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

No Man’s Sky |OT| Next!

iconmaster

Banned
The biggest failure point that I feel undercuts everything is a lack of respect for players time.

I'd agree tasks in No Man's Sky generally take a long time to complete -- I was thinking the other day that my 100+ hours in the game is really more like 10+ hours in any other game :ROFLMAO: -- but I wouldn't say it's out of a lack of respect for players' time. Rather, I think it's the result of a focus on a kind of sci-fi realism. Planets should actually be big, and distant from each other. Refining a metal should resemble a real refining process. Farmed plants should take time to grow. Etc.

It at least makes for a very chill game. :D
 
Last edited:
I do think that there needs to be an upgrade that auto-replenishes certain systems. The pulse engine isn't such a big deal because I'm shooting asteroids for quick money anyways. The hampered planet exploration is the main thing with launch fuel.

I actually like manually repairing the frigates, but I am pulled all over the galaxy when I have a quest here, exploring there, trying to profit over there, fleet management way over there and home base long back. I am at a point where I am looking to pick a new base planet, call my fleet to it and try to centralize operations. .
 

Kadayi

Banned
I'd agree tasks in No Man's Sky generally take a long time to complete -- I was thinking the other day that my 100+ hours in the game is really more like 10+ hours in any other game :ROFLMAO: -- but I wouldn't say it's out of a lack of respect for players' time. Rather, I think it's the result of a focus on a kind of sci-fi realism. Planets should actually be big, and distant from each other. Refining a metal should resemble a real refining process. Farmed plants should take time to grow. Etc.

It at least makes for a very chill game. :D

I don't think you quite understand what I'm getting at. The basic premise I'm A-ok with, my issue is with the abundant flab, that for many people has become a sort of running joke, like the signal booster repeatedly giving you directions to a drop-pod you've already used up or a monolith you've already visited and activated or the fact that seemingly every landing location is on the far side of any building entrances. Or going back to the frigates subject, that there's no indication beforehand of the materials required to repair the ship prior to landing on it.
 
Last edited:

iconmaster

Banned
Kadayi Kadayi Gotcha. There's a lot of unnecessary time wasting due to bugs and interface choices. That's fair.

(Waypoints have always been all kinds of bugged. Old waypoints coming back, or brand-new waypoints being lost. Would be a great area for the team to spend some effort.)
 

Kadayi

Banned
Kadayi Kadayi Gotcha. There's a lot of unnecessary time wasting due to bugs and interface choices. That's fair.

It's more than that though. It's the seeming absence of Hello Games themselves not asking the fundamental design question at every stage of the project of 'Is what I'm presently doing fun or frustrating for a player?' and then in the case of it being the latter 'How can I change this activity so it shifts towards the former?' Challenge can be fun. I had a blast when I started up 1.5 and found myself balls deep on a highly toxic planet scrambling to survive. That was great. Whats not so great is getting given drop-pod chips fairly early on spending them at a signal booster thinking 'extra inventory slots would be useful' only to find out that I can't actually action them until I've learnt how to make Anti-Matter which doesn't come until later in the plot. There's no point giving player C if they still need B beforehand. Some robust QA would have brought that up if they were doing their job properly.

I mean jeez they introduced the Exo-suit cargo slots quite a while ago, yet when mining for resources the game isn't configured to know that if you have say Copper in a cargo slot that it should put any further mined Copper in that slot (until its full) rather than a vacant General slot. How much time do players spend needless going into their inventory having to move resources around, because someone at Hello didn't write an 'If this then that' bit of code.
 
Last edited:

EviLore

Expansive Ellipses
Staff Member
Yeah, it's kinda ridiculous that resources you mine won't be added to any high capacity inventory slots' stacks for the same resource. Especially with all the refined variants of each resource, resource management can be such a chore despite the relative simplicity of the systems.

The initial planet in Survival mode was fun. Game just opened up fully it seems, and I've little motivation to continue. Feels like there's not much else to see, just slightly different procedural generations of the same thing over and over, and everything's a little too slow and clunky, not much variation mechanically. Some kind of interaction with the fauna would be neat, for example. Or interaction with aliens other than as traders or background distraction in space or the occasional pirate. It's thin.
 

Kadayi

Banned
Yeah, it seems to me that they still need to do a tonne of optimisation in terms of follow through with in-game systems and interoperability. Plus they need to tweak certain aspects. I've spent the last couple of evenings traipsing across a planet looking for that last elusive creature (worth a king's ransom in nanites given the place is teeming with life) but it doesn't seem so much rare as non-existent.
 
