No Man's Sky |OT| Hello Worlds.

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Before you switch multi tools, have you highlighted an empty slot and checked your recipes? I swapped multitools because it had more slots than my starter weapon, then tried to scan and realized it didn't have a scanner. I panicked and checked my recipes, and had a scanner recipe. I didn't remember pickin it up, so I don't know if it's something you always have. It's really cheap and easy to build.

I really think the game has ways of giving you the blueprints you need if you think you fucked up. I've been using the preorder ship since the start of the game, and I didn't run into the hyperdrive issue where people were stuck. Eventually the game righted itself and got me on track. To be fair, I'm following the atlas path, so that could have something to do with it. I wonder if it'd be harder spurning atlas. I imagine then you'd be on your own, forced to fund the facilities with the hyperdrive blueprints yourself. That could probably take a while...

But I digress. Just make sure that you have a blueprint for building a scanner before you swap it out!

Also, I am pretty sure your upgrades do not/cannot transfer, so scrap all of your stuff on your old one.

If they can transfer, can someone tell me how and also slap me for scrapping 3 multitools' worth of upgrades?

Someone needs to tell every new player to search for shelters and drop pods so they can expand their exosuits ASAP. game changer.

Can those be scanned for from the red skybeam pods? I don't recall seeing "shelter" or "drop pod" as options.
 
Found a moon with gravitrino balls everywhere and the most dickish sentinels I've ever seen. Fuck those things. Named it Gravitrino Sentinel for future explorers.
 
Also, I am pretty sure your upgrades do not/cannot transfer, so scrap all of your stuff on your old one.

If they can transfer, can someone tell me how and also slap me for scrapping 3 multitools' worth of upgrades?

They don't transfer over so you're good.

(Also, I can't believe I never thought of this. Thanks!)
 
They don't transfer over so you're good.

(Also, I can't believe I never thought of this. Thanks!)

Here's another scrapping tip - if you scrap something and it scraps into 2+ green items, the greens form a stack, and you can then stack greens (just move any more over to the stack you got from scrapping the item). I got that from reddit, but I think it's rare enough to be worth sharing.
 
Apologies if this has already been covered, I've been sort of trying to avoid this thread because I don't necessarily want to know too much and am worried that seeing the lovely screenshots and hearing your stories will ruin the element of surprise, should I decide to buy the game. But I find myself still very uncertain about whether this game will appeal to me, even after talking to people who own it, reading some of the posts in this thread, reading some early reviews, and even watching people stream some of the early gameplay.

I'm pretty down with the idea of crafting, so long as it's towards a greater purpose. I never really enjoyed crafting for the purpose of making the +2 sword that's incrementally better than my +1 sword, but I adore the complex crafting system in, say, Atelier games to make ridiculous items with strange properties. I also like the idea of slowly evolving my ship and equipment over time to let me do new things (or old things more efficiently, though that's less revolutionary obviously). I feel like I'm someone who likes exploration, but the last time I played a game with an explicit exploration aspect was Elite: Dangerous, and I never felt like I was really equipped to explore, nor did there seem to be much point (yay I found an undiscovered star, but what the hell do you DO with it?). On the other hand, someone else in this thread mentioned Fallout 4, and I loved walking around the Boston area running into random encounters and new sets of computer logs and other kinds of environmental storytelling. But my sense is that No Man's Sky is not the kind of game to fill its world with intricate little details, if only because the procedurally generated nature doesn't really allow for it.

I guess the fundamental question I have is this: I've seen complaints in this thread that people fly to new planets and see lots of the same stuff. I've also seen people praising the game for how wonderful the exploration is. How do people reconcile these two things? Are the first group of people exaggerating? Do the second group of people have a different idea of what "exploration" means that includes seeing a lot of the same environments repeated? If so, what is that idea? Even the Ars Technica review notes that "exploration" feels pretty good, while also decrying the repetition of assets and environments. How can you have both these things?
Regarding crafting, I say it's not so much just getting strictly better stuff. Your weapon for example, there's lots of blueprints that add a wide variety of effects to the weapon and you can install whichever combination of them you want.

Regarding exploration, truthfully you will find planets that feel like planets you've visited before. I've even seen someone share a creature nearly identical to one I myself found. Still, you don't have to explore every planet and there's enough of them to find something truly unique. That's where he exploration reward comes in. Not just finding any old planet with common attributes, but finding a truly special one.
 
http://www.neogaf.com/forum/showpost.php?p=213032136&postcount=5806
this has the melee boost movement speed thing and other common tips! I keep trying to update it, hopefully nothing is outdated.

