
890
Cancun, Mexico.
Piece of advice on PSVR just starting out.

Have you Moves and DS4 powered up at the same time . When you're on foot, the Moves are fine, but in space it feels more simcade and just feels awesome, but different. It takes some practice.
Just in case I need it, have the DS4 beside me ready to go for dogfights until I get the hang of it more. You can use both at the same time without going into settings, just pick up and play.
That sounds great. I preferred playing Ultrawings with the Dualshock 4 because with the moves I don't have feedback, always end up moving my hands too far and easily lose the center of the flightstick.
 
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Ovech-King

Member
Feb 27, 2017
142
77
240
Gotta say I'm impressed with how they redesigned the single player campaign . Before you had to hire a contractor scientific etc and build shit you not necessarily wanted. They still want you to establish a base computer early on but that's it. After that the new anomaly got all the blueprints you need for it ( + other upgrades) and YOU decide how you want to progress. So far after 8 hours of new start gameplay I can safely confirm this is the less grindy version of no man's sky yet. The 2.0 thing they did is way better than I expected. If your on the fence , now is the time ... finally!!
 
Last edited:

mckmas8808

Member
May 24, 2005
41,965
4,675
1,630
Piece of advice on PSVR just starting out.

Have you Moves and DS4 powered up at the same time . When you're on foot, the Moves are fine, but in space it feels more simcade and just feels awesome, but different. It takes some practice.
Just in case I need it, have the DS4 beside me ready to go for dogfights until I get the hang of it more. You can use both at the same time without going into settings, just pick up and play.
This is insane!