Last edited:

Handy Fake

Member
Yeah, it seems to me that they still need to do a tonne of optimisation in terms of follow through with in-game systems and interoperability. Plus they need to tweak certain aspects. I've spent the last couple of evenings traipsing across a planet looking for that last elusive creature (worth a king's ransom in nanites given the place is teeming with life) but it doesn't seem so much rare as non-existent.
Some creatures only come out at night. Or during storms.
 

Kadayi

Banned
Some creatures only come out at night. Or during storms.

When I say two evenings spent searching, I'm talking real world evenings, not in-game ones. All conditions/all habitats visited innumerable times. The fun/frustration rubicon has long since been crossed.
 
Last edited:

GribbleGrunger

Dreams in Digital
I hope they sort the fish out. You can't see them until you're in the water now and scanning them is a nightmare because they just disappear or teleport somewhere else.
 

Grinchy

Banned
I got this back at the 1.3 patch, and trying to get every species of animal life on a single planet for a couple hours made me never want to even attempt it again.
 

FranXico

Member
I got this back at the 1.3 patch, and trying to get every species of animal life on a single planet for a couple hours made me never want to even attempt it again.
I finally figured out what I was doing wrong today.
I landed on a planet with 5 different animal species, and managed to scan all 5 rather quickly.
Then when I was back in the Discoveries menu, I realized I needed to push the paw hexagonal button (yes, that actually is a button you need to push!) at the top right corner. Even though the game knows that you scanned all creature types, if you don't push that button, it won't actually count.
As soon as I did this, my "A Scanner Darkly" trophy popped!

HTH
 
Last edited:

Kadayi

Banned
Then when I was back in the Discoveries menu, I realized I needed to push the paw hexagonal button (yes, that actually is a button you need to push!) at the top right corner. Even though the game knows that you scanned all creature types, if you don't push that button, it won't actually count.
As soon as I did this, my "A Scanner Darkly" trophy popped!

HTH

Yeah it's another example of illogical and unnecessary design. As soon as you get all the creatures, the game should automatically grant you the reward nanites. Quite a few people don't realise you have to then do a further part once you've uploaded them to get the completion bonus.

In truth though I don't even know why it's necessary to have to upload any discoveries manually anyway. Once something is scanned the game should give you the cash and nanites together. If feels like a complete redundancy to have to goto the discoveries screen to get the nanites (for group upload click and hold on the flora/fauna/location icons btw).

The only case scenario I can see is uploading planets/systems as you might want to keep you presence hidden on the wider stage until you have secured all your discoveries.
 

Panajev2001a

GAF's Pleasant Genius
Yeah it's another example of illogical and unnecessary design. As soon as you get all the creatures, the game should automatically grant you the reward nanites. Quite a few people don't realise you have to then do a further part once you've uploaded them to get the completion bonus.

In truth though I don't even know why it's necessary to have to upload any discoveries manually anyway. Once something is scanned the game should give you the cash and nanites together. If feels like a complete redundancy to have to goto the discoveries screen to get the nanites (for group upload click and hold on the flora/fauna/location icons btw).

The only case scenario I can see is uploading planets/systems as you might want to keep you presence hidden on the wider stage until you have secured all your discoveries.
They have proved capable of listening to players and try to give what the actives player ask over time. I think such issues should be raised on their bug reporter tool by the people that feel it is a problem for them and the duplicates (unless hostile and wasteful) will help prioritise the bugs they need to fix.

Developers, taking from experience, would like to fix issues and improve their offerings, but they themselves or someone they report to will ask them to prioritise, to justify why something should be done before something else or even done at all. Developers need hard data and well compiled bug reports / enhancement requests are fundamental.
 

Handy Fake

Member
They have proved capable of listening to players and try to give what the actives player ask over time. I think such issues should be raised on their bug reporter tool by the people that feel it is a problem for them and the duplicates (unless hostile and wasteful) will help prioritise the bugs they need to fix.

Developers, taking from experience, would like to fix issues and improve their offerings, but they themselves or someone they report to will ask them to prioritise, to justify why something should be done before something else or even done at all. Developers need hard data and well compiled bug reports / enhancement requests are fundamental.
It may be to give the player the chance to rename discoveries, rather than uploading automatically.
 

FranXico

Member
I have in fact earlier today already reported some bugs. Hopefully they will prove to be easily fixable and get fixed in a patch soon.
 

Kadayi

Banned
They have proved capable of listening to players and try to give what the actives player ask over time. I think such issues should be raised on their bug reporter tool by the people that feel it is a problem for them and the duplicates (unless hostile and wasteful) will help prioritise the bugs they need to fix.

Developers, taking from experience, would like to fix issues and improve their offerings, but they themselves or someone they report to will ask them to prioritise, to justify why something should be done before something else or even done at all. Developers need hard data and well compiled bug reports / enhancement requests are fundamental.