Also if anyone is interested , doing a chill stream for a while: https://www.twitch.tv/thehawkian
Happy to answer questions or whatever.

You should really add in something about choosing the 'Shelter' option at the planet scanner thingies for a good chance of getting Drop Pod locations to increase your exosuit slots, once I saw someone mention that here it was a total gamechanger and got like 10 slots in an hour or two.
 
I've just finished the game and by far the best experience was my first planet. Spending hours wandering around looking at everything, being blown away, wondering how I'd ever get out.

It was a buggy mess for me, over two dozen crashes, but I still had a fine time.

I'll be keeping my eye on things to see what others discover, how far people wind up going.
 
This is becoming a slog. I got the Tau warp upgrade, an anomaly popped up, and now I'm back to just jumping around with no real goal until the next one pops up, and I have no idea when that will be.

And it's still crashing every 30 minutes.
 
Can those be scanned for from the red skybeam pods? I don't recall seeing "shelter" or "drop pod" as options.

You find the via beacons, which maybe you're calling the red sky beam thing that requires one bypass chip. You'll know it when you can search for "monoliths" or and three other options. The last search will say "shelter" which will identify little red house icons on your HUD. Keep going to those and you will find a bunch a "drop pod" under some of these. In that pod which looks like an escape craft, you'll see a way to upgrade your exosuit.

First is free. Every one after that costs 10k more than the last. Think there are 2-3 on the average planet but I'm guessing. Maybe more.

Everyone needs to know this because it immediately makes the game bearable for playing how you choose.
 
I guess the fundamental question I have is this: I've seen complaints in this thread that people fly to new planets and see lots of the same stuff. I've also seen people praising the game for how wonderful the exploration is. How do people reconcile these two things? Are the first group of people exaggerating? Do the second group of people have a different idea of what "exploration" means that includes seeing a lot of the same environments repeated? If so, what is that idea? Even the Ars Technica review notes that "exploration" feels pretty good, while also decrying the repetition of assets and environments. How can you have both these things?

There's a lot more to a planet than the materials you collect and the structures you visit. They each have their own flavor and beauty, creatures and hazards. What I imagine is happening is people are just making their way from waypoint to waypoint, seeing some repeated structures, and then complaining about every planet being the same. That's not exploration. If people want to play that way it's their prerogative but they're selling the experience short, imho.
 
I just completed my 30th jump and got a silver trophy. I looked at the trophy percentages for it and it is 1.0%. I am still 176725 lightyears from the center. How the fuck did that early player make it to the center so fast? I'm hardly rushing, but I thought I'd be like maybe a fourth of the way there given the timeframe that the early guy did. I heard about his weird exploit and how it is now patched...but is it possible they ganked it even more so that it's super difficult to get to? This is really awesome. I'm blown away at how big this galaxy is.

For extra info on my progress with some spoilers:
I went through two black holes to get this far too. I haven't even been jumping along the path to the center
 
Been playing off and on since Monday and had my first crash. Straight up couldn't get back to the menu unless I held the power button down' crash.
 
Got a coupe Qs related to the galaxy map:

After using a
black hole
is there any way to clear my waypoint? Will I get directed to another
Atlas Inteface
that isn't so far behind me?

Is there any way to use
black holes
without this sort of thing happening?
 
I've just finished the game and by far the best experience was my first planet. Spending hours wandering around looking at everything, being blown away, wondering how I'd ever get out.

It was a buggy mess for me, over two dozen crashes, but I still had a fine time.

I'll be keeping my eye on things to see what others discover, how far people wind up going.

soo quickest way to reach center give strats pls
 
Regarding crafting, I say it's not so much just getting strictly better stuff. Your weapon for example, there's lots of blueprints that add a wide variety of effects to the weapon and you can install whichever combination of them you want.

Regarding exploration, truthfully you will find planets that feel like planets you've visited before. I've even seen someone share a creature nearly identical to one I myself found. Still, you don't have to explore every planet and there's enough of them to find something truly unique. That's where he exploration reward comes in. Not just finding any old planet with common attributes, but finding a truly special one.

Is the game built with that in mind? ex. if I land on a planet similar to what I've seen before, can I just collect what I need quickly to get off that rock and search for something better, or is there a lot of busywork required to make that happen? Or do most planets harbour something unique even if 95% of it is the same old shit, and you just have to go find that one point of interest that might make it worth it?