I've submitted a fair few bug reports as well as suggestions (like more details on mission requirements and rewards in the mission screen itself for example- a weirdly absent thing)

It may be to give the player the chance to rename discoveries, rather than uploading automatically.

True enough. I don't think I've ever bothered naming anything so that aspect is rather lost on me.
 
Last edited:

GribbleGrunger

Dreams in Digital
I just spent hours building a base at the top of a mountain only to find it filled with the mountain moments ago. My terrain manipulator doesn't seem to work in these areas either so I can't refill holes I dug by accident. I also noticed something really odd (read stupid) about the ramps. I started laying a path down to the coast and noticed the joint that fits the pieces together is on the top which leaves a 'step' you can't walk up. Why on earth didn't they make them join at the ends like the vertical pieces? It's baffling to me.
 

GribbleGrunger

Dreams in Digital
New experimental patch notes:

NEXT Experimental Branch 08/08
Hello everyone,

After the initial round of addressing high priority stability and performance issues, the team have been working intensely on a large number of gameplay fixes and improvements, which we have now finished QA testing and are ready to release to Steam Experimental.

As always, thank you for playing the game and taking the time to report any issues you encounter! We appreciate your patience and understanding while we tackle the highest priority issues first.

Please note that due to the large number of changes in this patch, there is always the possibility it may introduce new issues that haven't been caught in test. We'd like to recommend that all players back up their save files, by making a local copy of the st_[userid] folder found here:
C:\Users\[Username]\AppData\Roaming\HelloGames\NMS\st_[userid])

Note that we don't anticipate any issues here. However, performing your own backups could mean the difference between resuming play immediately, or waiting for the next patch.

Feedback and reports of new bugs/issues being found on Experimental are welcome, so please post them here, or submit a ticket to Zendesk[hellogames.zendesk.com] with the phrase "Steam Experimental 08/08" in the ticket title.

To play in Experimental, right-click on No Man's Sky from the Steam library page and select "Properties". Among the available tabs will be the "BETAS" tab. Select "Code: 3xperimental" in the dropdown menu under "Select the beta you would like to opt into".

Latest changes on Experimental (08/08):
  • Fixed a memory leak in the UI
  • Fixed a number of crashes to do with freighters
  • Fixed a crash that affected particular planets
  • Fixed a crash that could occur while creating a race track in a borrowed Exocraft
  • Reduced texture memory usage to improve overall stability

  • Fixed an issue where players would get stuck in The Purge mission
  • Fixed an issue where players would get stuck in the Ghost in the Machine mission
  • Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
  • Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
  • Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
  • Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT

  • Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products

  • Fixed an issue where trade commodities were not available for sale in the space station

  • Fixed an issue where player ships could shoot themselves in multiplayer

  • Fixed an issue where some base parts were not available in the blueprint analyser
  • Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial

  • Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
  • Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations

  • Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
  • Fixed an issue where Base Computers placed inside other bases could not be deleted

  • Fixed some instances of an issue where ships would all spawn on the same landing pad

  • Fixed a number of incorrect refiner recipes
  • Expanded the available refiner recipes

  • Removed the chance to get nanites from Buried Technology Modules
  • Reduced the frequency of storms in some situations
  • Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
  • In normal mode, slightly reduced the base rates of hazard and life support fuel usage
  • Slightly reduced the radius at which Sentinel drones will investigate players
  • Reduced the time required to scan discoveries with the Analysis Visor
  • Increased the recharge rate of the jetpack when onboard a Space Station

  • Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.

  • Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
  • Fixed an issue where mission markers would not attach to the correct base

  • Reduced the number of whispering eggs around Abandoned Buildings

  • Fixed an issue with rain audio
  • Added audio to the target tagging UI

  • Fixed a bug in the auto-aim system concerning large creatures
  • Reduced the critical hit zone for biological horrors
  • Fixed an issue in creature replication that could cause creatures to freeze
  • Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer

  • Fixed an issue that could cause the third person camera to turn sluggishly

  • Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again

  • Fixed an issue where some of Nada + Polo's missions had untranslated text
  • Fixed an issue where some of the procedural missions given by NPCs had untranslated text
  • Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
  • Fixed an issue where chairs did not display their text correctly

  • Fixed an issue where the launch fuel tutorial did not trigger correctly
  • Fixed a number of incorrect timings of mission update messages

  • Fixed an issue where activating the torch did not close the quick menu

  • Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player's ship.
  • Fixed an issue where the freighter would not be visible to other players in multiplayer

  • Fixed a number of issues where expeditions would reward the wrong player in multiplayer
  • Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
  • Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
  • Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
  • On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
  • Fixed an issue where Korvax eye textures would become misaligned.

  • Fixed an issue where falling animations would not play
  • Fixed an issue where the player would play the sliding animation while swimming
  • Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
  • Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
  • Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor

  • Fixed a number of issues for players in specific timezones

 
Last edited:

Kadayi

Banned
Some good fixes in the patch, scanning speed is much improved making scanning flying things much much less painful.
 

GribbleGrunger

Dreams in Digital
I'm concerned about this particular change. Surely it can't be what it sounds like, can it? Sentinels are already a hindrance to enjoyment now their timers have been removed but if they're going to bother you even more, it's going to be no fun at all:

  • Slightly reduced the radius at which Sentinel drones will investigate players
Or does it mean they've reduced the radius of the 'player' and so sentinels will not spot you as much?
 
Last edited:
D

Deleted member 752119

Unconfirmed Member
I'm concerned about this particular change. Surely it can't be what it sounds like, can it? Sentinels are already a hindrance to enjoyment now their timers have been removed but if they're going to bother you even more, it's going to be no fun at all:

  • Slightly reduced the radius at which Sentinel drones will investigate players
Or does it mean they've reduced the radius of the 'player' and so sentinels will not spot you as much?

I read that as meaning the latter. That they’ll now have to be slightly closer to notice you.
 

GribbleGrunger

Dreams in Digital
I read that as meaning the latter. That they’ll now have to be slightly closer to notice you.
Fingers crossed. I do hope they do something about the terrain growing back when building big bases. I just turned my game on and things just keep getting worse. I'm going to have to dismantle my base to a certain degree just so I can get at the terrain and delete it with my terrain manipulator.
 

tassletine

Member
I'd agree tasks in No Man's Sky generally take a long time to complete -- I was thinking the other day that my 100+ hours in the game is really more like 10+ hours in any other game :ROFLMAO: -- but I wouldn't say it's out of a lack of respect for players' time. Rather, I think it's the result of a focus on a kind of sci-fi realism. Planets should actually be big, and distant from each other. Refining a metal should resemble a real refining process. Farmed plants should take time to grow. Etc.

It at least makes for a very chill game. :D

I don't think it's that either. I think the people who made this are fundamentally coders and have very little idea about gameplay at all.
At the moment they're discovering what works. I wouldn't expect to see a decent game there until at least three years away, given the current wait -- but when it arrives it could be spectacular.

I'm actually quite a fan of this title BTW, in case this post comes across negative, I just don't believe the developers have any concrete goals as such. They're just adding to the sandbox to see what emerges.
Currently I think they're gone a bit too far in one direction. The game seems overpopulated, given the type of game it is as the amount of craft and aliens is at odds with the aesthetic and story.

I don't believe the developers have any respect for players time though, simply because they are in this for the long hall. I've had a great deal of fun just dipping in and out of this title, seeing where it's headed etc.
 

GribbleGrunger

Dreams in Digital
I don't think it's that either. I think the people who made this are fundamentally coders and have very little idea about gameplay at all.
At the moment they're discovering what works. I wouldn't expect to see a decent game there until at least three years away, given the current wait -- but when it arrives it could be spectacular.

I'm actually quite a fan of this title BTW, in case this post comes across negative, I just don't believe the developers have any concrete goals as such. They're just adding to the sandbox to see what emerges.
Currently I think they're gone a bit too far in one direction. The game seems overpopulated, given the type of game it is as the amount of craft and aliens is at odds with the aesthetic and story.

I don't believe the developers have any respect for players time though, simply because they are in this for the long hall. I've had a great deal of fun just dipping in and out of this title, seeing where it's headed etc.

I agree that they're coders above all else and I do think it comes across in some of their choices. I can't count the amount of times I've been frustrated at seeing a new asset overused. There needs to be someone at the studio who understands what makes exploration interesting and take the difficult decisions that go along with it.

Take the new biomes for instance. We have bubbles, electronic trees, jacks, spinning tops and monolith like spires. We've also got new planets that fully utilise the increase in size and the use of filters to give them an alien feel, the reason I believe they've removed the use of filters during gameplay. The problem is, when you come across a planet with these on them, they're everywhere. Once you've seen it, you seen all of it. They need to REALLY embrace the concept of 'rare'.

Let's take those electronic trees for instance. We now have huge caves, something I'm happy with, especially because they're cut down on junk and removed the santa's grotto effects of lighting. BUT, these are unique environments just waiting to be populated with rare content.

Imagine you've never come across any of the above environments. Imagine that they're rare enough that not many other people have either. You decide to investigate a cave on a planet covered with giant underwater props that tower above you, moving in the wind as they would in the ocean. As you get deeper into the cave system, you hear an electronic humming, a sound you have never heard before. Inspired by the new sound, you delve deeper. There, in a huge cavern, you see a little copse of these electronic trees. They light the environment and shimmer as they hum. On farming the new tree you discover a incredibly rare material worth millions but before you can mine them you have to deal with the NEW and strange creatures protecting them (those now wasted near derelict buildings).