I think I wouldn't mind "well, I landed on this dumb rock, and I see that it's not that interesting, so I'm going to refuel and restock, maybe poke around a bit, then get the hell out of dodge." I'd probably mind "well, I landed on this dumb rock, but I have to stay here for hours because maybe it turns out there really is something special here but I have to go through every cave formation on the planet to be sure, and also it'll take two hours to collect enough plutonium to refuel my ship." Or maybe the game is open-ended enough to support both scenarios, so I can kind of play the way I'd prefer?

There's a lot more to a planet than the materials you collect and the structures you visit. They each have their own flavor and beauty, creatures and hazards. What I imagine is happening is people are just making their way from waypoint to waypoint, seeing some repeated structures, and then complaining about every planet being the same. That's not exploration. If people want to play that way it's their prerogative but they're selling the experience short, imho.

So, if I take your meaning, that implies that even if the prefabricated structures (buildings, outposts, etc.) are mostly the same, there can still be a great deal of variety in flora/fauna/geology? It's hard to know when people say everything's the same, if they just mean "geez I ran into the same dumb space trader at the same dumb station" or "oh hey it's another marshmallow-headed creature that's technically different from the ones I saw on four different planets but are basically the same, and oh look it's that same rock chasm formation from two systems ago, and the sky's basically the same colour too and it's basically the same goddamned planet through and through."
 
A bit belated, but thanks to what-ok and BreezyLimbo for help with those beacons that never seemed to get closer. Was a bit of a frustrating experience but was able to resolve the issue with your comments.
 
There's a lot more to a planet than the materials you collect and the structures you visit. They each have their own flavor and beauty, creatures and hazards. What I imagine is happening is people are just making their way from waypoint to waypoint, seeing some repeated structures, and then complaining about every planet being the same. That's not exploration. If people want to play that way it's their prerogative but they're selling the experience short, imho.
There's definitely repetition in more than just the structures. I've seen tons of similar looking flora/fauna/geographies across dozens and dozens of planets.
 
Has anyone made it to a different galaxy?



Shouldn't it be possible to get further away as well? The whole point is not knowing where the other side is.

I don't buy that. Prior to having the black hole marked on the galactic map, you're asked a question w three choices. The option to place a black hole in the galactic map is titled something like ' accept a short cut to the centre' or something. So clearly black holes are meant to bring you closer. And when you go through, the distance it says you travel when you come out doesn't equate to the actual distance you appear to have gone. It honestly makes no sense.
 
Is the game built with that in mind? ex. if I land on a planet similar to what I've seen before, can I just collect what I need quickly to get off that rock and search for something better, or is there a lot of busywork required to make that happen? Or do most planets harbour something unique even if 95% of it is the same old shit, and you just have to go find that one point of interest that might make it worth it?

I think I wouldn't mind "well, I landed on this dumb rock, and I see that it's not that interesting, so I'm going to refuel and restock, maybe poke around a bit, then get the hell out of dodge." I'd probably mind "well, I landed on this dumb rock, but I have to stay here for hours because maybe it turns out there really is something special here but I have to go through every cave formation on the planet to be sure, and also it'll take two hours to collect enough plutonium to refuel my ship." Or maybe the game is open-ended enough to support both scenarios, so I can kind of play the way I'd prefer?

For me (5 hours played) it's absolutely the second one.

If I "enter" a planet and don't see a large installation, some good/rare minerals, or something worth it (fly as low as you can and just look for signs of these) I just leave. You can scan from your ship in atmosphere.

Shit you can mine pulse drive juice without leaving space.
 
Restarted my game for a second time (out of fear of losing my ship and being out a hyperdrive), this time doing the tutorial and approaching the game with, uh, tempered expectations, and I'm enjoying it a bit more.

It helps that my starter planet this time was actually cool, and not a shitty super poisonous world with nothing but lousy little brain crabs.

From a moon not far from my starting point.

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Found a moon with gravitrino balls everywhere and the most dickish sentinels I've ever seen. Fuck those things. Named it Gravitrino Sentinel for future explorers.

yeah same ima say there until credits arent a problem anymore its fun game jetsprinting around avoiding sentails some times you can get 20 plus in 10 minutes lol its mad money
 
It's such a small detail, but when you're inside a ship on a planet, just chilling out and it's raining outside and the wind is beating all around, I love the sound effects it makes on the ship and how cosy everything feels, really class.
 
Does the game crash often for anyone else?

For me it crashes with CE-34878-0 whenever I die and now when I was using my hyper drive.
 
So does the path of the Atlas end? I'm getting sick of visiting it tbh. My character said I was nearing the end like 4 visits ago ffs.

I'm wondering how long until I get my V2 and V3 Atlas cards. I keep following the path but this game really drags the progression out.
 
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