What I've just described is something that would light the internet up and have everyone exploring even more for other potential rarities. There are so many ways they could add little immersive moments like this but for some reason they're scared of making something rare and don't seem to consider what makes exploration interesting or even WHY we explore. We've got huge props on land like the witches hat with a thick brim but once again, when you see them they're everywhere. Why not just have one or two and the occasional planet to make them objects of interest instead of yet another prop. How about they put a door in the side of it? How about if you entered that door you are confronted with a complex maze? How about if, on finding your way through that maze, you come across a sacred stone and on answering the question correctly you are awarded something of great worth. A rare tech or material.

Little and rare moments like this would create mystery and unique stories for people to tell. Instead of going to reddit and seeing yet another post about 'found this (insert photo)' and finding it's yet again something you've seen a million times, it's something you have never seen before. There are so many props they've thrown away like this it drives me insane. They could still have planets covered in these props but make them so rare only a handful of people would ever see them. Then those who have seen them can post the portal co-ordinates up and BANG, you have a tourist attraction.

It's so easy to see how NMS could be changed for the better but currently the player base thinks: 'easier, faster, cheaper, more common' and Hello Games seem to be catering to it. I've mentioned this many times and always get the same answer which is 'but people don't want them to be rare. They want to see them'. What we don't know exists wouldn't impact anyone's enjoyment of the game. These people can only look at it as something 'removed' rather than something 'rare' because they've already seen them. This is the constant frustration I feel with Hello Games.

Have the balls Sean. Make things RARE.
 

Kadayi

Banned
I'm ok with rare environments, just not rare creatures. The last one on the list is always a pig to find.
 

GribbleGrunger

Dreams in Digital
I'm ok with rare environments, just not rare creatures. The last one on the list is always a pig to find.

The last one is a bit of a bugger, yeah, but I'm yet to play a full playthrough without completing the milestone. They CAN be found and so therefore, they're not as 'rare' as some people think. They just need to make sure we can see the fish from the land as we once was able to.
 

GribbleGrunger

Dreams in Digital
Evidently cuboid rooms can no longer be used for storage containers. The workaround is to use 4-way connectors. I find it a really odd choice to remove that feature because the cuboid rooms were perfect for keeping the storage units neat and easily accessible.
 

Kadayi

Banned
The last one is a bit of a bugger, yeah, but I'm yet to play a full playthrough without completing the milestone. They CAN be found and so therefore, they're not as 'rare' as some people think. They just need to make sure we can see the fish from the land as we once was able to.

Agreed about the water. The last planet I was on the last creature was a big catfish looking thing swimming in a shallow lake. Trying to get a clean scan whilst staying underwater and not losing line of sight on it was a test of one's patience.
 

GribbleGrunger

Dreams in Digital
Agreed about the water. The last planet I was on the last creature was a big catfish looking thing swimming in a shallow lake. Trying to get a clean scan whilst staying underwater and not losing line of sight on it was a test of one's patience.

Cave creatures suffer from the same problem. I've been playing NEXT for 90 hours now and have yet to see a red dot indicating a cave creature. In fact, during that 90 hours I'v only found ONE cave creature and that was at the opening of the cave. I'm yet to find any creatures whatsoever deep inside a cave.

My patience is wearing very thin at the moment to be honest. I built a base at the top of a mountain and I've had to dismantle some of it three times now to remove terrain that's grown back. I'm currently leaving well alone because once again it's back to normal and there are parts of my base inaccessible due to this.

Not being deterred, I decided to spend some time sorting out my inventory and storage units, only to find the storage units don't fit in wooden buildings and no longer fit in cuboid rooms. This took me forever to workaround and having done it eventually, I thought a nice jaunt on a planet would be the order of the day. So ... I got to a paradise planet and to my surprise, there was NO bad whether. 'Result', I thought and promptly set off to explore.

I got out my exocraft to cover more ground and began my journey. An hour into this journey I thought I'd try out the lasers on a sentinel or two. This worked out well and I took two down easily (2 stars), I continued to take them down (3 stars). I wondered how it would handle the walkers so I continued (4 stars). At this point I realised it was next to useless so fled using my boost. The stars began to blink so I jumped out of my exocraft and hid in a cave. I was deep in this cave when I realised the stars had stopped blinking. They knew where I was even though they hadn't seen me for quite some time. I jumped in my exocraft and shot off. Sentinels spawned directly in front of me, as did the walker. I changed direction ... sentinels spawned in front of me, as did the walker. Oh. ...

During my journey back to my ship, they kept respawning so I was constantly hitting them with no respite in sight. Just 300 units to go and 'CRASH'. All the resources, all the milestone progression, all the creature's scanned, GONE. I thought about returning to my base but knew it would just be an even worse mess to clear up and three times is enough in one day.

I quit. Not an enjoyable gaming loop.
 
Last edited:

tassletine

Member
I agree that they're coders above all else and I do think it comes across in some of their choices. I can't count the amount of times I've been frustrated at seeing a new asset overused. There needs to be someone at the studio who understands what makes exploration interesting and take the difficult decisions that go along with it.

Take the new biomes for instance. We have bubbles, electronic trees, jacks, spinning tops and monolith like spires. We've also got new planets that fully utilise the increase in size and the use of filters to give them an alien feel, the reason I believe they've removed the use of filters during gameplay. The problem is, when you come across a planet with these on them, they're everywhere. Once you've seen it, you seen all of it. They need to REALLY embrace the concept of 'rare'.

Let's take those electronic trees for instance. We now have huge caves, something I'm happy with, especially because they're cut down on junk and removed the santa's grotto effects of lighting. BUT, these are unique environments just waiting to be populated with rare content.

Imagine you've never come across any of the above environments. Imagine that they're rare enough that not many other people have either. You decide to investigate a cave on a planet covered with giant underwater props that tower above you, moving in the wind as they would in the ocean. As you get deeper into the cave system, you hear an electronic humming, a sound you have never heard before. Inspired by the new sound, you delve deeper. There, in a huge cavern, you see a little copse of these electronic trees. They light the environment and shimmer as they hum. On farming the new tree you discover a incredibly rare material worth millions but before you can mine them you have to deal with the NEW and strange creatures protecting them (those now wasted near derelict buildings).

What I've just described is something that would light the internet up and have everyone exploring even more for other potential rarities. There are so many ways they could add little immersive moments like this but for some reason they're scared of making something rare and don't seem to consider what makes exploration interesting or even WHY we explore. We've got huge props on land like the witches hat with a thick brim but once again, when you see them they're everywhere. Why not just have one or two and the occasional planet to make them objects of interest instead of yet another prop. How about they put a door in the side of it? How about if you entered that door you are confronted with a complex maze? How about if, on finding your way through that maze, you come across a sacred stone and on answering the question correctly you are awarded something of great worth. A rare tech or material.

Little and rare moments like this would create mystery and unique stories for people to tell. Instead of going to reddit and seeing yet another post about 'found this (insert photo)' and finding it's yet again something you've seen a million times, it's something you have never seen before. There are so many props they've thrown away like this it drives me insane. They could still have planets covered in these props but make them so rare only a handful of people would ever see them. Then those who have seen them can post the portal co-ordinates up and BANG, you have a tourist attraction.

It's so easy to see how NMS could be changed for the better but currently the player base thinks: 'easier, faster, cheaper, more common' and Hello Games seem to be catering to it. I've mentioned this many times and always get the same answer which is 'but people don't want them to be rare. They want to see them'. What we don't know exists wouldn't impact anyone's enjoyment of the game. These people can only look at it as something 'removed' rather than something 'rare' because they've already seen them. This is the constant frustration I feel with Hello Games.

Have the balls Sean. Make things RARE.

I love what you've written there. Sums it up perfectly. At the moment I feel they're quite literally just throwing crap at a fan to see what sticks. They do indeed lack balls, as you say as there is far to much badly arranged content at the moment, and everything feels slapped on with very little care. It's like the coders all there, working extremely hard, waiting for something to happen, hoping it will.....

Despite how good it looks there is definitely something missing from this new update. I don't think the team should underestimate that feeling you get of discovering something no-one has ever seen before (like the cave that you describe above). It's pretty powerful. Even having npc's and ships flying by ruins that effect.

I think we should probably resign ourselves to the fact that this team aren't very creative, but to compensate they're desperately trying to write the best creative algorithms they can in the hope it amounts to something! ... One day....
 

GribbleGrunger

Dreams in Digital
I love what you've written there. Sums it up perfectly. At the moment I feel they're quite literally just throwing crap at a fan to see what sticks. They do indeed lack balls, as you say as there is far to much badly arranged content at the moment, and everything feels slapped on with very little care. It's like the coders all there, working extremely hard, waiting for something to happen, hoping it will.....

Despite how good it looks there is definitely something missing from this new update. I don't think the team should underestimate that feeling you get of discovering something no-one has ever seen before (like the cave that you describe above). It's pretty powerful. Even having npc's and ships flying by ruins that effect.

I think we should probably resign ourselves to the fact that this team aren't very creative, but to compensate they're desperately trying to write the best creative algorithms they can in the hope it amounts to something! ... One day....

I think the only hope we have is that they hire a game creator with note and someone who persuades them to be brave. All the old assets are now thrown away and people WOULD feel aggrieved if they suddenly became rare, but they could take those old assets and switch them up slightly, adding an extra detail, such as gold leafs for the electronic trees for instance. This would serve the game well in the short term but in the long term they need to be brave, as I've said, and add new assets that ARE rare and different.

I admire the tech behind this game but there's something that's limiting it. When they go for less, it's less everywhere. When they go for more, it's more everywhere. It's as if the algorithm can't calculate both. A forest is only a forest when it's separate from the norm. A planet full of trees is just a planet. To 'explore' is to look out at that forest and wonder what it hides. To walk through a planet with trees is exploring nothing. The same applies to everything in NMS. That 'other' is missing because the algorithm can only apply the calculation on a global scale. There needs to be another algorithm that localises features, giving us legitimate forests, rarities and incredibly complex cave systems.
 
Last edited:

ruvikx

Banned
I just reinstalled this on PS4 & hope the changes are good (I haven't played it since day 1 release date). If it's potable, I'll go for the platinum.
 

iconmaster

Banned
The game remains fascinating but boy is it buggy. Base doors disappearing st random. One of my storage containers is apparently gone forever. I can’t get the blueprint for freighter fuel and so I’m locked out of the fleet missions feature.

If anything ends my interest in No Man’s Sky, it’s going to be that kind of stuff.
 

GribbleGrunger

Dreams in Digital
I just reinstalled this on PS4 & hope the changes are good (I haven't played it since day 1 release date). If it's potable, I'll go for the platinum.

Wait a little while longer. Either tomorrow or the following day, the new patch will drop and it sorts out lots of issues.
 

GribbleGrunger

Dreams in Digital
The game remains fascinating but boy is it buggy. Base doors disappearing st random. One of my storage containers is apparently gone forever. I can’t get the blueprint for freighter fuel and so I’m locked out of the fleet missions feature.

If anything ends my interest in No Man’s Sky, it’s going to be that kind of stuff. I

This is coming in the next day or so:

  • Fixed a memory leak in the UI
  • Fixed a number of crashes to do with freighters
  • Fixed a crash that affected particular planets
  • Fixed a crash that could occur while creating a race track in a borrowed Exocraft
  • Reduced texture memory usage to improve overall stability

  • Fixed an issue where players would get stuck in The Purge mission
  • Fixed an issue where players would get stuck in the Ghost in the Machine mission
  • Fixed an issue where players would receive incorrect mission instructions while returning with the Mind-Arc
  • Fixed an issue where Sentinels would chase players forever if they did not complete the final Weapon Specialist mission
  • Fixed an issue that was causing dialogue and rewards at certain found buildings to repeat (including Traveller graves and portal glyphs)
  • Fixed an issue that caused players upgrading their save to not have any primary missions if they were on the tutorial for expanding their inventory when they upgraded to NEXT

  • Fixed an issue where legacy saves would not know the recipe for microchips, the large refiner and some advanced survival products

  • Fixed an issue where trade commodities were not available for sale in the space station

  • Fixed an issue where player ships could shoot themselves in multiplayer

  • Fixed an issue where some base parts were not available in the blueprint analyser
  • Fixed an issue where players would get stuck if they died before using the Navigation Data in the tutorial

  • Fixed an issue where the labels of hot / cold thermal protection upgrades were the wrong way around
  • Fixed an issue where the Efficient Launch Thruster upgrade was not learnable in space stations

  • Fixed an issue where terrain edits caused by building parts would regenerate in multiplayer
  • Fixed an issue where Base Computers placed inside other bases could not be deleted

  • Fixed some instances of an issue where ships would all spawn on the same landing pad

  • Fixed a number of incorrect refiner recipes
  • Expanded the available refiner recipes

  • Removed the chance to get nanites from Buried Technology Modules
  • Reduced the frequency of storms in some situations
  • Slightly increased the cost of launch fuel, but made one canister entirely refill the thrusters
  • In normal mode, slightly reduced the base rates of hazard and life support fuel usage
  • Slightly reduced the radius at which Sentinel drones will investigate players
  • Reduced the time required to scan discoveries with the Analysis Visor
  • Increased the recharge rate of the jetpack when onboard a Space Station

  • Farm plants now grow in real-world time (rather than game time), allowing farms to continue growing while you are away from the game. As a consequence, adjusted farming times + prices.

  • Placed the Space Anomaly marker on the entrance to the Anomaly rather than the centre of the model
  • Fixed an issue where mission markers would not attach to the correct base

  • Reduced the number of whispering eggs around Abandoned Buildings

  • Fixed an issue with rain audio
  • Added audio to the target tagging UI

  • Fixed a bug in the auto-aim system concerning large creatures
  • Reduced the critical hit zone for biological horrors
  • Fixed an issue in creature replication that could cause creatures to freeze
  • Fixed an issue where mordite would not be awarded to the correct player when killing creatures in multiplayer

  • Fixed an issue that could cause the third person camera to turn sluggishly

  • Fixed an issue where players respawning in Survival mode would have no life support and rapidly die again

  • Fixed an issue where some of Nada + Polo's missions had untranslated text
  • Fixed an issue where some of the procedural missions given by NPCs had untranslated text
  • Fixed an issue where some exotic biomes incorrectly reported their weather as fine or calm
  • Fixed an issue where chairs did not display their text correctly

  • Fixed an issue where the launch fuel tutorial did not trigger correctly
  • Fixed a number of incorrect timings of mission update messages

  • Fixed an issue where activating the torch did not close the quick menu

  • Fixed an issue where Infra-Knife accelerator projectiles would originate from behind the player's ship.
  • Fixed an issue where the freighter would not be visible to other players in multiplayer

  • Fixed a number of issues where expeditions would reward the wrong player in multiplayer
  • Fixed an issue where fleet frigates would return to the wrong location on completion of an expedition.
  • Fixed an issue where changing between first and third person camera while on a ladder would break player animations.
  • Fixed an issue where players would lose access to the main menu after reloading a save just after upgrading to NEXT
  • On PC, pressing P will default to opening the Log rather than Options. Options continues to be the default option for Esc.
  • Fixed an issue where Korvax eye textures would become misaligned.

  • Fixed an issue where falling animations would not play
  • Fixed an issue where the player would play the sliding animation while swimming
  • Fixed an issue that would stop players from firing or reloading their Multi-Tool in specific situations
  • Fixed an issue where Multi-Tool lasers would bend in the wrong direction.
  • Fixed an issue where the Multi-Tool glitched while going into the Analysis Visor

  • Fixed a number of issues for players in specific timezones
 

Grinchy

Banned
Hopefully they don't fix the co-op bug where you can infinitely harvest your buddy's plants and make tons of circuit boards in one sitting for fast cash.

I'm not sure if I'm feeling the game anymore, though. We started up a fresh survival save file. At 20+ hours in, we're not done with the base building missions. The only reason we started over together was to build a massive base together on a cool planet. We can't do that until we finish grinding through these boring base building missions. Then, finding the planet is just one loading screen after another with long flights and pirate attacks over and over.

It's getting to that point where needing an item just makes us think about how we're 3 minutes of loading back and forth away from buying it at a space station and lose all desire to continue.
 

Liljagare

Member
I really dislike the timers in this game, on quests etc.. It is such a bad design choice to have a actual timer just counting down as a block for progression.

When you work and play in your free time, it's really a showstopper at times. :\
 

FranXico

Member
I really dislike the timers in this game, on quests etc.. It is such a bad design choice to have a actual timer just counting down as a block for progression.

When you work and play in your free time, it's really a showstopper at times. :\
It's real time, not just play time.
If a counter says 3 hours, it will have been over if you come back the next day.
 

Liljagare

Member
It's real time, not just play time.
If a counter says 3 hours, it will have been over if you come back the next day.

Yes, that the issue, to progress I should go and do something else for the rest of my gaming time, and pickup the game the next day.

But if the timer wasn't there, I could play the way I want for the rest of the evening instead, I would much prefer this over the timers. :\
 

FranXico

Member
Yes, that the issue, to progress I should go and do something else for the rest of my gaming time, and pickup the game the next day.

But if the timer wasn't there, I could play the way I want for the rest of the evening instead, I would much prefer this over the timers. :\
I see what you mean, but it could be A LOT worse. Remember the R&D timers in MGS V?
 

iconmaster

Banned
I'm hearing 1.55 heavily nerfed farming by tremendously extending growth times -- from 2 hours to 48 for Solanium?

I enjoy the farming. It's what I did before Next, it's what I've been doing since (after rebuilding my base and farm from almost nothing because, well, Next). I wasn't making incredible money doing it -- maybe a couple million a day now that the farm's running well again.

I'll see how it plays out but maybe this is where NMS and I part ways.

"lollipop_disappointed:

Edit: I'm also seeing reports it's only up to 16 hours, which I could live with. No firm info yet I guess.
 
Last edited:

Tarkus98

Member
Wow, I actually found something pretty cool, a crashed freighter. It was pretty awesome seeing it come up over the horizon as I was walking around. It also gave me a mission to locate and open 6 cargo pods that were buried around the freighter. Not really a big discovery but cool non the less.
 
Top Bottom